Showing posts with label Disney World. Show all posts
Showing posts with label Disney World. Show all posts

Thursday, June 3, 2021

Sabacc: The Cursed Star Wars Game

 Sabacc?





Perhaps you've heard of it. If not, it's a quasi-fictional card game within the Star Wars universe. Think of it as space-math poker mixed with blackjack. Or read up on it in one of my other posts.





But despite the game being one of the most popular in-universe Star Wars card games, it has yet to receive a wide release of any note. Or at all.

You might be thinking "Yo dude, you're wrong. I've bought it and own it. I'm even playing it right now!".

While there have been a handful of attempts to release the game, it has never been widely available under the name of "Sabacc". And that's what I'm going to cover today.


THE ODD HISTORY OF SABACC



The first mention of Sabacc (or what would become Sabacc) was in the 2nd draft of The Empire Strikes Back. Then called "Sabacca" (my favorite Sabacc joke ever), it was left on the cutting room floor and mostly forgotten. That is until 1983 with the release of a series of Lando Calrissian novels.




No longer named after our favorite co-pilot, the name of the game was changed to "Sabacc". 'Lando Calrissian and the Mindharp of Sharu' featured the first ever mention of Sabacc and a bit of its gameplay/rules. But as the title of the book will tell you, it's not "Lando Calrissian Just Plays Sabacc the Whole Time" (although he kinda does). So it was likely disregarded as a story element by most.

Fast forward to the year 1989.

The 80's were almost over, Batman hit theaters, and Star Wars Crisis on Cloud City was released. The Star Wars RPG (by West End Games) finally gave dozens of fans the chance to experience a Crisis on Cloud City. But what makes this title significant is that it featured the first and basically *only* physical release of the little SW game that could, Sabacc.

Because it was only a book, the Sabacc cards were paper and had to be torn out. Which was no small feat as there were 76 of them. The book also included rules and everything else needed to start playing.





And then...


Not much happened. As popular as the Star Wars RPG series undoubtedly was, the game of Sabacc never really broke into the mainstream. It's hard to imagine a time when there wasn't new Star Wars content every week. But the mid-80s to early 90s was like operating a moisture farm on Tatooine when it came to Star Wars content.

So aside from assorted Geocites Star Wars pages detailing the rules of Sabacc. The game as it functions in our universe went into relative obscurity.

A New Era Begins

It would take nearly 30 years from managing Crisis's on Cloud City to see another release of Sabacc. In 2018 the Solo movie was released. If we're measuring the impact a 'Star Wars' has on the popularity of fictional card games. The 1989 SW RPG rates at about 1 Ewok. The Solo movie rates about 30 Ewoks. (please note that my Ewok scale isn't real, yet)

But gone would be what I call "Traditional Sabacc", and in its place is a "variant" called Corellian Spike. While outwardly very different from the older game, it inevitably inherited most of the gameplay mechanics. Instead of the objective being to get to 23, Corellian Spike has the goal be to get to zero. Which I honestly like better. 




We literally got Sabacc on screen. And not just a throwaway scene either. It was a big part of the movie. They even had a "Sabacc Trainer" to teach the cast. So it would make sense that a game would inevitably be released.

Kinda sorta



Around this same time there was a fairly significant legal battle between a mobile game company and Lucas Film. Without going into detail, the implications of this lawsuit left the game of Sabacc in a weird limbo. How does one get around this?

Just name your product "Solo Card Game".

Remember that guy from the beginning that said I was wrong? Well I dare you to find the word "Sabacc" anywhere on the packaging or instructions. Go on, I'll wait.




Unfortunately the "Solo Card Game" didn't find its audience and was discontinued. Throughout 2019 it wasn't uncommon to find them at liquidation outlets and the like. It can still be found online for under $10.



Galaxy's Edge

If the Solo Card Game wins the award for "the widest release of a card game like Sabacc but not called Sabacc". The aptly titled "Sabacc" found at Galaxy's Edge wins for the "only game literally called Sabacc". 



BUT

You can only get it at Galaxy's Edge (Disney World & Disneyland). And yes, I know it can be found online from second hand dealers, but it's 100% exclusive to Disney Parks. 




For those curious, the version sold at Galaxy's Edge is nearly identical to the Solo Card Game. There are some minor and major differences. But the overall product is the same (except throw away the Solo Card Game rules, they are horrible). And for what it's worth, Hasbro no longer has the rights to the game.


Galaxy's Edge-ish

In a bleak year such as 2020, even a capitalistic merchandising gimmick seemed like a ray of hope. So when Disney decided to release Galaxy's Edge inspired products outside of the park, we were all stoked.

