Rules handbook
Battle steps reference
3 min read Source: CR §9.2–9.7 Updated 1 August 2026
A battle runs from the attack declaration step to the end of battle step, and a check timing closes every one of them.
Legality (§9.2)#
An attack requires a Pal that can attack and a target it can attack.
A Pal can attack when:
the turn player is its master and it is standing;
no effect prevents it from battling.
A Pal deployed this turn may attack — there is no summoning sickness.
Legal targets are the non-turn player, or one structure or one resting Pal whose master is the non-turn player. If an effect prevents that particular attacker from attacking that particular target, the pair is not a legal combination even though each half looks legal.
Attack declaration step (§9.3)#
The turn player chooses an attacker and a target. If either is not legal for any reason, the battle is cancelled and the game rewinds to before the declaration.
The attacker is rested. It has now "attacked", and the target has "been attacked". From here it is the attacking Pal.
A check timing occurs, then the block declaration step.
Block declaration step (§9.4)#
"At the beginning of block declaration step" is fulfilled and a check timing occurs.
The non-turn player may choose one of their standing Pals that is not already the target and is not restricted from blocking. That Pal is rested and becomes the new attack target.
If the target is a Pal, the attacker and the target become each other's battle opponent.
A check timing occurs, then the quick step.
Quick step (§9.5)#
"At the beginning of quick step" is fulfilled and a check timing occurs.
The non-turn player receives a play timing and may play event cards from hand, or active abilities, that are playable during this step — any number of times, in any order.
The turn player cannot activate abilities during the quick step.
A check timing occurs, then the damage step.
Damage step (§9.6)#
"At the beginning of damage step" is fulfilled and a check timing occurs.
If the attacking Pal or the target has ceased to exist, skip straight to the closing check timing.
Damage is dealt according to the target — see the three cases below.
All of the damage dealt in this step is battle damage.
A check timing occurs, then the end of battle step.
The three cases:
Pal: both Pals deal damage equal to their power to each other. A Pal whose power is 0 or less deals none.
Structure: the attacker deals its power to the structure; the structure deals nothing back.
Player: confirm the attacker's strike. If it is 0 or less, nothing happens; otherwise the player is dealt damage equal to it.
End of battle step (§9.7)#
"At the end of the battle" is fulfilled, including any such trigger not yet fired this battle.
A check timing occurs.
Effects with a duration of "until end of the battle" or "during this battle" are invalidated, and the attacking Pal stops being in the attacking state.
If nothing is left to resolve, the battle ends and the turn player returns to their main phase play timing. Otherwise the end of battle step restarts.
Attack failure. An instruction to "nullify the attack" while an attacking Pal exists sends the game straight to the end of battle step once the causing effect finishes resolving.
Source: Comprehensive Rules ver. 1.00 (30 July 2026) §9 “Battle”, steps 9.2 through 9.7.
Unofficial summary. Official sources are linked from the handbook index.