During phase 4 of a turn, the acting player can attack one realm of another player. All attacks against a single realm are known as a battle; each champion that comes forward during the battle constitutes a single round of combat. An attack follows this sequence:
A) The attacker indicates which realm is attacked - It must be a realm he is able to attack, either because it is exposed (in position A, for example) or because he has some special movement power allowing him to attack it. A player can choose to attack any other player’s realm except his own.
B) The attacker selects a champion from his hand or pool and presents it as the attacking card - The player may not add any artifacts, magical items, or other cards to the champion at this time. However, if the attacking champion came from the player’s pool, he may already have some attached cards. There is typically only one round of combat unless a card’s special power states otherwise.
C) The defender selects a champion from his hand or pool and presents it as the defending card - The player may not add any cards to the defending champion at this time. However, if the defender came from the player’s pool, he may already have some attached cards. If there is no 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 - Refer to the Order of Activation section for the precise order that cards activate. If an attacker wins the round of battle through the use of his special power (before the defender gets to activate his special power), the defender is discarded and combat ends. The realm is razed.
E) Compare the total levels of each side - Take into account any realm, holding, magical items, artifacts, events, spells, etc. that affect the combat. The side with the largest total is winning. A tie means the defender is winning.
F) The player that is losing can play one card - Compare the total levels again. The losing player keeps playing cards one at a time until he is winning. The winning player can play only events or "play-at-any-time" cards. Card play goes back and forth like this until the player that is losing either cannot or refuses to play another card. This round of combat is over. The winner does not have the option to play any more cards, no matter how badly he may want to.
G) The player with the highest adjusted level wins that round - The defender always wins ties.
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; magical items and artifacts are typically all that remain. The loser discards all the cards he used in the combat, including his champion and all its attached cards.
I) The players have now completed one round of battle - If the attacker won the round, the realm he attacked is razed (unless the realm’s special power says it must be defeated twice in order to be razed. In this case, the attacker may select another champion and attack again. He may not use the same champion to attack more than once in his turn unless that champion’s special power allows this. He must attack the same realm; he cannot switch the attack to a different realm. The defending player likewise must choose a new defender if choosing to defend, but he is never required to defend). If the attacker lost, the battle is over. If the defending realm was razed or discarded during combat, the battle is over.
J) After the battle is over, one of the players may be eligible to draw spoils of victory - Spoils of victory (henceforth referred to as spoils) is one card from the player’s draw pile. The attacker draws spoils if the realm he was attacking was razed or discarded during the battle, by any means. The defender draws spoils if the attacking champion was defeated in combat and discarded (sent to Limbo, the Abyss, or the Void). Spoils can be played immediately, even if it is a realm, holding, champion (including Avatars), rule card, magical item, artifact, or dungeon not normally allowed to be played during the current phase. Spells, blood abilities, allies, thief skills, unarmed combat cards, and psionic powers cannot be played when drawn as spoils unless the card says “may be cast at any time”. In this case, the spoils are added to the victorious player’s hand. Event spoils can be played at any time.
A very few champions allow for attacks against two or even three different realms in one turn. Each attack follows the order of steps above. In such a case, multiple spoils cards can be gained during the same turn.