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 creation and card mechanics[edit | edit source]
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.
When a land is moved by a card effect (Shifting Tide), any creature on that land will move with it.
When a card effect allows you to destroy lands (Meteor), affected lands are replaced by ocean tiles.
Aquatic creatures which end their turn not on an ocean tile or a Lake will be destroyed.
A creature with charge X can charge through any Taunt creature as long as it did not start its movement adjacent to that creature.
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 does not protect a creature from destroy effects (Last Nightmare).
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.