Star Wars Sabacc

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How to play classic Sabacc

The game of Lando Calrissian and Han Solo, played by the classic Legends rules. Build a hand as close to +23 or −23 as you can, but the cards are electronic, and a Sabacc Shift can change them at any moment. Lock the cards you want to keep in the interference field.

At a glance

Table numbers
Starting credits10,000 each, four opponents
Antes100 to the hand pot and 100 to the Sabacc pot, every hand
BettingNo limit. Opening bets and raises are at least 100 credits
Sabacc ShiftDoubles on two dice, after every round and once more after a call
Bombing outA total above +23, below −23, or exactly 0

The deck

76 cards. Four suits (Coins, Flasks, Sabers and Staves) each run from 1 to 11, then Commander (12), Mistress (13), Master (14) and Ace (15). There are two of each of the eight face cards:

The Idiot
0
Queen of Air and Darkness
−2
Endurance
−8
Balance
−11
Demise
−13
Moderation
−14
The Evil One
−15
The Star
−17

Winning hands, best first

  1. Idiot's Array: The Idiot, a 2 and a 3, in any suits. It beats everything, even with other cards in the hand.
  2. Pure Sabacc: exactly +23, then exactly −23.
  3. Every other hand, by distance from zero. At the same distance positive wins, so +21 beats −21, which beats +20.

A total above +23, below −23, or exactly 0 bombs out when it's revealed. Until then you can still fix it.

A hand

  1. Everyone who can pay both antes (200 credits) is dealt in. The dealer button moves one seat each hand, and play starts on the dealer's left.
  2. Everyone is dealt 2 cards.
  3. Betting. Check, bet, match, raise or fold. No limit: you can go all-in at any time. A folded player's stake stays in the pot.
  4. Drawing. Gain a card, trade one for a new card (the discard leaves play), or stand. You always keep at least 2 cards. On the same turn you can lock one card face-down in the interference field. Locked cards still count, can't be traded, and are safe from shifts.
  5. The Sabacc Shift. The dice are rolled with no warning. On doubles, every card outside the interference field, in every hand, turns into a random new card.
  6. Calling. From the end of the first round, players may call the hand, but never on their own turn. If nobody calls, a new round of betting begins. After 10 rounds the hand is called automatically.
  7. After a call the dice roll once more, then every hand is revealed.

Payouts and penalties

  • The best hand that didn't bomb out wins the hand pot.
  • An Idiot's Array or a Pure Sabacc also wins the Sabacc pot. Otherwise the Sabacc pot keeps growing from hand to hand.
  • Every hand that bombs out pays a penalty equal to the hand pot into the Sabacc pot.
  • A player who calls the hand and doesn't win pays the same penalty.
  • Sudden demise breaks ties: each tied player gets an extra card, up to two, and the best hand wins. A tie that's still standing splits the pot.
  • Players who are all-in can win only the part of the pot they matched (side pots).
  • If every hand bombs out, the hand pot goes into the Sabacc pot. If everyone else folds, the last player takes the hand pot without a reveal.

Playing with friends

Choose Play with friends to open a private table and share its link. Up to 5 people can play, and droids fill the empty seats. The table's host deals the first hand; after that a new hand starts on its own.

  • You have 45 seconds for each decision. If time runs out, you check when you can, otherwise you fold, stand or let play continue.
  • If you lose your connection, your seat waits 30 seconds, then a droid plays it until you're back.
  • When the table is full, visitors can watch without seeing anyone's cards.