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Designers:
Disney/Lucasflm Ltd.

Star Wars: Solo Art Department,
Stephen Bridges, et al.

 

RULES FOR CORELLIAN SPIKE​

A wildly popular variant of Sabacc originating in the Corellian system. It is a refined version of Corellian Gambit, a version of Classic Sabacc which changed the target value of the game from 23 to 0.  Spike developed as a distinctive form of Sabacc generations ago amongst Corellian pilots, and was played by Corellian hyperspace scouts as they pushed the frontier in the High Republic era.  It has lasted into the present day as a key fixture in cantinas and casinos from the Core to the Rim.  Despite this, it retains an association with ‘tramp spacer’ culture, and some high-end establishments look down on it as a low-brow smuggler’s game.

GOAL

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.

SETUP

CARDS

The deck comprises 62 cards divided into three suits: Circles, Triangles, and Squares. Each suit contains:

  • 10 positive cards: valued from +1 to +10.

  • 10 negative cards: valued from -1 to -10.

Additionally, there are 2 special Sylop cards with a value of zero.

SPIKE DICE

The game utilizes a pair of 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.

PLAYER STOCK

Each player begins the game with a stock of credits or chips which they use to pay the Ante and make bets. The goal of the game is to win all or as much of the chips on the table and from other players.  Typically, chips or credits will come in different values. In Sabacc, these values are often represented by a selection of bronze/copper, silver and gold chips (or credits).

A typical buy-in for a lay game of Sabacc is 500 credits:

20 Bronzium Chips/Credits worth 5 credits (100)

8 Argentium Chips/Credits worth 50 credits (200)

4 Aurodium Chips/Credits worth 100 credits (200)

A typica buy-in for a tournament game is 1000 credits:

20 Bronzium Chips/Credits worth 10 credits (200)

8 Argentium Chips/Credits worth 50 credits (400)

4 Aurodium Chips/Credits worth 100 credits (400)

PLAYING THE GAME

Each player has a stock of credits or credit chips. Players compete in successive hands to win a portion of these credits. Each Hand opens with an Ante and the Card Deal. This is followed by 3 Rounds of play. Each Round has three phases: the Card phase, Betting phase, and the Dice phase. After three rounds, the hands are revealed to determine the winner.

The game is played until someone takes everyone’s credits, or players cash out of the game.

THE HAND

1. Choose the Starting Player: The starting player rotates clockwise each round.
 

2. Ante: Each player contributes an ante to the hand pot and the Sabacc pot.
 

3. Deal: Each player is dealt two cards face down.

THE ROUND

Each round consists of three phases:

 

1. CARD PHASE

Players can choose to:

  • Stand — do nothing and pass turn.

  • Gain — take the top card from the draw pile.

  • Swap — switch one card in hand with the top card of the discard or draw pile.

2. BETTING PHASE

Players bet based on the strength of their hands, with options to check, bet, call, raise, or fold.

2. SPIKE DICE PHASE

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

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.

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

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.

HAND RANKINGS
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