Wyrmspan · Board game rules
When do you get an extra turn in Guild of Highlands?
Quick answer
The rulebook does not describe an "extra turn" mechanic for the Guild of Highlands — its abilities are one-time bonuses gained when you land on that Dragon Guild space, not additional turns.
Details
The Guild of Highlands is one of the 4 double-sided Dragon Guild tiles, and its abilities are triggered when your guild token lands on the corresponding space after a Dragon Guild advancement (DAG) [p.12 — DRAGON GUILD]. The two listed Guild of Highlands powers let you either (1) pay a coin, then excavate up to 2 spaces for free with cave cards from your hand, or (2) pay a cave card, then play a dragon from your hand on top of another dragon for free [p.13 — SELECT DRAGON GUILD POWERS EXPLAINED]. These are benefits resolved immediately as part of the turn in which you advanced your guild token — they do not grant you a separate, additional turn.
It's possible you're thinking of the general Dragon Guild rule that if a player activates more than one advancement in a single turn, they receive all the benefits they pass along the way, in addition to the benefit on the space they land on [p.12 — DRAGON GUILD]. That's a multiple-benefit resolution within the same turn, not an extra turn.
Watch out: Don't confuse "gaining a benefit" (like a free excavate or free dragon play) with "taking an extra action/turn." Per the turn structure, your turn ends after you complete one of the five actions (excavate, entice, explore) — Guild of Highlands benefits are resolved as part of that single turn, not as a bonus turn [p.14 — TURN END].
If you were asking about something else — such as how guild token advancement works, or how multiple players reaching a brown space is handled — let me know and I can clarify further [p.12 — DRAGON GUILD].