A player may attack another player's realm during phase 4 of his or her turn. A battle is thought to be an attack on one realm. A single round of combat is conducted by each champion who steps forward during battle. An attack follows this sequence:

A) The attacker indicates which realm is attacked - The realm must be one he can attack, either because it is exposed (in position A, for example) or due to some special movement power allowing him to attack it. All realms except one's own can be attacked by anyone.

B) The attacker selects a champion from his hand or pool and presents it as the attacking card - At this time, the player may not add any artifacts, magical items, or other cards to the champion. If the attacking champion comes from the player's pool, he may already have some cards attached to him. Unless a card's special power states otherwise, there is usually only one round of combat.

C) The defender selects a champion from his hand or pool and presents it as the defending card - At this time, the player may not add any cards to the defending champion. Although, the defender might already have a few cards attached if he came from the player's pool. In the absence of a defense, the realm is razed.

D) The attacker's special power and attached cards activate first, followed by the defender's special power and attached cards - The precise order that cards activate can be found in the section on Order of Activation. The defender is discarded if an attacker wins the round by activating his special power before the defender gets to use his. The realm is razed.

E) Compare the total levels of each side -Besides realms and holdings, it is also essential to consider magical items, artifacts, events, spells, etc., that affect the combat. It is the side that has the largest total that wins. When there is a tie, the defender wins.

F) The player that is losing can play one card - A comparison of levels should be made again. Until he wins, the losing player continues to play cards one by one. The winning player can play only events or "play-at-any-time" cards. The cards go back and forth until either the losing player cannot or will not play another card. The round is over then. The winner does not have the option to play another card.

G) The player with the highest adjusted level wins that round - Tie games are always won by the defender.

H) The winner places his champion, with all of its attached cards, into his pool - He discards all allies, spells, and other non-permanent cards used in the combat. The only remaining ones are magical items and artifacts. Losers discard all the cards from the combat, including their champion and all its attachments.

I) The players have now completed one round of battle - If the attacker won the round, the realm he attacked would be razed unless its special power said it had to be defeated twice. If so, the attacker may select another champion and attack again. No champion may be used more than once each turn unless its special power permits it. The attack must be made against the same realm. Additionally, if choosing to defend, the defending player must choose a new defender, although he is not required to defend at all. The battle is over if the defending realm was razed or discarded during combat.

J) After the battle is over, one of the players may be eligible to draw spoils of victory - The spoils of victory are the card drawn from the draw pile of another player. During a battle, the attacker receives spoils if any part of the realm he was attacking is razed or discarded. As a result, the defender draws spoils if the attacking champion is defeated and discarded in combat, sent to Limbo, the Abyss, or the Void. Spoils may be played immediately, even if it is a realm, holding, champion, rule card, magical item, artifact, or dungeon not normally allowed to be played during the current phase. Unless the card says "may be cast at any time," spells, blood abilities, allies, thief skills, and psionic powers cannot be played when drawn as spoils. In this case, the victorious player keeps the spoils in their hand.

Only a handful of champions allow an attack on more than one realm in one turn. Attacks follow the order of steps above. As a result, several spoils cards can be acquired in a single turn.