

Adrian Berger
RESOURCES
Play on Sabacc Cantina App
Rules for CORELLIAN SPIKE
(as played on the Sabacc Cantina App)
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GOAL
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In Corellian Spike Sabacc, the objective is to assemble a hand with a total value of zero or as close to zero as possible. The game incorporates both positive and negative cards, and involves strategic betting and card selection to achieve the optimal hand.
CARDS
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The deck comprises 62 cards divided into three suits: Circles, Triangles, and Squares. Each suit contains:
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10 positive cards: valued from +1 to +10.
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10 negative cards: valued from -1 to -10.
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Additionally, there are 2 special Sylop cards with a value of zero.
SPIKE DICE
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The game utilizes two six-sided dice known as Spike Dice. These dice are rolled during the game to introduce an element of unpredictability. If the dice display matching symbols, a Sabacc Shift occurs, causing all players to discard their hands and draw an amount of cards equal to the previous hand size.
ROUND SETUP
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Determine starting player: The starting player rotates clockwise each round.
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Ante: Each player contributes an ante to the hand pot and the Sabacc pot.
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Deal: Each player is dealt two cards face down.
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Draw and Discard Piles: The remaining cards form the draw pile. The top card is placed face up to start the discard pile.
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ROUND SETUP
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Each round consists of three phases:
1. CARD PHASE
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Players can choose to:
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Stand — do nothing and pass turn.
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Gain — take the top card from the draw pile.
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Swap — switch one card in hand with the top card of the discard or draw pile. This action may require a small fee.
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2. BETTING PHASE
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Players bet based on the strength of their hands, with options to check, bet, call, raise, or fold.
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2. SPIKE DICE PHASE
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The dealer rolls the spike dice. If the symbols match, a Sabacc Shift occurs, and all players discard their hands and draw new ones.
WINNING THE ROUND
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After three rounds, remaining players reveal their hands. The player with a hand total closest to zero wins the hand pot. If a player achieves a hand total of exactly zero, they win both the hand pot and the Sabacc pot.
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In case of a tie, there are several special winning hands which are ranked in order of strength. Since there are many variations of the hand rankings depending on which part of the galaxy you are playing in, the game host can select the preferred ranking order.
WINNING THE GAME
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The game continues for a predetermined number of rounds or until players decide to conclude. The player with the most credits at the end of the game is declared the winner.
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GAME VARIANTS
Corellian Spike has many variations, each with its own twist on the rules and strategies. To allow for more variation, the game host can select different options to customize the game:
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Galaxy Series variant — uses three discard piles (pilot, wing, gunner) with increasing trade cost for more appealing card-gathering opportunities.
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Gain from discard pile — can be enabled to let players gain from both the draw and discard piles.
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Spike Dice Phase — can be disabled to remove some unpredictability.
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Swap or gain cost — can be enabled to add a cost to gain or swap cards, paid to the hand pot.