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CREDITS

Designer: Michael Corry
Playtesters: Brian H. Wilson, Cole Thornhill, Adrian Berger, Rick Scott
Graphics: Rick Scott

RESOURCES

Download Rules: PDF Link 
Play on Tabletop Simulator:
Download for the Simulator

These rules are published under Creative Commons License CC-BY-NC-ND.

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Star Wars is owned by DIsney and Lucasfilm, but we'd ask that you honour the work of fellow fans by observing the terms of the CC BY-NC-ND license. If you share these rules, please do so in the original formats provided and wih full credit to the authors. Don't use them for commercial purposes without their knowledge. Please don't rewrite, remix or derive your own rules from these works without prior consent. May the Force be with you!

 

Rules for Laro
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​Laro is a game for 1-6 players. The deck used follows the form of a 62-card Sabacc deck, but uses an extra Sylop or 'Void' card.

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CARDS
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A Laro deck is composed of 63 cards in three primary suits. Each suit is split into two mirrored subsuits of cards numbered 1-10. There are also 3 zero or void cards, which act as Wild cards during gameplay.

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GOAL

 

The goal of Laro is to gain a total of 3 Clusters. A Cluster consists of a group of 3 cards of sequential value in the same suit. There are four possible types of clusters:

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Pure Cluster

A run of three cards in the same suit and subsuit. It scores 3 points.

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Wild Cluster

Two cards in the same suit and subsuit with a Wild Card to comple the sequence. It scores 2 Points.

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Corrupt Cluster

A run of three cards in the same suit, but not the same subsuit. It scores 1 Point.

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Void Cluster

A rare score of all three Void cards in one cluster. It scores 9 Points.

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SETUP

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Draw Deck - A shuffled deck of 63 cards.

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Discard Pile - A face-up pile of cards discarded from the player's hands. Player may draw from the top of the Discard during play.

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Chip Stock - A stock of chips or coins representing the sum of a player's buy-in to the game.​

GAMEPLAY

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1. Set the Stake
 

A dealer is chosen and a stake is set. At the conclusion of the game, the winner will collect a sum equal to the Stake x the point value of the winning player's hand. The dealer also has the option to set an ante.

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2. Deal
 

8 cards are dealt to every player in a clockwise manner. The dealer starts and play begins.​

3. Draw

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Play proceeds from the dealer in a clockwise direction. 

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A player may either:

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Draw from the Draw Deck - Draw the top card of the Draw Deck.

Draw from the Discard Pile - Draw the topmost card from the Discard Pile. These cards are face-up.

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The player evaluates their new card and then discard a card of their choice from their hand.  A player always discards back down to a hand of 8 cards. 

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Play then passes to the next player.

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Exceptions to the above include when a player draws a new card and can complete 3 clusters and win the game. In that case, the ninth card is used to complete the win condition.

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The other is when a player has an opportunity to Call Laro.

3. Calling Laro

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If at ANY time, ANY PLAYER sees a newly discarded card that can be used immediately to form a cluster or win the game, they may shout 'LARO!' and collect the card from the discard.  They must then lay the cluster face-up to show it's validity, and then discard back to 8 cards in hand.  If the card collected on 'Laro!' wins the game for the player, they must lay all three clusters out for all players to see.

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The round then proceeds clockwise from the player that just declared 'Laro!' to seize a card and play a cluster.  This means that players turns can be 'jumped', and jumped players must wait until the turn order reaches them again.

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If ever two players want to call Laro for the same discarded card, in the first instance the tie is broken in favour of whoever can form the highest value cluster. A Pure Cluster beats a Wild Cluster, a Wild Cluster beats a Corrupt Cluster, and a Void Cluster beats any other type of cluster.

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If both players are tied for the value of Cluster they can create, the tie goes to whomever comes next in the turn order.

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If calling Laro will give the game to a player, the tie is decided in their favour, even if other players can claim a higher value cluster.  If both players could win, the game goes to whomever comes next in the turn order.

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​WINNING THE GAME

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When the victory condition is met and a player has three complete clusters when they draw a ninth card, the winner lays their three clusters on the table for all to see.

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The other players must pay a sum to the winning player equal to the stake x the point value of the winning player's hand.  They also receive any ante contributed at the start of the game.

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EXAMPLE HANDS
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Pure Cluster (3 Points)
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Corrupt Cluster (1 Point)
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Wild Cluster (2 Points)

TOTAL = 6 Points

Each player pays the winner 6 of whatever the stake was for the course of the game.

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Pure Cluster (3 Points)
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Void Cluster (9 Points)
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Pure Cluster (3 Points)

TOTAL = 15 Points

Each player pays the winner 15 of whatever the stake was for the course of the game.

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When a player wins, they become the new dealer and a new game round may begin.

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