While most Faeria's rules are fairly easy to understand, when several effects are brought into conflict, things can get a little more complicated. The advanced rulebook try to describe and explain those interactions.
For information on the game's basic mechanics, see Battlefield, The power wheel and Card mechanics.
Land[ | ]
Land creation and card mechanics[ | ]
Land can't be created with the power wheel under your opponents creatures with aquatic or flying, however a land generation effect (Cartographer) can create lands on any ocean tile.
Land movement[ | ]
When a land is moved by a card effect (Shifting Tide), any creature on that land will move with it.
Land destruction[ | ]
When a card effect allows you to destroy lands (Meteor), affected lands are replaced by ocean tiles.
Card mechanics[ | ]
Aquatic creatures[ | ]
Aquatic creatures which end their turn not on an ocean tile or a Lake will be destroyed.
Charge and Taunt[ | ]
A creature with charge X can charge through any Taunt creature as long as it did not start its movement adjacent to that creature.
Flying creatures[ | ]
A creature with flying which lose Flying over an ocean tile must move onto land by the end of their controllers turn or be destroyed.
Protection[ | ]
Protection does not protect a creature from destroy effects (Last Nightmare).
Faeria cost[ | ]
A creature's adjusted Faeria cost is used for cards such as Unbound Evolution.
For example, if you play Ancient Boar for 2 then its adjusted Faeria cost is 2 for all future interactions.