Seafarers and Cities & Knights
Required Number of Victory Points: 8 victory points (4-player game ) or 21 victory points (3-player game) or rescued 6 treasures
Enchanted Land is played according to the rules of the expansions "Seafarers" (without the pirat) and "Cities & Knights".
The scenario shows a main island in the north and east and a treasure island inhabited by dragons in the southwest. The dragons guard 19 treasure chests. Each player builds a settlement, a city, and then a second settlement on the main island. At least one settlement must be built on the south or west coast.
A knight may be placed onto a coastal intersection of the treasure island, as soon as there is a ship route towards this intersection. No roads can be built on the treasure island, and settlements can only be built on the coast. Settlements cannot be upgraded to cities.
Each player can only place 1 knight on the treasure island. Once a knight has arrived on the treasure island, he cannot go back to the main island. Knights at sea or on the treasure island don't count for defense against the barbarians; however, they are not deactivated in case of a barbarian attack.
On the treasure island, an activated knight may be moved a distance of up to 3 intersections. If, in the process, he displaces a weaker knight, that knight is placed on any of the treasure island's coastal hexes. Apart from that, a knight may not be moved onto a coastal intersection, in order to prevent players from blocking knights from crossing over.
A knight that was activated on an intersection that bears a treasure chest can try to rescue the treasure in the next round (knight menu: treasure chest). When a knight tries to rescue a treasure, he is deactivated in the process. The treasures are guarded by dragons of strengths 1-3. To rescue the treasure, the knight must be equally strong or stronger than the dragon. Each rescued treasure chest is worth one treasure point.
Inventor: No number tokens may be removed from the Enchanted Land, and they may not be exchanged either.
Deserter and Intrigue: These two cards may not be used against knights standing on the island "Enchanted Land."
Required Number of Victory Points: 8 victory points (4-player game ) or 21 victory points (3-player game)
This scenario is played according to the rules of the expansions "Cities & Knights" and "Seafarers" (without the pirat). The reformed rule for the robber applies (the robber may be moved only upon or after the first barbarian attack).
Each player starts with 2 settlements and 1 city. On the home island, all players first build a settlement, then a city and a second settlement. At least one of these has to be built on the coast. If a player build a settlement or city at the coast he has to place a ship there. The lake in the east does not count as coast. Each player receives the resources of the terrain hexes that surround the last settlement he has built (also grain for an infertile fields hex).
New Tasks for the Knights
Knights may only be built on the home island. In this scenario, they are used in multiple ways.
1. Use as Canal Builders
As soon as at least two activated knights stand on the intersections of a marked terrain hex, a canal is excavated. If the activated knights belong to one player, he receives two victory points; If the activated knights belong to different players, each of the two players receives one victory point. This action does not deactivate the knights.
Please note: The canal is built immediately after the second knight is activated. Therefore, it is not possible for a third player to activate a knight around the hex before the canal is built. The strength of a knight does not matter for canal building.
2. Use as Gold Diggers
If a player has a ship route to an intersection of a gold field on the small islands, he may move a knight onto this intersection. As long as the knight stands on this intersection, the player receives any 1 resource of his choice each time an "8" is rolled. For the player to receive the resource, the knight does not have to be activated. If a player has 2 knights at a gold field, he still only receives any 1 resource of his choice when an "8" is rolled.
3. Use as Merchants
If a player has moved a knight onto a harbor intersection of the small islands, he may use the advantage of the corresponding special harbor. For the player to use this advantage, the knight does not have to be activated.
Important: The knights on the small islands do not count for defense against the barbarians.
Completion of the Canal
There are 9 canal sections in total. Is only one section missing at the end of a turn, it is built automatically. No victory points are awarded for this. Now the fields produce grain again. The knights on the small islands lose their function as gold diggers, but retain their function as a merchant.
No settlement may be built on the small islands.
Contrary to the rules of the Seafarers expansion, ship routes may not branch out in this scenario.
The Irrigation card is also resolved if the respective fields are still infertile.
Required Number of Victory Points: 14 victory points
This scenario is played according to the rules of the expansions "Cities & Knights" and "Seafarers". In this scenario, the distribution of the terrain hexes in each game is random, but the usual placing rules of the Board Game still apply. The following special rules are added:
- In the initial phase, each player first builds a settlement, then a city, followed again by a settlement.
- In the initial phase, settlements and cities can only be built on the coast.