Wednesday, January 22, 2020

Sabacc Variations and Rule Modifications



In Legends stories there are "multiple variations" of Sabacc all over the Galaxy. But here on Earth where only so much space fantasy is possible, we have one or two versions that have consistent rules. Even Cast Members at the Disney Parks claim to be teaching some version or variation of Sabacc. I'm not saying these are bad, I'm not saying they're good.

Lando is apparently an expert on the "80 variants" of Sabacc throughout the galaxy.


But at the end of the day, wouldn't you like to play a semi balanced game?

For any kind of "modification" to work, it has to serve a purpose. Does it improve the game? Does it address some kind of issue? Does the rule affect the balance of the game? And so on and so forth.

So below are several modifications and/or variations that I've developed.

Disclaimer: true to my own words these modifications are entirely optional. And I'm always thinking about whether or not they are necessary.


One Pair Sabacc vs One Pair Sabacc?


The winning hand pages of the rule book gives two examples of SABACC (or one pair SABACC). One of them is plain wrong (+5,+5) and (+3,+3,-6) isn't ONE PAIR. The hand "YEE-HAA" which is a zero card and ONE PAIR probably gives the best example of what ONE PAIR looks like.


Probably my favorite hand in Sabacc


So this one is less of a modification and more of a clarification. However until the game designers address this example, I follow the rule that ONE PAIR SABACC beats a three card Sabacc. This follows along with the rules, previous examples and overall makes sense. It's a shame that in a game called Sabacc, the fundamental hand of Sabacc is listed wrong.





Sylops Wild


If you go over the Winning Hands page in the Sabacc rule book, you'll notice that there are only 4 established hands that include a Zero card (not including the different hands possible within those). But what about getting a Sylop outside of those hands? What does the rule book say?

You have a 3% chance of getting these 

Absolutely nothing. Shouldn't they count for something?

I think so.

Modification: Sylops in a hand (usually Nulrhek--closest to zero) becomes a +1 or -1 depending on what you need to get closer to zero. Can be used with 1 other card, and up to 5.

Example: in the below picture I have a -8, +8, -1, and a Sylop. The Sylop then becomes a +1 and my hand becomes a 3 card Sabacc. (Not the stronger 2 pair)

What to do?

It can ONLY be a +1 or -1


What it fixes: The two zero cards in the deck have a function outside of the 4 established hands. Increased variety of Sabacc hands. Clarification for when this inevitably happens.

Other considerations: as a wild +1 or -1 the zero card has no other enhancing purposes to your hand. Your 3 card Sabacc is judged mainly on the other cards you have. Nor does the card count for a high positive total. Same thing goes for Nulrhek.

Even though you now have a zero card in your hand, it doesn't mean it can't be beat. So you're encouraged to try for a better hand.


Fools Sabacc/Idiots Array


You've had one Sylop, but what about another? This modification is to address the issue of what to do with two Sylops and any other card(s).


Modification: if your hand consists of two Sylops plus one or more cards (example; two Sylops and +3). At the end of the third round you will roll the number of times your excess card is away from zero. If doubles pop up during your rolls, you automatically lose. However if no doubles should appear your hand is scored like a PURE SABACC.

What it fixes: this is another hand that WILL pop up and no one will know what to do with it. My modification allows it to still be a hand, but at a cost. Just making this hand act as PURE SABACC isn't fair. And saying it's worth nothing also doesn't seem fair.You're still encouraged to get closest to zero with whatever extra cards you have outside of the Sylops, but it's risky.

C3PO would tell you that the odds of flopping these are approximately 3%


Other considerations: the hand can also probably act a few different ways. For instance if you did not want to take a chance with the rolling. You can fall back on the value of your non Sylop card and overall card count.


Double Spikes


Because this is the "Corellian Spike" variant of Sabacc, why not use them in some way? As it stands all doubles are worth the same, or otherwise there is no difference between them. Not much changes here, but it does shake things up a bit.



