RULES FOR ADVANCED PLAYERS
1.) In a game with more than 3 players it is allowed to use two credit cards to make a bid at auctions.
2.) Harbour Master Tokens
At the begin of the game each player also receives a Harbour Master token. Players may play this token anytime during the action phase of a game's round to claim the Harbour Master’s office for themselves. This kind of action has priority over all other actions. If several players claim to be Harbour Master at the same time, the acting Harbour Master decides who may play his token and become the new Harbour Master. The acting Harbour Master may successfully defend his position by playing his own token. No further claims for the office can be made during the same round of the game.
The Harbour Master token also represents a "Nanocredit" (1 billionth of a credit). It can be added to any bid of one or two credit cards during auctions. Note: The minimum offer in an auction is 1 credit.
Used tokens are to be put back into the bank, unless the token was played to buy a takeover card. In this case the token is part of the compensation for the acquired territory.
In case of a tie at the end of the game Harbour Master tokens count as well when comparing credit cards.
3.) The “Floating Island”: Also called "Île Flottante".
The “Floating Island” as Nature Reserve: If the “Floating Island” has been declared to be the Nature Reserve and the island’s territory card is drawn from the stack of game cards: The players decide in a vote where to position the corresponding land stone on the game board. In case of a tie the Harbour Master decides which sea field with the most votes will be the location of the Nature Reserve "Floating Island".
4.) Overland Connections:To connect their territories players may take overland passage through another player’s territory without the need to obtain his or her permission.

To mark your overland connection take a chip of your colour out of the bank and set it on the territory you wish to pass through. It is not possible to establish an overland connection through a territory that hasn't been sold yet, an industrial zone (a territory with a machine) or the Nature Reserve.
In the example above player Red connects his regions “Magna Mater” and “Titania” using one ship and an overland connection through player Green’s territory “Utopia”.
Players may take passage through several territories within the same action phase of a game's round.
There can be only one overland connection through a territory. If several players wish to establish an overland connection through the same territory at the same time, the territory’s owner decides who may take the passage.
Points for overland connections:
At the end of the game the owner of a territory receives 1 point from the player "passing through". There can be only one overland connection through a territory. If several players wish to establish an overland connection through the same territory at the same time, the territory’s owner decides who may take the passage.
Points for overland connections:
An overland connection through a colony (a territory with a city) turns the city into a metropolis with a value of 5 points. A player passing through a colony, however, does not have to give the colony’s owner one point for this connection.
Constructing on territories with an overland connection:
An overland connection is not a type of construction.Therefore it is possible to construct a machine or a city on a territory with an overland connection.
The construction of a city in a territory with an overland connection turns the city into a metropolis and the overland connection stays in place. However, if a player builds a Harvester on a territory with such a connection, the connection is to be removed. Put obsolete chips back into the bank.
Overland connections exist only as long as they connect a player’s territories. Therefore a takeover can interrupt connections by ship as well as over land.
