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CREDITS
Designer: Trevor Bartlett
Playtesters:

 

SMUGGLER'S HOLD

Smuggler's Hold is a fusion of Sabacc and classic Sol-3 Cribbage for 2 players. The game uses a 62 card Sabacc Deck and a pair of Coruscant Shift dice. 

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Accessories and gaming supplies for playing Smuggler's Hold are available from the 4.5 Cantina.  You can also play an online version!

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 Navigate our Entry on Smuggler's Hold: 


Under Rules - A complete breakdow of the game, including table setup, game components, gameplay structure and order, win and loss conditions, hierarchies and tables.

Under Online Version - A link to the web app where you can play Smuggler's Hold!

Under Sources & Licensing - Link to the original rules as posted on the 4.5 Cantina Website, and a reminder of the licensing terms attached to these fan-made rules.

​Under Resources - A link to the 4.5 Cantina Website where you can order gaming mats and playing pieces for Smuggler's Hold.

RULES FOR SMUGGLER'S HOLD
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A fusion of Sabacc and classic Sol-3 Cribbage for 2 players. The game uses a 62 card Sabacc Deck and a pair of Coruscant Shift dice. 

GOAL


The objective of Smuggler's Hold is to be the first player to score 121 points by collecting card hands and using strategic play. 

SETUP​

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62 Card Sabacc Deck - A Corellian Spike style 62-card Sabacc deck.  The deck is composed of three suits - Coins (Circles), Flasks (Squares) and Sabers (Triangles).  Each suit contains 20 cards: 10 with positive values (+1 - +10) and 10 with negative values (-1 to -10).

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Additionally there are two wild cards with a value of 0 - SYLOPS - which act as modifiers. If played strategically, they can either double or triple a score.​​

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SHIFT DICE

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The game utilizes two dice:

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  • Target Die: Displays number values (0, 0, +5, -5, +10, -10), determining the target number for the round.

  • Suit Die: Displays suit symbols (Circle, Triangle, Square), indicating the target suit for the round.

Player Counters - A pair of counters to track player scores using the cribbage board.​

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Cribbage Board: A board for tracking scoring. Includes placing for the the Hold Pile and the Path Card (see below).

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The Hold Pile: A pile of cards discarded during the deal phase.  They are set aside to be claimed by one player at the end of the Skirmish Phase.

The Path Card: The top card of the deck, flipped and laid beside the draw deck to determine the starting score in the Skirmish phase.

GAMEPLAY


Smuggler's Hold takes is played in Hands. 

 

A Hand consist of 2 Phases:

—The Skirmish Phase, consisting of the Dealing, Dice, Card Play and Scoring Rounds.

—The Counting Phase, consisting of the Selection and Reveal Rounds.

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The first player to reach 121 points wins the game.

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THE HAND

 

Determine Starting Player: Cut the deck. The player with the closest value to 0 deals first. Dealing then alternates between players round for duration of game.

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THE SKIRMISH PHASE

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1. Dealing Round

 

Each player is dealt 6 cards, from which they choose 4 to be their opening hand.  Each player places their 2 discarded cards face down together.  These 4 discarded cards are the Hold, and are set aside to be claimed by one player at the end of the Skirmish phase.

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Dealer places the remaining deck of cards face down.  Their opponent cuts the deck, and the top top card is flipped to dtermine the opening value for the Skirmish phase.  This is called the Path Card

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2. Dice Round

 

Dealer rolls oth dice to establish the target number and target suit for the round.

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NOTE: Non-dealer player scores points if the Path card flipped is a Sylop (6 points) or natches the dice number (3 points)

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3. Card Play Round

 

The player who is not dealing goes first. They choose and lay down a single card, which is added to the value of the Path Card. 

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The next player then plays a card. Play then alternates, with both players laying cards and scoring them until both player's hands are exhausted.

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SCORING

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Points are scored whenever the value of the cards on the board are equal to 0, to 15, or the number on the number target die.  

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Additional points may be scored (runs, flushes, etc.) according to the Skirmish Scoring Chart.​

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OUTER RIM

 

If a player reaches an exact value of +/- 15, they score points and CAPTURE all face-up cards for use in the COUNTING ROUND. 

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GO

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If a player cannot play a card without exceeding +/- 15, they say 'GO', allowing their opponent to play a card instead. If neither player can play a card, the player who laid down the last card scores and the remaining cards of both player's hands are added to The Hold.

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CLAIMING THE HOLD

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When all cards have been played, the player with the fewest cards claims The Hold, adding those cards to their selection pool.

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TIEBREAKERS

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When tied for scores, apply tiebreakers in the following order:

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1. Fewest cards

2. Single face up card closest to the Target Number dice value
3. Most cards matching the Suit Dice value

4. Suited Play-off. Select a card and play to the table. Coin suit beats flasks, flask suit beats sabers. 

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COUNTING PHASE (THE SPOILS)

 

1. Selection Round

 

After the Skirmish Phase, each player selects 4 cards from their pool. This is the SPOILS hand. All other cards are taken out of play.

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Players now use the four cards in their hand and the Path Card to select a card hand of 5.

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Each player will determine the combinations of the values and suits they can make with their selected cards, according to the options seens on the Spoils Scoring Chart.​
 

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2. Reveal Round

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The Player who took The Hold goes first.  They will announce their scoring combinations. 

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Scoring is generally announced and added in the following order: Sabacc, Sylops, Sum to Dice, Runs and Triples.

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ENDING THE HAND

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Once scores have been announced, the dealer role passes to the opposing player, and the next Hand begins.​​​

WINNING THE GAME

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Play continues through multiple hands, until one player accrues a score of 121 points and wins the game.

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