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CREDITS

Hintaro
Designer: Corey Konieczka et al., Fantasy Flight Games

Street Hintaro

Designer: Keith Olson

RESOURCES

Coming Soon

Rules for HINTARO
​​(Adapted from Fantasy Flight Games for the Cantina App)

​Hintaro is a game placed with chance cubes. Popular on numerous worlds, the planets of Chazwa and Corsin both claim to be the birthplace of Hintaro, but the game is likely to have evolved from the gaming cultures of several worlds. Regional variations exist, but a set of core rules exist which are recognised throughout most spaceports and metropolitan communities.
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SETUP

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1. Hintaro Dice

 

Hintaro uses two kinds of special chance cubes with unique symbols. One are Player's Dice, sometimes called Chazwa, of which every player has two; the second is called the Hintaro

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The Chazwa or Player's Dice have faces marked with symbols called 'Tukar' and 'Kulro'. The sides of their dice carry the following values: Kulro+Kulro/Kulro/Tukar+Kulro/Tukar/Blank/Blank. A player will roll two of these dice during their turn.

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The Hintaro Dice has faces marked with symbols called 'Hin' and 'Taro'. The sides of the dice carries the following values: Hin/Taro/Hin/Taro/Blank/Blank.  There is only ever one Hintaro die on the table.

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2. Chips

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Each player keeps a stock of chips or credits for wagering.

GAMEPLAY

 

A round of Hintaro unfolds in the following steps:

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1. Select the Hintaron 
 

The Hintaron is similar to a dealer in card games, and in caso gaming, the Hintaron is almost always the hintaro dealer. In casual games, the role of hintaron typically changes each round, passing to the player on the left of the previous hintaron.

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The Hintaron's duties are to collect antes and wagers, ensure each player has the chance to reroll one (and only one) die, and to throw the Hintaro.

2. Ante In

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Beginning with the player to the hintaron's left, each player pays the ante to the pot to begin the round.

3. Throw the Chazwa

Once the initial wager has been set, each player rolls two Player's Dice

4. Place Wagers

Once all players have rolled the dice, each player, beginning at the hintaron's right, may wager an additional amount. the next player must meet the new bet or drop out. After the hintaron makes his decision to meet or raise, all other players must meet the new wagers or drop out. Each player adds his new bet to the pot.

5. Throw Again

After each player has examined all the other player's rolls and made a wager, each player may choose to reroll a single die. The hintaron asks each player in turn whether they wish to reroll, starting with the player to his left.

5. Throw the Hintaro

Once all players have had the opportunity to re-roll, the hintaron rolls the special Hintaro chance cube and examines the result. The results are applied to the standing score of every player as follows:

 

Each 'Hin' result cancels out one 'Tukar' face, and each 'Taro' result cancels out one 'Kulro' face.

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Each 'Hin' result cancels out one 'Tukar' face, and each 'Taro' result cancels out one 'Kulro' face. Players must recalculate their final standing.

CONCEPT LORE: MYTHOLOGICAL ORIGINS
 

According to the theories of ethnographers at the Sanbra Ludological Research Academy,  'Hintaro' may re-enact an ancient mythological drama in which celestial divinities (Hin & Taro) intervene in the combat betwen two mortal culture heroes (Tukar & Kulro). Hin, the Sun deity, strikes down Tukar, the worshipper of Taro.  Taro, the Moon deity, strikes down Kulro, the worshipper of Hin.  The game thus rehearses their unending combat, a drama intended to sacralise the eternal motion of the celestial bodies.  The most favourable outcome in the game unites the worshippers Tukar and Kulro in a marriage of mutual strength and harmony.

​WINNING THE GAME

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After the Hintaro has been rolled and faces cancelled, players will compare their remaining set of symbols to determine their final rank.

 

There are four ranking sets of symbol: Tukar to Kulro, Quadro-Kulro, Tukar-Tukar and Kulro-Kulro.  Any set that does not appear in the ranking table cannot win.  

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The best ranking score wins the match and the entire pot.

 

In the case of a tie, the pot is split.

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If no one wins, the pot remains in place for the next round.

 

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GAME VARIANTS

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Street Hintaro

By Keith Olsen

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Street Hintaro is a modified version of the game played with regular chance cubes. The original rules for Hintaro in FFG's Fly Casual mention variations of the game like this.  These rules were also based on background characters observed playing dice in the street in the Star Wars: Outlaws game. 

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Setup

 

This is a two-player version of Hintaro played with 5 chance cubes and a dice box. The chance cubes have two equal face values, like the Red/Blue style cubes owned by Watto in The Phantom Menace.

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Gameplay

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Play proceeds as follows:

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1. Betting (Optional)

The first player places a bet, matched by the second player.

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2. First Throw
 

Players take turns rolling the two dice, for one of the following results:

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Red/Red
Blue/Red

Blue/Blue​

3. Raise (If Betting)

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4. Second Throw

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One player rolls a single dice. When a colour or value is rolled, that value is added to both scores, and the opposite value is deducted.

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5. Tally Results

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The resulting value sets are ranked as follows: 

 

Score = 3

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Blue/Blue + Blue

Red/Red + Red​

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Score = 2

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2nd - Red/Blue + Red

2nd - Blue/Red + Blue

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Score = 1

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1st - Red/Red + Blue
1st - Blue/Blue + Red

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​The player with the highest ranked set of colours wins the game.

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If players are tied, nobody wins and any wagers carry over to the next round.

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VARIANTS

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Cantina Hintaro - Variation in which players compete for the lowest dice score.  In this case, the table is reversed so that 1 becomes the highest score, and three the lowest.

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