Sabacc



Links:
Lando Calrissian's homepage

Rules and Strategy:
The Sabacc Deck
Rules of Play
Local Rules and Arrays
Hints, Tips, and Strategy


Overview

Sabacc is a game that combines elements from two Earth games: poker and blackjack. The object of the game is to have all of the cards in a hand add up to 23 or -23, or have a hand containing all the cards of a specified array.

The Deck

A standard sabacc deck contains 76 cards, consisting on both faced and numbered cards. There are 16 face cards: two of each kind. The numbered cards range from 1 to 11 and there are, in addition, a commander (worth 12 points), a mistress (13 points), a master (14 points), and an ace (15 points). Each of four suits, flasks, sabers, coins, and staves, contains one set of numbered cards from one to ace. The eight face cards change depending on where the game is being played. One set is used only in standardized casinos, and has standardized values. The other set is more commonly used, but each face card has different values depending on local rules. However, in both sets, and in all rules of the game, the Idiot card constantly has a value of zero.

Casino Deck:
Idiot (0)
"Queen of Air and Darkness (-2)
Endurance (-8)
Balance (-11)
Demise (-13)
Moderation (-14)
The Evil One (-15)
The Star (-17)

Common deck:
Idiot (0)
Jedi Master
Jedi Knight
Smuggler
Bounty Hunter
Lord of Sith
Rancor
Dark Jedi


Rules of Play

Betting Phase: Each player pays one credit to each the hand pot and the sabacc pot, and is dealt four cards. According to what rules are being used, some cards may be discarded and replaced after everyone has been dealt in. The dealer asks each person in turn if he wants to bet, raise, or fold. The raise limit is almost universally three credits, and the penalty for folding is one credit. After everyone has bet, folded, or raised, play moves to the shifting phase.

Shifting phase: The dealer rolls a 6-sided die. If the result is a 1, 2, or 3, shifting occurs. If a 4, 5, or 6 is rolled, play moves to the calling phase. During shifting, each player randomly chooses a card from the hand of the player to his right. These cards are shuffled by the dealer and redealt. After shifting, the game moves on to the calling phase.

Calling phase: The dealer asks each person if he wants to call the hand. A hand can only be called after everyone has been the dealer at least once, and the dealer cannot call the hand. If a player calls, all players must show their hands. If the player who calls the hand does not win, he or she must pay the value of the hand pot to the sabacc pot. If no player calls the hand in this phase, the player to the dealer's left becomes the new dealer. Play resumes with the betting phase, where cards are first exchanged, then bets are made, as in the beginning of the game. (Note: Another credit is *not* put in each pot as in the start of the first phase.) If someone calls, someone must win the hand. A local array, dictated by the set of rules being used, automatically wins if someone has this is his hand. An Idiot's array (The Idiot card, any two, and any three) automatically wins if there is no local array, and pure sabacc (exactly 23 points) wins if nobody has an array. If nobody has pure sabacc or an array, the highest hand value that does not exceed 23 wins. If someone has over 23, under -23, or exactly zero, he has "bombed out" and must pay half the value of the hand pot to the sabacc pot. If there is a tie, the players split the hand pot. (Note: If a player wins from an array or pure sabacc, he wins the sabacc pot as well as the hand pot.)

Scoring: Scoring in sabacc is optional. It is most commonly used from games between less than four people, or if no monetary stakes are at risk. Any array equals twenty-three points, hands are worth face value. A winning hand adds ten points to a score. If a hand bombs out, the amount over 23 is subtracted from the current score. Play can advance to any number of points, or a time limit. The standard scored games uses the (optional) rule that the first player to accumulate 200 points is the winner.

Random Sabacc: This version of sabacc is timed and uses several different sets of rules. Every two standard timeparts, a new, random set of rules is used. A droid or standard timer or chronometer can be used for the timing function, and the droind may also have a randomizer that can be programmed to select the new set if rules. If not, pieces of flimsy with the names of the rules writeen on them can be put into a pile and drawn from. New discarding and scoring rules affect the player who is currently discarding/ showing his hand as well as all subsequent players. All other aspects of the game remain the same.

Skifters: In all casinos and legitimate games, skifters are considered a form of cheating. Anyone who gets caught using one is immediately subject to arrest, confiscation of winnings, and/ or removal from the game/ casino. Skifters can only be obtained through the black marker, at an outrageous price, and come in varying levels of quality. Most sabacc players do not recommend the use of skifters and regard any player using them as cheaters. Tread lightly in deciscions of skifter use.