I mean, kinda.




Instead of releasing a slimmed down version of the game that's sold at the parks, we got "Sabacc shaped playing cards". Which to be fair isn't false advertising. They are indeed playing cards, and do resemble Sabacc cards. So if you know nothing about Sabacc, and only a little about playing cards--- you are in luck.

Someone on Reddit put it best. "It's like buying those Mickey Mouse ice cream treats at the grocery store. No it's not the same, but it still provides that unique experience at home." --- or something like that.

My main issue with this product is that it fails on several levels. It's not Sabacc, and they aren't great playing cards, The latter is especially true if you are familiar with the game, as several of the design choices directly contradict the product they sell at the park. 

And what's even more frustrating is that this could've been the best overall release of Sabacc. The design and quality of the cards are pretty good (at least better than the Solo card game). The packaging and roll out would've been ideal to introduce people to the game. But instead it's a half-baked deck of cards that actually cost less than the Mandalorian playing cards.


My Sabacc Collection



I'm not certain what the future of Sabacc holds. But for an imaginary card game that started out as a scrapped story idea, its trajectory has been pretty strange.



Honorable Mention

This version of Sabacc never really got an "official release" but something was released by official sources. I believe it was released at Star Wars Celebration 2017. But nothing outside of that. However it did get a scene in Rebels.






Thursday, January 16, 2020

How to Cheat in Sabacc

In Solo A Star Wars Story, Han loses to Lando the first time they play Sabacc. Because Han is an observant scoundrel and likely just as big of a cheat, he knows right away what Lando was up to. But what about everyone else?



Could this actually work?

There are conceivably many ways to cheat in Sabacc, but this is perhaps one of the best and most simple. There are 62 cards in Sabacc deck and only 2 Sylops (zero cards). Being dealt two Sylops at the beginning of the game has about a 3% probability.



So it's pretty unlikely that :
A. Lando has one or more of the Sylops
B. Anyone else has them.

In fact if you tried this most of the time (aside from giving away what you were doing), it'd probably work for most hands.

Flop these and it's your lucky day


How Han knew he was cheating

While it's not explicitly stated in the movie, Han does go into how he thinks Lando cheated. There is a brief line where he claims that they've already been played. The only way this would be possible is if Han saw them in the discard pile. OR somehow cheated and saw someone else's cards (more on that later).

Han isn't so innocent himself


This means one of three things happened (possibly all):
  • There was a Sabacc shift during the previous round and he noticed that one or more of the Sylops were included in one of the hands facing up in the Discard Pile.
    • At the end of each round the Sabacc dice are rolled. If the dice come up doubles all players discard their hands and receive the same number of cards.
  • One or more players folded a hand that included a Sylop.
  • Chewie helped Han look at the cards of other players.
This scene also helps clarify an important gameplay mechanic that the rule book leaves ambiguous to some degree. The deck is not totally reshuffled when a Sabacc Shift happens, so the cards in the Discard Pile remain. I also used this to create a modification to the game.
If double SPIKES are rolled, the Sabacc Shift still happens. But the whole deck (including the Discard Pile) gets reshuffling. Thus eliminating the use of the Discard Pile to anyone's advantage.


Method to the madness

Out of all the ways to cheat at Sabacc, this one is probably the most straightforward. Lando keeps his Sylop hidden away until he needs it, and presumably reloads his wrist device at the end of the round. But you can't just add a card to your hand and expect no one to notice. So the goal is switch a card without calling attention to yourself.
Just in case you want to literally have a card up your sleeve, these exist somewhere

Not so hidden might I add

So switching the card would be pretty easy. The other things to take into consideration would be:
  • Switching the card AFTER the dice are rolled at the end of the last round. Otherwise you could lose your Sylop.
  • Actually achieving some kind of winnable hand that a Sylop would enhance. These aren't easy.
  • Also knowing if one or two of them have been played already.
  • Familiarity with where you are playing, who's dealing, and creating sufficient distractions.
  • Slimming down the competition by over-betting the pot and having less chance of someone beating you through luck.
For my not so elegant recreation of this, I ditch the fancy wrist device and just use my sleeve. My hand consists of a +8,-8, -2. Which isn't a bad hand, but a Sylop would really spice it up.


Then when the time is right, I accidentally drop my cards. Butterfingers. amiright


While collecting my cards, I switch the card I don't want with my hidden Sylop. And presto, I have a pretty decent hand.

oh so subtle

and like magic I have a YEE-HAA


Other ways to cheat

With Han and Lando in the same room they probably know more ways to cheat at Sabacc than all the other people at the table combined. We see some quick examples of this during their games. Some of these however are mostly in-universe methods. Plus I don't condone cheating.


