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Designers:
Disney/Lucasflm Ltd.

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

 

Lore Badges:
 

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This entry includes canon, legends and campfire material.
 

THE COMPLETE CORELLIAN SPIKE

Want to learn how to play Corellian Spike? Use this page to find everything you need.

INTRODUCING CORELLIAN SPIKE

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Canon

A widely popular variant of Sabacc originating in the Corellian system. It was popular during the late stages of the Clone Wars and the era of Imperial rule. Han Solo won the Millenium  Falcon from Lando Calrissian during a Corellian Spike match on Numidian Prime.

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Legends

The game is a refined version of Corellian Gambit, a version of Classic Sabacc which changed the target value of the game from 23 to 0.  

 

 

Campfire

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.

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Many variant forms and variant rules exist for Corellian Spike.  Some of the most influential variations, such as Three Card Spike, Galaxy Series and Surabat Cycle have become distinctive forms of Sabacc in their own right.

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 Navigate our Complete Guide to Corellian Spike 


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

Under Tutorials - A link to our interactive online tutorial, where you can learn to play Kessel Sabacc right now.

Under Variants - Find house rules rules and variant rule sets for Corellian Spike from canon and developed in the Sabacc community.

Under Sources - Documented sources for Corellian Spike in the Star Wars canon, including published materials and merchandise.

​Under Downloads - Player Resources for playing Corellian Spike. Download a copy of the rules.

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You can play Kessel Sabacc against AI or other players online using the Holocard Cantina App.

RULES FOR CORELLIAN SPIKE​
GOAL

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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 uses cards with positive and negative values, and requires strategic betting and card selection to achieve the optimal hand.

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SETUP

CARDS

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

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

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

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

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THE ARRAY

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The Card Array or table layout for Corellian Spike consists of the Draw Deck and the Discard Pile.

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The Draw Deck is the full deck of 62 Corellian Spike cards. All cards in this pile are face down.

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The Discard Pile is begun by burning one card at the beginning of the game.  All cards in this pile are placed face up.

SPIKE DICE

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The game utilizes a pair of six-sided dice known as Spike Dice. They are marked with Corellian numeral symbols. The 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

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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:

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20 Bronzium Chips/Credits worth 5 credits (100)

8 Argentium Chips/Credits worth 25 credits (200)

4 Aurodium Chips/Credits worth 50 credits (200)

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

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20 Bronzium Chips/Credits worth 10 credits (200)

8 Argentium Chips/Credits worth 50 credits (400)

4 Aurodium Chips/Credits worth 100 credits (400)

HAND POT

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Antes and bets are placed in the hand pot. The winner of the hand at the end of the hand takes the contents of the Hand Pot and adds it to their Player Stock.

SABACC POT

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A second ante is placed in the Sabacc pot. The winner of the hand can only take the content of the Sabacc pot if he wins with a hand of exactly 0.

HOW TO PLAY CORELLIAN SPIKE

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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.

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THE HAND

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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.

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THE ROUND

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Each round consists of three phases:

 

1. CARD PHASE

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Players can take one of the following actions:

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  • Gain — Draw a new card from the Draw Deck.

  • Discard & Gain — Discard a card from your hand and draw a new card from the Draw Deck.

  • Swap — Swap one card in your hand with the top card of the Discard Pile.

  • Stand — Keep your current hand. 

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2. BETTING PHASE

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

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3. SPIKE DICE PHASE

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The dealer rolls the spike dice. If the symbols match, a Sabacc Shift occurs. All players discard their hands to the Discard Pile, and are dealt the same number of new cards from the Draw Deck.

WINNING THE HAND

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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.

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In case of a tie, there are several special winning hands which are ranked in order of strength. See the tables below for the official Corellian Spike hand rankings and tiebreaker rules.

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WINNING THE GAME

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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.​

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HAND RANKINGS
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