Spacer’s Corellian Spike

This version of Corellian Spike is one of the most convoluted of them all. Leave it to spacers with nothing to do but gaze into the infinite blue of hyperspace to come up with this take on sabacc. There is a certain melody to it, though. You can almost hear the song of the purrgil as you fan a sylop khyron down across the table.

Gameplay

  • Choose one player to be the dealer. This player deals for the first round. The dealer rotates to the left in subsequent rounds. The dealer also plays.
  • Each player puts one credit in the hand pot. This is the ante and can increase later on in the game, especially in tournament-style play. (At some tables, there is also a sabacc pot. At these tables, players put credits in the hand pot and the sabacc pot, usually two to one.)
  • The dealer deals two hand cards to each player. These cards are kept secret from all but the player who holds them. The remaining cards are placed face-down in the center of the table and constitute the draw pile.
  • The dealer then flips the top card from the draw pile and places it face-up beside it. This is the discard pile.
  • Starting with the player to the dealer’s left, each player checks or bets (the bet must be at least equal to the ante — typically one credit). If a player bets, all subsequent players must either call (match the bet), bet (increase the bet in increments of the ante), or junk (discard their cards face-up and exit the hand). Betting continues around the table until all players have either called or junked. (If all but one player has junked, that remaining player wins the hand.)
  • Starting with the player to the dealer’s left, each player can now choose to either gain, swap, or stand. (At some tables, players have to put credits equal to the ante amount into the hand pot to take any of these actions, other than to stand. At these tables, you may be allowed to discard the card you drew using the gain action if you decide after seeing it that you don’t want it.)
    • To gain, either discard a card or don’t, then take the top card from the draw pile. You cannot discard after you have already drawn.
    • To swap, take the top card from the discard pile and discard one card from your hand. You can never take a card from the discard pile without also discarding.
    • To stand, take no actions. Choose this option if you do not which to gain or swap.
  • Once all players have taken a turn, another betting phase begins — identical in rules to the first betting phase — and continues around the table until all players have either called or junked. (If all but one player has junked, that remaining player wins the hand.)
  • The dealer then rolls the spike dice. If the symbols on the dice match, all players discard all their hand cards and are dealt an equal number of new cards.
  • Everyone gets another chance to gain, swap, or stand; and then to bet. If more than one player remains, the spike dice are rolled again, following the same rules as before.
  • Players then get to gain, swap, or stand; and then to bet one more time. If more than one player remains, the spike dice are rolled a final time.
  • The remaining players reveal their hands (unless there is only one player left, in which case they have the option to keep their hand a secret). The player with the best hand wins, collecting the hand pot. (If playing with a sabacc pot and the winning hand’s value is zero, the player with that hand also collects the sabacc pot.)
  • If play is to continue, the dealer rotates to the left and the above steps are followed again.

Winning Hands

There are four different kinds of winning hands: sylop sabacc, special sabacc, sabacc, and nulrhek. Sylop sabacc hands beat special sabacc hands, special sabacc hands beat sabacc hands, and sabacc hands beat nulrhek hands.

Sylop sabacc hands are hands that total zero and require you to have very specific cards, such as pure sabacc (zero with two sylops and no other cards) or sylop squadron (zero with three of a kind, a sylop, and no other cards). To have sylop sabacc, you must have zero with exactly the cards listed for that hand; you can not have any extra cards. In the case of a tie, the hand with a pair or set closest to zero or a run that starts closest to zero wins, followed by the hand with the highest positive card total, followed by the hand with the single highest positive card.

Special sabacc hands are hands that total zero and require you to have specific cards, such as khyron (zero with a four card run) or squadron (zero with three of a kind). Except where specifically noted (such as with sylop sabacc hands), you can have more cards than the ones explicitly needed to complete the hand, as long as the hand total is still zero. As an example, a hand with +2, +2, +2, -2, -4 is still a fleet, even though it needs that extra -4 to get to zero. In a tie, the hand with the fewest cards wins, followed by the hand with a pair or set closest to zero or a run that starts closest to zero, followed by the hand with the highest positive card total, followed by the hand with the single highest positive card.