  • Know the other players cards
    • Han very smoothly accused the player sitting next to him of looking at his cards. He's then in full view of their hand, and can make whatever decision he needs to.
    • Task Chewie with looking at others cards, use Wookiee speak or signal to relay what they are.
  • Stack the deck
    • There isn't any indication of them doing this, and the dealer does seem to know their stuff. But in these seedy establishments I doubt it would be above anyone to accept a few credits for a leg up.
  • Load the dice
    • Let's say you have a bad hand and would like to trigger a Sabacc Shift. If they're allowing players to roll the dice, it would be a simple switch to use loaded dice.
  • Distractions to actions
    • This would be the equivalent of "hey look over there" and try to Swap or Gain to your advantage.
  • Marked deck
    • If you're providing the deck, all manner of things are possible. I have a -2 in my deck that has a bent corner and I always know when it comes up. I don't use this to cheat, but if you wanted to you could.
  • Ensure everybody else is super liquored up


I'm sure there are more methods, but those are all that I could think of off the top of my head. Long story short Han and Lando are cheaters.

UPDATE:

Upon further inspection Han DID NOT CHEAT to win the Falcon. At least when it comes to using the Sylop he stole from Lando. I always thought he used the Sylop to win. However thanks to an eagle eyed Instagrammer, he didn't actually USE the Sylop. Instead he just literally threw it in Han's face.

But also, don't cheat. 







Wednesday, January 15, 2020

Sabacc Rules Explained

Did you just purchase a Sabacc deck from Galaxy's Edge?

Are you confused on the rules?

Is the rule book kind of unclear?

Other online rules not make sense?

This is the post for you. 

I'm going to cover the rules of Sabacc, what they actually mean, what not to do, how to play, and everything else in between. Consider this the beginners guide to Sabacc. If you want to check out the rules as they appear in the instructions, click here.



Overview
Sabacc is kind of like poker and black jack mixed together. The objective is to have a hand totaling closest to zero at the end of three rounds. Each player starts off with two cards. In the middle is the Draw Pile and the Discard Pile. The Draw Pile remains face down, and the Discard Pile has the cards face up. You have three main actions you can do during your turn. But watch out, your hand could change at any time during the end of the rounds.

First we'll cover what all comes with a Sabacc deck and what they do. Then I'll go over the basic rules and actions.

Fun Fact: This "variation" of Sabacc is called "Corellian Spike".

The Deck

There are 62 cards in the deck. For whatever it's worth there are also 3 "Staves" or suits. These are triangles, circles, and squares. 

Han Solo Card Game on top
GE Sabacc on the bottom

All of these Staves, suits, shapes, whatever, are of the same value. Previous versions of the game (See - The Han Solo Card Game) only used triangles. By breaking it down into different shapes the cards are easier to identify (sometimes) and differentiate. Plus it just looks better. So basically, they don't really matter.

The cards run from 1-10. Each Stave/suit has a run of positive 1 through 10, and negative 1 through 10. So 20 cards in each Stave. The GREEN cards are positive, and the RED cards are negative.



The cards 7, 8, 9, 10 in any Stave or color are all indicated by images instead of pips. You can call these "face cards", but also just remember that doesn't always make them the best cards. The image below shows what each of these cards look like. While somebody may know HOW these cards signify their value, I wouldn't bother trying to decipher it. Just memorize them however you can.

However I do like to call the 10 card "The Sarlacc". If you have any other ideas for the 9,8,7 cards, please comment below with your ideas.

You will struggle with remembering these at first.
From the top 10, 9, 8, 7 (all of them GREEN, so that means positive)

Aside from these 60 numbered cards, there are also two zero cards called Sylops. These equal zero and make up some of the best hands. They have no Stave.

So pretty, yet so rare. Consider these the Jokers of the deck.


Fun Fact: In Legends Canon a Sabacc deck had 76 cards and the objective was to make it to +-23.

The Dice
Both have identical symbols on them, but the Solo version has them engraved

Rattling around in your box of Sabacc cards will be two dice.  Instead of pips, you'll notice cool symbols modeled after Han Solo's lucky dice. Any six sided dice can be used.  These are rolled at the end of each round. If you roll doubles everybody turns in their cards and gets new ones. Then the same number of cards are dealt out to each player. (Be sure to remember the number of cards you had)

This is called the "Sabacc Shift", and can happen at the end of any round. If no doubles are rolled, nothing happens and play continues as normal.

