EXTENDED EXPERT RULES

Games Preparations:
Players receive a second Harbour Master token at the begin of the game.
 
 
Luxury Tourism:
Once the Condominium is constructed, the Corpex Group starts to build luxury villas and hunting lodges around the Nature Preserve. The value of all territories with a direct border to the Nature Preserve increases by 1 Victory Point. 

 
Players who have a contract with these groups of colonists enjoy special benefits:

Privilege of the Adamant Cutters:
If the player has a privilege card and the privilege card of the next higher value comes up for sale he may swap his card for the higher privilege. The privilege card he had before gets sold by auction to the other players instead. The owner of the Condominium is excluded from this auction. The winner of the auction pays his bid into the bank.

Spice Merchants have Trade Privileges with the bank:
The player who contracts the Spice Merchants may exchange any type of resource for a more common resource at the bank at the rate of one for one anytime.

The planet's resources in sequence of their commonness in the game:

🟡 Koprolith
🟢 Fluidum
🔵 Crystalin
🔴 Spice
⚪ Adamant

(Adamant being the rarest and Koprolith being the most common resource on the planet) 

Omnium, if there is any available in the bank, counts as the most common resource in the game.

Space Commerce Monopoly:
A contract with the Spice Merchants also comes with the right to buy Omnium from a spaceship for the price of a credit card of any value before it is offered by auction.

Crystalin Farmers can increase the value of a player's takeover card as well as help to protect territories from a takeover:

1.) Increasing the value of a take over card
After purchasing a takeover card the player may pay a Harbour Master token into the bank to increase the value marked on the game card by one and take over a bigger territory. It is allowed to use only one Harbour Master token per round.
 
2.) Protecting territories
During the action phase before the sale of a takeover card the player may protect one of his territories from being taken over by placing a Harbour Master token on the territory on the game board. After the takeover card has been played the used token gets put into the bank. It is permissible to use several Harbour Master tokens to protect several territories at the same time.

Fluidum Brewers are skilled in Terraforming:
By paying a Harbour Master token or a credit card of any value into the bank the player can make a territory habitable. The player has to build a city on this territory within the same round or else nature will reclaim the land and the territory will become uninhabitable again.

Koprolith Miners contribute with ships:
The player can have up to 7 ships for free instead of the usual five. If the player has already more than five ships, then only the seventh ship can be added for free.
 
Example: Player Red has bought 1 ship to increase the number of his ships to 6. In this case he may only add one more ship for free.

Mechanics improve Harvester Performance and possess advanced Hub Technology:

1.) When the player builds a harvester, the machine will produce one additional unit of the territory's resources.

2.) All power hubs in possession of the player have a maximum capacity of 3.

If the player loses his contract with the Mechanics he will no longer be able to increase energy production over the baseload (the limit that is given on the respective Power Hub card). However: The hubs keep providing energy to cities even if it's over that limit.

 
Guild influence on the planet's exploration:
If a player has one or several groups of colonists under contract he may swap two territory cards in the line around the game board, thus effectively changing the sequence in which territories are sold. The territories must have the resource or resources his colonist groups work with.

The price for this action is a credit card of any value and is to be paid into the bank.
 
Fair Play Act:

1.) Compensation limits for a friendly takeover
Prevents a player from moving all his credit cards to a partner by making extremely high bids for a takeover and pay an excessive compensation to his "victim".

There is a maximum limit to the amount of credits with which a territory can be taken over:
Territory size: 1 land stone: 6 credits
Territory size: 2 land stones: 10 credits 
Territory size: 3 land stones: 14 credits 
Territory size: 4 land stones: 18 credits 
Territory size: 5 land stones: no limit 
 
Example:
The maximum amount of credits allowed to take over a territory the size of 3 land stones is 14 credits. Any higher bid is to be ignored.

If there are several highest bids, the Harbour Master decides who wins the auction.


2.) One overland connection per player
To avoid that a player deliberately creates a chain of overland-connections through the territories of a partner in order to grant him points:
 
A player may only have 1 overland connection passing through the territory of the same player. A second overland connection has to go through a different player's territory.

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