Galaxy Series Sabacc

Introduction

The Cards

The Corellian Spike Sabacc deck consists of 62 cards. There are values of +10 thru -10 in three suits and two Sylops with values of zero.
Positive value cards are green while negative value cards are red. The three suits are: circles/rounds, triangles/tris, and squares/quads. Note that the cards for 7 thru 10 and -7 thru -10 are "face cards". You'll need to memorize these card designs.

The Goal

The goal of the game is to create a hand of between two and five cards equalling a total value as close to zero as possible, IE: -1/-3/-5/+9 = 0.

Hands totaling zero are called Sabacc hands. Hands not totaling zero are called Nulrhek hands.

 

Winning Hands

Please reference the Hierarchy of Special Hands for a list of special hands that trump these regular Sabacc hands.

Determining the winning hand for Nulrhek and non-special Sabacc hands are as follows:

 
  1. In the case no player has a Sabacc (zero), the hand closest to zero wins. A positive total beats a negative total in the case the value from zero is the same. IE: a total of +1 beats a total of -1.
 (+1) >   (-1)
  1. For mixed-suit hands of equal value, the first tiebreaker is the hand with the most cards.
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  1. For hands of equal value and the same number of cards, a suited hand beats an unsuited hand regardless of positive total or high positive card.
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  1. For mixed-suit hands (or if both hands are suited) of equal value with the same number of cards, the next tiebreaker is the hand with the highest positive total.
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  1. For mixed-suit hands (or if both hands are suited) of equal value, the same number of cards, and the same positive total, the next tiebreaker is the hand with the highest single positive card.
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  1. If hands are still tied after the previous tiebreakers, the pot is split.
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  1. In non-special hands, a Sylop (or Sylops) acts only as an addition to the card count except when all other hand value determinations are equal. In this case, a Sylop held in a non-special hand acts as a trump card.
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Tweaked Corellian Spike Rules

This version of the game varies from other versions in that it attempts to create more appealing card-gathering opportunities later in the game, utilizes the suits in the hand value hierarchy, and reduces the overbearing randomness that the dice create.

The game is played in three rounds. The dealer position rotates clockwise. During the course of play, cards can only be traded or purchased. There is no discarding. All traded cards are deposited face down.

Betting protocols and maximums should be agreed upon by players before starting play. You don't want to lose your ship or look like a nerf-herder.

Round 1

  • Each player antes 2 credits into the main pot and 1 credit into the Sabacc pot.
  • Two cards are dealt to each player, face down.
  • One card from the remaining deck is flipped face up and positioned next to the deck. This first card is called the "Pilot".
  • The player to the left of the dealer has the opportunity to trade one of their cards with the deck for free (the discard must happen before the draw), blind draw the top card from the deck for free, trade one of their cards with the Pilot card for 1 credit, or purchase the Pilot card for 1 credit.
  • If the player trades/purchases the Pilot card, a new Pilot is flipped from the top of the deck so that 1 face-up card is always available for purchase during round 1.
  • Play moves clockwise to the next players, each having the same options of trade or purchase.
  • If the last player in the rotation purchases the Pilot card, it is still replaced.
  • Once all players have completed one trade/purchase, a round of poker-style betting starts with the player to the dealer's left and proceeds clockwise.
  • Players can bet, call, raise, or fold, with all credits being deposited in the main pot.

Round 2

  • Move the Pilot card from the previous round further away from the deck and flip a new new card into its position. The previous Pilot card now becomes the "Wing" card and the new flipped card becomes the Pilot card.
  • The Pilot card is still priced as it was in the previous round (1 credit) and the Wing card's price for trade/purchase doubles to 2 credits. Essentially, cards that have been on the board longer become more expensive.
  • The player to the left of the dealer has the opportunity to trade one of their cards with the deck for free (discard must happen before the draw), blind draw the top card from the deck for free, trade with the Pilot card for 1 credit, purchase the Pilot card for 1 credit, trade with the Wing card for 2 credits, or purchase the Wing card for 2 credits.
  • If a player trades/purchases the Pilot card, a new card is flipped from the top of the deck into the Pilot position so that 2 face-up cards are always available for purchase during round 2.
  • If a player trades/purchases the Wing card, the Pilot card moves into its position further from the deck and a new card is flipped from the top of the deck into the Pilot position so that 2 face-up cards are always available for purchase during round 2.
  • Play moves clockwise to the next players, each having the same options of trade or purchase.
  • If the last player in the rotation purchases the Pilot or Wing card, it is still replaced.
  • Once all players have completed one trade/purchase, a round of poker-style betting starts with the player to the dealer's left and proceeds clockwise.
  • Players can bet, call, raise, or fold, with all credits being deposited in the main pot.

Round 3

  • 6-sided dice are rolled. If the symbols match, starting with the player to the dealer's left and moving clockwise, each player must discard one card from their hand and replace it with the top card from the deck. (discard must happen before the trade)
  • Move the Pilot and Wing cards from the previous rounds further away from the deck and add a third card from the top of the deck into the Pilot position. The Wing card now becomes the "Gunner" card and the previous Pilot card becomes the new Wing card.
  • The Pilot card is priced at 1 credit, the Wing card at 2 credits, and the Gunner card at 3 credits. Whenever a card is purchased, the remaining cards move outward to fill the gap and a new card is flipped into the Pilot position. Essentially, the cards that have been on the board longer become more expensive.
  • The player to the left of the dealer has the opportunity to trade one of their down cards with the deck for free (discard must happen before the draw), draw the top card from the deck for free, trade one of their cards with the most with the Pilot, Wing, or Gunner card for 1, 2, or 3 credits respectively, or purchase the Pilot, Wing, or Gunner card for 1, 2, or 3 credits respectively.
  • If the player trades/purchases one of the flipped cards, the remaining cards move outward to fill the gap and a new card is flipped into the Pilot position, so that 3 face-up cards are always available for purchase during round 3.
  • Play moves clockwise to the next players, each having the same options of trade or purchase.
  • If the last player in the rotation purchases a flipped card, it is not replaced.
  • Once all players have completed one trade/purchase, a round of poker-style betting starts with the player to the dealer's left and proceeds clockwise.
  • Players can bet, call, raise, or fold, with all credits being deposited in the main pot.
  • After all betting is completed, the remaining player's cards are shown and the highest hand wins the main pot.
  • If the winning player's hand is a Sabacc (equalling zero), they also win the Sabacc pot.
  • If all but one player folds, the winning player only needs to show their hand if they are claiming the Sabacc pot.
 

Latest Video

Galaxy Series of Sabacc

Shot at the final table on board the Starliner, Chandra, off the edge of the Starcave Nebula.