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Designer:
 

L. Neil Smith

(Lando Calrissian Adventures)

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Michael Stem with Douglas Kaufman and Greg Gorden 
(West End Games)

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Star Wars Fan Community
(Poker Round Orders)

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HuntressGallery on DeviantArt
(Fairy Empress Hand)

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Original Card Designs:

Rosaria Baldari 

RESOURCES

Play Classic Sabacc Online
on the Holocard Cantina App.

DOWNLOADS

Print-and-Play Classic Sabacc Deck
- Remastered from the West End Games Set by Dale Williams 


FURTHER READING

History of Classic Sabacc 
on the Sabacc Rules Archive

 

Rules for CLASSIC Sabacc
(as played on the Sabacc Cantina App)

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GOAL

In Classic Sabacc, the objective is to assemble a hand with a total value of 23 or -23, or as close these values as possible without exceeding them.

 

The game uses positive and negative cards across 5 suits, and involves strategic betting and card slection to achieve the optimal hand.

THE SETUP

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Sabacc Deck: The deck comprises 76 cards. The deck has four primary suits of 14 cards: Coins, Flasks, Sabers and Staves.

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Each of the main suits contains:

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  • Numbered cards: Valued from 1 to 11

  • Face cards: The Commander (120, Mistress (13), Master (14), Ace (15)

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Additionally, there is a special suit of 16 cards with 8 card types, which have negative or neutral values:

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(x2) The Idiot: 0

(x2) The Queen (of Air & Darkness): -2

(x2) Endurance: -8

(x2) Balance: -11

(x2) Demise: -13

(x2) Moderation: -14

(x2) The Evil One: -15

(x2) The Star: -17

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Sabacc DiceThe game utilizes two six-sided dice. These dice are rolled during the game to introduce an element of unpredictability. If the dice display matching numbers, a Sabacc Shift occurs, causing all players to discard their hands and draw new ones of the same size.

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Stasis Field: Players may use the Stasis Field to protect specific cards from being affected by a Sabacc Shift. At any point in their turn (prior to a Sabacc Shift), players may place a card face up into the Stasis Field. It is protected, but visible to all players. 

 

ROUND STRUCTURE

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  1. Determine Starting Player: The starting player rotates clockwise each round.

  2. Ante: Each player contributes an ante to both the Hand Pot and the Sabacc Pot.

  3. Deal: Each player is dealt two cards face down.

  4. Draw Pile: The remaining cards form the draw pile.

 

GAMEPLAY PHASES

 

1 - BETTING PHASE

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Players bet based on the strength of their hands, with options to Check, Bet, Call, Raise or Fold.

 

2 - TRADE PHASE

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Players may:

 

GAIN - Draw the top card from the draw pile

 

CHANGE - Discard one card from your hand and draw the top card of the draw pile

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STAND - Take no action

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At any time in their turn they may:

 

PLACE/REMOVE - Add or remove one card to/from the Stasis Field.

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CALL ALDERAAN: Declare the end of the hand if at least one (or more) rounds have passed. Remaining players in turn have a chance to improve their hand before round concludes.

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Note: If you Call Alderaan and do not win the hand, you will ‘bomb out’ (see below).

 

2 - DICE PHASE

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The dealer rolls the dice. If the symbols match, a Sabacc Shift occurs, and all players discard their hands (excluding cards in the Stasis Field) and draw new ones.

 

WINNING THE ROUND

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After a player calls Alderaan and the final Trade round is concluded, players reveal their hands. 

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Hand values are ranked in the following ways, from best to worst:

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The Idiot's Array

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A special hand consisting of The Idiot (0), a 2, and a 3 (a literal 23). This hand beats Pure Sabacc and can collect the Sabacc Pot.

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Pure Sabacc 

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A hand totaling exactly 23 or -23 wins both the Hand Pot and the Sabacc Pot.
 


Nulhrek - Closest to 23 or -23

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If no one has Pure Sabacc or Idiot's Array, the hand closest to 23 or -23 without exceeding these values wins the Hand Pot. A negative value beats a positive value of the same integer. 

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The Fairy Empress

 

A special hand consisting of two Queens (-2) making a literal '-22'. This hand beats a -22 or +22 (or lower) but not an Idiot's Array or Sabacc, and can only collect the Hand Pot.

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Bomb-Out

Hands totalling over 23, under -23 or exactly 0 are considered 'Bombed Out' and are disqualified. Players with bombed out hands must pay a penalty to the Sabacc Pot.

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TIEBREAKING

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In case of a tie, a Sudden Demise occurs, where tied players draw an additional card to add to their hand and determine the winner.

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CONCEDED HANDS

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If a player wins the pot because the other players have all folded, not at a card reveal, it does not matter what cards that player is holding - they take the hand pot. However, this also means that they cannot win the Sabacc pot, even if they are holding a Pure Sabacc or an Idiot's Array.

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WINNING THE GAME

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The game continues for a predetermined number of rounds or until only one player has credits left in their stock. The player with the most credits at the end of the game is declared the winner.

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