Sabacc Shifts DO NOT extend play. If a Shift happens on the third round, you are dealt whatever cards and do not get a turn to better your hand.

All cards go in the Discard Pile, and new cards are dealt from the  Draw pile. While the rules are unclear about this. You do NOT need to reshuffle everything together. The Discard Pile can stay. However there is a small variation on this I'll discuss later.


This was from a previous post where I was only demonstrating
with two players.





Fun Facts: 

There is a 16%  chance of doubles being rolled during any round.

A hand with only two cards is 60%~ more likely to win over 3 or more cards after a Sabacc Shift.

Originally a Sabacc shift had to do with the cards somehow changing, but thankfully this was all simplified by using dice.




Gameplay


Each player starts off with 2 cards.

Choose somebody to be the dealer. (They play too)

After all the cards are dealt you'll put the remaining deck in the middle. This is the DRAW Pile.

Turn the top card over and put it right next to the DRAW Pile. This is the DISCARD Pile.

The player to the left of the dealer goes first.




ACTIONS

This is probably the most confusing and misunderstood part of the game. You can GAIN, SWAP, STAND (and JUNK). So let's break down what each of the three actions means, and what you can and can't do. 

GAIN:

Take the top card from the DRAW pile and add it to your hand. This is a BLIND DRAW.

You also have the option of DISCARDING a card from your hand before you draw from the DRAW Pile.

You CANNOT draw from the DRAW Pile and then DISCARD another card from your hand.

An unclear rule about GAIN is whether or not you can draw from the DRAW Pile, and then DISCARD that same card. While it doesn't immediately break a rule of the game, it doesn't really add to the strategy necessarily. As you end up drawing a card to only discard it looking for a zero.

This is not part of the Gain rule. Nor does it make the game better. Disregard about drawing a card, then discarding that same card.

GAINING WITH DISCARDING
-8, not a good total. So I decide to GAIN with a DISCARD

Turns out it was the right decision

GAINING WITHOUT DISCARDING
*start not stat

The top card of the DRAW Pile is added to his deck without discarding.

The above images are from an Instagram post where I covered how to practice by playing against yourself. More on that another time. But the images do the trick.

You might also be thinking to yourself, "is it really a GAIN if you're discarding first and end up with the same number of cards"? Think of it more as you or the game in general is GAINING a card from the DRAW Pile that was otherwise inactive. 


SWAP:

Switch a card from your hand with the top card in the DISCARD Pile.

You CANNOT just take the card from the DISCARD Pile without putting one from your hand in.

You CANNOT DISCARD without SWAPPING.

Don't be a bad swapper

Not only did this not help, it's also wrong 
I suppose you can draw the card and then discard.
It doesn't really matter with the SWAP. You just can't DRAW without discarding.




STAND:

If you feel that your hand can't really be improved by GAIN or SWAP, you can choose to do NOTHING.

After gaining a card, Ferris decides his hand is good enough and decides to do nothing.
You can also do nothing with only two cards, or four.

JUNK:

This action is really only useful if you're going to include betting in your game. I'll cover that in another post. But I suppose you still could decide to do it in regular play. You are essentially folding and then your cards are put in the DISCARD Pile. You are then out for the remainder of the three rounds.



The most common errors I've seen are usually with the GAIN and SWAP. You can never GAIN a card from the DRAW pile and then DISCARD another card. Nor can you just take the top card from the DISCARD Pile during a SWAP without discarding.

You can call it a "variation" or "house rules", but more than likely you are just playing wrong. The rules as they are written encourage a certain amount of strategy to the game and help keep it balanced. 

That's why I'm still split on whether or not to include the GAIN/DISCARD. The rule book seems to indicate that you can draw a card from the DRAW Pile, and then DISCARD if you don't want it. But it also might be indicating how you have to discard first before drawing. Either way I've tested it out and it does add to the game without just making it easier. So Again, I'll say this is completely optional.


EDIT---WHAT TO DO WITH SYLOPS IF YOU DON'T HAVE AN ESTABLISHED HAND


There is no OFFICIAL rule about how to handle Sylops in non-established hand. I use the term "established hand" to mean any of hands ranked higher than a two card Sabacc. So basically the YEE-HEE, Full Sabacc, FLEET and Pure Sabacc. But honestly, the main Sylop hands you'll see are the Pure Sabacc and the YEE-HAA. 

So what do you do with the odd Sylop in a hand that doesn't total zero?

