Combat is one of the most visible parts of any trading card game.
A unit attacks. Another unit blocks or responds. Damage is dealt, and one side gains an advantage.
In VARZ TCG, the important decisions often begin before that exchange.
The position of each Hero and Spil determines which combat is possible, which target is exposed, and whether an attack supports the larger objective of the match.

Not Every Enemy Is Equally Reachable
A powerful enemy unit may be visible on the battlefield but protected by position.
Another unit may be weaker but occupy the only route toward a Portal. A Hero may be close enough to threaten but dangerous to approach. The correct target depends on what defeating it changes.
This makes target selection more strategic.
Players are not only comparing Power. They are evaluating the structure of the board.
Combat Can Open Space
Removing an enemy unit does more than reduce the opponent’s available cards.
It may open a path, break an adjacency effect, expose a Portal, or allow your Hero to move into a safer position.
The hex that becomes empty can be as important as the defeated unit.
Before attacking, ask what the battlefield will look like afterward.
Will the attack improve your route? Will it leave your attacker isolated? Can another enemy move into the empty space? Does the opponent benefit from the exchange?

Formation Changes the Value of an Attack
Units standing near each other may support one another through abilities, shared defense, or overlapping threat ranges.
Attacking the center of a formation may be difficult, but attacking an outer unit may weaken the entire structure.
A player can also use movement to separate an enemy from support before beginning combat.
This creates a sequence:
- Change the position.
- Break the formation.
- Choose the favorable combat.
- Use the new space.
Objectives Make Combat Matter
A battle far from both Heroes and Portals may still be useful, but it should serve a purpose.
Perhaps it prevents an enemy from joining the main conflict. Perhaps it controls a route that will matter next turn. Perhaps it protects a future summoning position.
Objectives give combat direction.
Without an objective, players may exchange units without changing the match. With a clear objective, every combat can alter the balance of pressure.
Avoid Winning a Battle and Losing the Position
A common tactical mistake is committing too much to defeat one enemy.
The attack succeeds, but the attacking units move away from their Portal, separate from the Hero, or enter a position where the opponent can counterattack.
A favorable combat result may still create an unfavorable battlefield.
Evaluate the cost of the attack in position as well as cards and damage.
Threatening Combat Is Also Valuable
Sometimes you do not need to attack.
A unit that could attack may restrict where the opponent can move. Two units threatening the same hex can make that space effectively unavailable. A Hero supported by nearby Spils may prevent an opponent from approaching.
Threat range creates invisible walls.
The best players use those walls to guide the opponent toward less favorable routes.
Combat Tells the Story of the Board
Memorable combat happens when players understand why it matters.
The defender holding the final route. The smaller Spil protecting a Portal. The Hero stepping forward to create one decisive opening.
Position gives these moments context.
In VARZ, combat is not only about which unit survives.
It is about who controls what happens next.