Sabacc hands are hands that total zero that are not sylop sabacc or special sabacc hands. In a tie, the hand using the most cards wins (+1, +4, +5, -3, -7 beats +1, +4, -5), followed by the highest positive card total (+2, +5, -7 beats +1, +2, -3), then the single highest positive card (+1, +9, -3, -6 beats +3, +6, -2, -7).

Nulrhek hands are hands that don’t equal zero. The hand that totals closest to zero wins. In a tie, a positive total beats a negative one. After that, breaking a tie is just like with a sabacc hand: the hand with most cards, then with the highest positive card total, then with the single highest positive card.

In any case where none of the above break a tie, make a single blind draw. Each tied player picks up one card from the draw pile. The player with the card closest to zero wins. In the case of a tie, the positive number wins. If still tied, continue drawing until the tie is broken.

Sylop Sabacc Hands

Pure Sabacc

Zero with both sylops and no other cards.

0, 0

Sylop Fleet

Zero with four of a kind, a sylop, and no other cards.

Examples: +5, +5, -5, -5, 0 or +9, +9, -9, -9, 0

Sylop Khyron

Zero with a four card run, a sylop, and no other cards.

Examples: +1, -2, -3, +4, 0 or -5, +6, +7, -8, 0

Sylop Wings

Zero with two pairs, a sylop, and no other cards.

Examples: +3, -3, +7, -7, 0 or +5, -5, +6, -6, 0

Sylop Ace

Zero with one pair, a sylop, and no other cards.

Example: +3, -3, 0 or +7, -7, 0 or +4, +4, 0, -8

Special Sabacc Hands

Fleet

Zero with four of a kind.

Examples: +7, +7, -7, -7 or +8, +8, -8, -8 or +3, +3, +3, -3, -6

Rhylet

Zero with three of a kind, a pair, and no other cards.

Examples: +2, +2, +2, -3, -3 or +6, +6, -4, -4, -4

Full Khyron

Zero with a five card run and no other cards.

Example: +2, +3, -4, +5, -6

Khyron

Zero with a four card run.

Examples: +2, -3, -4, +5 or +7, -8, -9, +10

Squadron

Zero with three of a kind

Examples: +4, +4, +4, -3, -9 or +5, +5, -5, -3, -2

Wings

Zero with two pairs

Examples: +2, -2, +8, -8 or +9, -9, +10, -10 or +3, +3, +4, -4, -6

Ace

Zero with one pair

Examples: +6, -6 or +1, -1 or +5, +5, -10 or -6, -6, +1, +2, +9

Sabacc Hands

Sabacc with Most Cards

Zero with the most total cards.

Example: +1, +8, -2, -7 beats +9, -2, -7

Sabacc with Highest Value Cards

Zero with the highest positive card total.

Example: +4, +6, -10 beats +4, +5, -9 because 10 (sum of +4 and +6) is higher than 9 (sum of +4 and +5)

Sabacc with Highest Value Single Card

Zero with the highest single positive card.

Example: +1, +8, -9 beats +4, +5, -9 because 8 is higher than 5

Nulrhek Hands

Nulrhek

Closest to zero.

Example: +4, -5 beats +3, +5, -1, -5

Nulrhek with Positive Score

Closest to zero with a positive score.

Example: +3, -2, beats +2, -3

Nulrhek with Most Cards

Closest to zero with most cards.

Example: +4, +9, -1, -3, -8 beats +5, +10, -7, -7

Nulrhek with Highest Value Cards

Closest to zero with the highest positive card total.

Example: +4, +9, -6, -6 beats +5, +7, -4, -7 because 13 (sum of +4 and +9) is higher than 12 (sum of +5 and +7)

Nulrhek with Highest Value Single Card

Closest to zero with the highest single positive card.

Example: +2, +10, -4, -7 beats +3, +9, -5, -6 because 10 is higher than 9

Single Blind Draw

If players are still tied, they must draw one card from the draw pile. The player whose card is closest to zero wins. If tied, the positive number wins. If still tied, draw again until a winner is determined.

Examples: -1 beats +4 and +1 beats -1


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