
CORUSCANT SHIFT
Designers:
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Rules for CORUSCANT SHIFT
(as played on the Sabacc Cantina App)
GOAL​
In Coruscant Shift, your objective is to assemble a hand with a total value closest to a target number determined by a dice roll. Preferably collecting as many cards in a target suit, determined by another dice roll.
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The game incorporates positive and negative cards across three suits, and involves strategic betting and card selection to achieve the optimal hand.
THE SETUP
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62 Card Sabacc Deck: The deck consists of three suits: Circles, Triangles, and Squares.
Each suit contains 20 cards:
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10 with positive values (+1 to +10)
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10 with negative values (-1 to -10)
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Additionally, there are two zero cards — Sylops — which are wild and can represent any suit.
Shift Dice (x2)
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The game utilizes two dice:
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Gold Die: Displays number values (0, 0, +5, -5, +10, -10), determining the target number for the round.
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Silver Die: Displays suit symbols (Circle, Triangle, Square), indicating the target suit for the round.
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 betting pot.
At the start of the game, the default ante is 2 credits. The ante increases dynamically based on player count remaining in game, with two players escalating faster than larger groups. The ante increases by 5 for 2 players, by 3 for 3 players, by 2 for 4 players, and by 1 otherwise.
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Deal: Each player is dealt five cards face down.
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Dice Roll: Both dice are rolled to establish the target number and target suit for the round.
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GAMEPLAY SETUP
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Selection: Players select cards from their hand that sum closest to the target number and place them face down as their selection.
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Betting Round: Beginning with the starting player, players can check, call, raise, or fold.
At the start of the game, the minimum bet is 1 credit. At the start of the game, the default ante is 2 credits. The ante increases dynamically based on player count remaining in game, with two players escalating faster than larger groups. The ante increases by 5 for 2 players, by 3 for 3 players, by 2 for 4 players, and by 1 otherwise.
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Sabacc Shift: Unselected cards are discarded and each player is dealt from the deck, so they again have 5 cards in their hand.
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Improvement: Players may add additional cards to their selection. Previously selected cards can not be discarded.
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Final Betting Round: Another opportunity to bet, following the same procedure.
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Reveal: Remaining players reveal their selections to determine the winner.
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WINNING THE ROUND
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The player whose selection totals closest to the target number wins the pot.
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In case of a tie, the player with the most cards in the target suit wins.
If a tie still persists, the pot is split among the winners.
WINNING THE GAME
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The game continues either for a predetermined number of rounds or until only one player has credits remaining.
The player with the most credits at the end of the game is declared the winner.
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TIEBREAKING RULES
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.

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