Modification: when rolling the dice to determine a SABACC SHIFT. If two SPIKES are rollled all players discard their hands as normal and receive new cards. However the difference here is that instead of just discarding in the pile and leaving it, you'll reshuffle everything.




Four Card Draw (yet to be named)

I don't have this variant fully developed yet. But the basis of it is pretty simple. Instead of being dealt 2 cards at the beginning of the game, you are dealt 4. All the basic actions are still there; Gain, Swap, Stand, Fold/Junk. I'm sticking with 3 rounds because it's more than enough time to create a better hand. 

Starting with 4 cards only leaves you room to GAIN 1 extra card


Obviously a few hands are out. Anything with one pair, 3 cards, or just anything with less than four cards. Otherwise the winning hand structure is the same. So unless you have two pair or something similar where lowest integer wins, there is going to be a lot more highest card value tie breakers. The maximum amount of cards is still 5.

However to actually add something to the gameplay, I wanted to change up a few things. Because if it's just 4 card Sabacc, it's just four card Sabacc. Which is okay, but any time you change up an element of the game, like how many cards you have. Another aspect of the gameplay needs to be adjusted to balance the altered rules.

  • You can SWAP up to 2 cards at a time. 
  • You cannot GAIN any more than 1 card.
  • Instead of rolling the Sabacc dice at the end of a round. The dice are rolled at the end of each players turn.
  • If doubles, only the player who rolled the dice have to exchange their cards for new ones.

Sharu Switch (Field Cards)

This variant is probably one of the most fun. I have another blog in the works that will go more in-depth. As with most of the variants, the basic rules and concepts stay the same. The winning hands are mostly the same and core gameplay is overall unchanged.


  • Each player is dealt 2 cards face down.
  • Then the dealer places 1 card face up in front of each player. This is your Field Card.
  • The Field Card cannot be used in a SWAP or GAIN.
  • You can only SWITCH your Field Card with a card from your hand. This counts as an action for your turn.
  • If a Sabacc Shift happens, your Field Card does not change.


Having a zero card as your Field Card is such a baller move





While the benefit of being able to save a Field Card isn't that advantageous, it does open up a lot of new strategy to Sabacc. You can see one of your opponents cards. The Field Card has to play into your hand. And a whole lot more. There are other things I'll go into when I cover this variant in more detail. But overall it's pretty fun.

Nal Hutta Nulrhek

For my last Sabacc variant I'm going to give you something different. Like the previous variations of the game this one still keeps the core gameplay and rules. However the objective of this game shifts each time you play it. 

One of the few variants of Sabacc that will require extra material

So we have a +4 and -8 for Nulrhek objective of -4

It aint easy

Instead of always trying to have a hand that totals zero, the goal is to have a hand that totals whatever total is rolled before the game starts. This can also change throughout the game if a Sabacc Shift occurs.
  • 3 Rounds.
  • Each player is dealt 2 cards.
  • After every player has their cards, the Nulrhek dice are rolled.
    • I'm using two d10 dice (red and green for + -)
    • Regular dice (d6) could also be used.
  • One die represents positive, and the other represents negative.
  • Total up the Nulrhek dice and that is the number you're trying to reach for this round.
  • After all players have taken their turns, roll the Sabacc Dice.
  • If no doubles, nothing happens and play continues.
  • If doubles, the Nulrhek dice are rolled again.
  • The cards do NOT change. But the total might.
  • Continue playing for remaining rounds.
While I have most of the rules down, this variant will probably go through some modifications as time goes along. And as with all of them, this is not a good way to start with Sabacc. Each one of these variations builds off of Sabacc rules, or at least is grounded by them. Like it or not, the main rule set of Sabacc is overall pretty balanced.



Overall these were fun variations to design. I'll go more in detail about most of them and post a full walk through soon. I hope to cover betting soon as well. As Sabacc is MEANT to have betting included.

Until then have fun and total zero friends.

EDIT---

If you like what I do and want to contribute to my Patreon page, please do!
https://www.patreon.com/dailysabacc













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