Strategy and Tips

The first rule of sabacc is: don't give away how good or bad your hand is! Develop a "sabacc face." (My dad's an expert at this.) Don't fold unless your hand is *completely* random, and nothing a really at stake. Even then, don't fold in the first phase. Otherwise, make the best of what you have, and try for a pure sabacc-or something close to it. During the calling phase, remember that if you call and don't win, you have to pay the value of the hand pot to the sabacc pot. Try to hold off calling for as long as possible, but if you're not certain you'll win, it's a good idea not to bet *too* high. (i.e: don't bet all your credits on a hand you're not too sure of.) Try to make the other players uneasy or uncertain. Through your sabacc face, give small smiles or shakes of the head to indicate one's action is unwise or profitable to you. Don't overdo ths; save it for more critical moments in the game. Always act completely sure of yourself, your hand, and your ability to play, even if you hate your hand, have no idea what your next move should be, and are absolutely terrified of the other players (this has been known to happen in many inter-species casinos). When betting, a little bluffing nver hurts. If you can manage to intimidate everyoneelse into folding, the hand pot is yours by default. You can accomplish this by leaning forward and looking disapprovingly at the better. For tougher and *Kmore seasoned players, let a itny smile flicker across your face. Staring
contests are effective *if* you don't smile. All these are mind games. They can only help you if you have decent hands. A lot of your hand is based on luck. The only control you have over it is what cards you discard. If you have two high values, keep the lower of the two. If you have two low-value cards, throw away the lower. If you get an Idiot, 2, or 3, keep it, unless you have a much better chance at a pure sabacc. *Always* try for a local array if you have the chance. These are rare, so take what you can get. Remember what rules you're playing by; there's nothing more embarrassing than triummphantly displaying a Force array, only to discover your were playing by Corellian rules! Use common sense when you're playing. And remember: it's not just a game--it's a battle!

Local Rules and Arrays


Rebel Alliance:
Array: Force array: Two Jedi Knights, any ace.
Discard: 0, 1, 2, or 3.
Jedi Master: 4
Jedi Knight: 3
Smuggler: 5
Bounty Hunter: 9
Lord of Sith: -10
Rancor: 7
Dark Jedi: 12

Imperial
Array: Sith array: Lord of Sith, any commander, any ace.
Discard: 2 only.
Jedi Master: -9
Jedi Knight: 15
Smuggler: 7
Bounty Hunter: 3
Lord of Sith: 4
Rancor: 7
Dark Jedi: 3

Correllian
Array: Smuggler's array: both smugglers, any #'d coin.
Discard: 2, 3, or 4
Jedi Master: -13
Jedi Knight: 10
Smuggler: 4
Bounty Hunter: 3
Lord of Sith: 11
Rancor: 4
Dark Jedi: 11

New Republic
Array: Republic array: Jedi Knight, Jedi Master, Smuggler.
Discard: 1 or 3 only.
Jedi Master: 3
Jedi Knight: 4
Smuggler: 4
Bounty Hunter: 10
Lord of Sith: -11
Rancor: 8
Dark Jedi: 12

Old Republic
Array: Jedi array: Jedi Knight, Jedi Master, any #'d saber.
Discard: 0, 1, or 2. or 3 or 4 if Jedi Master in hand.
Jedi Master: 3
Jedi Knight: 3
Smuggler: 10
Bounty Hunter: 9
Lord of Sith: 10
Rancor: 9
Dark Jedi: -14

Cloud City Casino
Array: Partnership array: both smugglers, Jedi Knight.
Discard: 2 or 4 only.
Jedi Master: 6
Jedi Knight: 4
Smuggler: 5
Bounty Hunter: 7
Lord of Sith: -8
Rancor: 7
Dark Jedi: 9

Corporate Sector
Array: Hunted array: both Bounty hunters, any #'d coin..
Discard: 3 only.
Jedi Master: 8
Jedi Knight: -7
Smuggler: 6
Bounty Hunter: 3
Lord of Sith: 8
Rancor: 5
Dark Jedi: 7

Crseih Station
Array: Temporal array: any four flasks, numbered or face.
Discard: 0, 1, or 2.
Jedi Master: -6
Jedi Knight: 8
Smuggler: 6
Bounty Hunter: 6
Lord of Sith: 4
Rancor: 7
Dark Jedi: 5

Mos Eisley
Array: Criminal array: Smuggler, Bounty Hunter, and #'d coin.
Discard: 1 only, or 1, 2, 3, or 4 if Bounty Hunter or Smuggler is in hand.
Jedi Master: 8
Jedi Knight: 7
Smuggler: 6
Bounty Hunter: 5
Lord of Sith: 10
Rancor: 5
Dark Jedi: -11



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