Jedi/Clones

Accuracy

Accuracy X/-X: A cumulative, static ability that means, "Add X to each of this unit’s attack dice." and "Subtract X from each of this unit’s attack dice." respectively. Accuracy can’t alter "natural" rolls to affect Critical Hit, Fury, or Parry, but it can affect your chance against Armor. If a unit gets the Accuracy ability after you roll attack dice, it's too late to affect the hits.

Ambush

Ambush X: A layered, activated ability that means, "If your opponent deploys, moves, or puts a unit into this arena, this unit does X dice of damage to that unit." Each Ambush can be used once per instance of a unit being deployed, moved, or put.

Critical Hit

Critical Hit X: A cumulative ability triggered during the pending damage POP that means, "If you rolled at least one natural six with this unit's attack dice, this unit does X more damage for this attack." Only one natural "6" counts in the attack roll after re-rolls. If a unit gets the Critical Hit ability after you roll attack dice, it's too late to affect the damage. Accuracy can't increase the die roll to a natural "6". However, you or your opponent may use an effect to re-roll dice to affect the number of natural sixes. (You only count the six, if any, from the roll used for the attack.) Critical Hit applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.

Damage Control

Damage Control X: A cumulative, triggered ability that means, "When your build step starts, you may remove up to X damage counters from this unit."

Deflect

Deflect X: A layered ability activated during the damage prevention POP that means, "Prevent X damage to this unit, and this unit may do that much damage to a unit of your choice in the same arena." Deflect creates new damage that can be done to any unit in the arena (even itself). Deflect may be deflected any number of times. Damage is applied after all prevention and deflects resolve. The damage that the unit does equals the damage it prevented. You can play each Deflect effect only once for each source of damage. Deflect as much damage as you can up to the Deflect value.

Double Strike

Double Strike: An isolated, static ability played after the attack end POP that means, "You may choose a unit that this unit can attack. This unit attacks that unit. Play only if this unit just attacked and only if it tapped for that attack." The unit must tap for the first attack, not the second. If it untaps, it may double strike again. Double Strike doesn't allow you to attack your own units.

Elude

Elude: An isolated, static ability that means, "This unit cannot be intercepted." An attacking unit with Elude cannot have the target of its attack changed by a unit with the Intercept ability. The "Elude" Keyword has been renamed to "Precision". Treat any unit with Elude as if it has Precision instead.

Equip

Equip: A selective effect on Equipment activated during the build step that means, "Attach this Equipment to a unit. Play only during your build step." You can pay the Equip cost only once per turn.

Evade

Evade X: A layered ability activated during the damage prevention POP that means, "Prevent up to X damage to this unit." You can play Evade only once for each instance of damage. You don't have to use all of the Evade. You choose how much damage to Evade up to X, even if the full amount of damage or more is pending.

INSERT

INSERT: A layered, static ability that means, "When this card is in play or stacked under the unit, the unit gets the following effect:" Insert works while in the build zone. The effect works while anywhere in the unit's stack. The granted ability remains to be the ability of its type. (For example, activated abilities granted by Insert may be disrupted.) The granted effect may not work in the build zone as per the rule for the rule for that effect.

Inspiration

Inspiration: An isolated, static ability that means, "Each of your other units in this arena gets +10 speed, +1 power, and +1 health."

Intercept

Intercept: A selective ability activated during the attack POP that means, "If one of your other units is being attacked in the same arena, the attacking unit now attacks this unit instead." Intercept doesn't end the attack. Any number of units may intercept an attack once for each instance of the effect. Each intercepting unit has been attacked. Intercept isn’t a prevention ability. Intercept doesn’t cause a new attack. (It is the same attack.) Your unit may intercept an attack from one of your own units (but not from itself) as long as that unit can attack it. If it can't attack the intercepting unit, you can pay its activation, but the defending unit won’t change. "For this attack" effects do not trigger for each intercept. Some effects may end because they don't apply to the new defending unit unless the effect's conditions are met by the new defending unit. An effect that addresses the attack can't be played for each intercept, but could continue.

Overkill

Overkill: An isolated ability triggered during the pending damage POP that means, "When this unit attacks, you may divide hits in excess of the defending unit's remaining health between that unit and another unit in the same arena." The player who controls the attacking unit decides how many hits (if any) in excess of the defending unit's remaining health to reassign as damage to the second unit. (That player can't change their mind afterward.) A number of hits equal to the defending unit's health must be assigned to the defending unit, and the remainder may be assigned to the defending unit or another unit in the same arena. Overkill damage is caused by the ability, not the die roll. Shields, Parry, and Armor have no effect against it, but damage prevention not specifying dice works normally. Both units resolve damage in tandem.

Parry

Parry X: A cumulative ability triggered during the damage prevention POP that means, "If the attacking unit rolled at least one natural '1' against this unit, prevent X damage to this unit." Only one natural "1" is counted from the attack roll after re-rolls. Parry doesn't prevent damage from a parrying unit unless it attacks itself. Parry can't affect unpreventable damage. If a unit gets the Parry ability after you roll attack dice, it's too late to affect the damage. Accuracy can't decrease the die roll to a natural "1". However, you or your opponent may use an effect to re-roll dice to affect the number of natural ones. (You only count the 1, if any, from the roll used for the attack.) Parry applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.

Protect

Protect X: A layered ability activated during the damage prevention POP that means, "Prevent up to X damage to one of your other units in this arena." You can play Protect only once for each instance of damage. You don't have to use all of the Protect. You choose how much damage to Protect up to X, even if the full amount of damage or more is pending.

Reserves

Reserves: [Ability]: A layered, static ability that means, "The following ability works while, and only while, it's in the build zone." The granted ability remains to be the ability of its type. (For example, activated abilities granted by Reserves may be disrupted.)

Stack

Stack: [List]: A layered, static ability that means "You may put a listed card under this unit as part of its stack." The listed cards can't be on top of the stack. Cards with the Stack ability don't count as the cards listed and don't contest with any of the listed cards. If a card is listed by its name you can't stack a card with a different name unless it satisfies a different criteria in the [list] or they represent the same unit. (See the "Different Versions with Different Names" section in the rules PDF) Unlike a normal stack, you can only have one version of each unique unit from the [list] in the stack. Non-unique cards listed on a card with the Stack ability are permitted to form a part of the stack and you can have multiple cards with the same name in the stack as long as they are non-unique. Cards added to a card's stack using the Stack ability cannot exceed the 4 card maximum normal stacking rule. If a unique card with the Stack ability has another version of itself move to the top of it's stack, discard any cards in the stack that can't stack with the new version on top of the stack.