Two kinds of attack
When attacking you Rest your Pal and choose a target: the opposing player or an opposing Pal in Rest. Against the player you deal your Strike in life damage; against a Pal, both deal their Power to each other simultaneously and whoever has accumulated damage equal to or greater than their Power is destroyed.
Damage clears in the End Phase
Damage that does not destroy disappears at the end of the turn. That is why finishing the job matters: a wounded opposing Pal heals for free if it survives. Combine attacks and abilities in the same Main Phase to close out the eliminations.
Blocking well
Any of your Pals in Standing that is not the target can Rest to redirect the attack into a battle against itself. Block with what you can afford to lose, and remember an opposing Interrupt can negate the block entirely.
The Damage Check, without drama
For each point of damage, the defender reveals one card from the top of their Deck. A single Lucky Pal among them cancels ALL the damage; otherwise they lose one life per point. Revealed cards go to the Graveyard, so defending grinds down your own deck.
Keywords that change the battle
Assault attacks Pals in Standing, Breakthrough pierces through to the player if it destroys a Pal in battle, Retaliate takes the attacker down with it and Taunt forces attacks onto itself. Always read them before declaring.