The best methods I've found are as follows:

  1. Treat it as a +1 or -1 as needed to improve your hand (ie---make it closer to zero). But an important part of this rule is that the Sylop then loses all other properties. This is pretty clear if your other non-Sylop cards do not total zero.
    You would then rank the hand according to how many cards it has. So in the above example the Sylop becomes a -1 to make a hand total of zero. But it would still be considered a 3 card Sabacc. Same thing for NULREK.
  2. The strategy I've seen work pretty well is to treat a Sylop in a non-zero hand as something to NOT want. For example, if you had the above cards shown in the picture at the end of the third round. Barring a Sabacc shift, you would immediately lose. This is kind of similar to the whole "bombing out" thing in traditional Sabacc.
  3. BUT WHAT IF YOU HAVE TWO SYLOPS AND ANY OTHER CARD
    ----This is probably my FAVORITE rule addition. Because this WILL pop up at least once if you play with any regularity. And it always, always, always, always causes arguments. A hand consisting of 2 Sylop cards (0,0) and any other card, let's say a +3. Your hand is (0,0,+3). It's not a Pure Sabacc, it's literally not anything and this is a problem. 

    It CAN be treated as a Pure Sabacc.....BUT only if you roll the dice the number of times you are over zero. So for example the (0,0,+3) hand would have to roll the dice 3 times at the end of the third round. You could also choose to not do anything and just take the total of your hand with factoring in the above Sylop Wild Rule (I had names for these at some point).



As you can tell from the above rule additions, they not only help fill in the holes. But they also maintain a balance within the gameplay. Plus for the most part they are pretty simple to remember.

This is probably the number one mistake most people make when altering or adding rules to a game. Because if you don't take into consideration how the balance of the game will affected by the change, you may very well have a broken game on your hands. Or at the very least a game that kind of ends up like how most of us play Monopoly. It's fun for awhile and then everybody loses interest because the same person always wins. 

OTHER THINGS

If you have looked around enough online, you have probably come across a few different variations of the rules. These are usually people trying to "fix" rules they don't understand, or make the game closer to what it was in Legends Canon. 
Unfortunately there is just as much confusion with these rules as the established ones in the book. More than likely if you try these rules without first understanding the game (especially if you're teaching others), you'll just have an awkward card game with inconsistent rules.

While the included rule book from the Sabacc deck found at Galaxy's Edge has a few issues. The basic gameplay and mechanics of the game are solid. Sure a few rules can use a clarification or two. And the winning hands page has a lot of errors. But still, these are your best best. 

They are actually updating this at some point.


And for those playing with the Han Solo Card Game, throw those rules in the trash. That game was the first iteration of what would later become the Galaxy's Edge Sabacc. So they are either overly simplified or just plain contradictory now. But the deck works, and the dice are actually better.

Notice that "Sabacc" is nowhere to be found


WHAT TO FOCUS ON DURING YOUR FIRST GAMES

I'll cover the winning hands in another post as there is a lot to go over. So with that in mind, don't worry too much about ALL the winning hands for right now. Just try and get your hand closest to ZERO. If you try to make hands for the sake of getting FULL SABACC or something, you'll probably just end up losing.



The easiest and best hand to try and get is the ONE PAIR SABACC. Which is just one positive card and one negative card totaling ZERO (example; -1, +1). 
One pair (despite what the winning hands page says is TWO CARDS). Unless they officially change it to be more clear, one pair is two cards. 



ONE PAIR SABACC beats SABACC WITH MOST CARDS.

But if you can't get to zero with two cards, more is fine and will probably beat out most other hands.



Anything else is called NULRHEK, or closest to ZERO.

A positive total is better than a negative total of the same integer.
(example; a total of +1 beats a total -1).

The top hand only got to a +6.
The bottom hand is a +3, so winner winner

Both hands -1, but the top hand has more cards.
If both hands had the same total and the same amount of cards,
it would then come down to who has the highest positive card total.
And then if still tied, whoever has the highest single positive card.


Another important thing to remember is that the LOWER integer wins in most cases when talking SABACC hands. So while it might be tempting to think that a ONE PAIR SABACC with +10 and -10 is unbeatable. It is actually a pretty weak ONE PAIR SABACC. (example; (+2)(-2) beats (+10)(-10).

Fun fact: Han knew that Lando was cheating because the Sylops were already played. More than likely this was because a player either had a hand with a Sylop that wasn't going to win and folded, or because there was a Sabacc Shift and he saw that the Sylops were already played.

This is also why the cards shouldn't be shuffled after a Sabacc Shift happens. Knowing what cards have already been played can come in handy.

Final Thoughts

I know there is a lot here. But honestly Sabacc is easier to learn than Skip-Bo (at least at first). I've taught many, many people the game of Sabacc with these rules and we were good to go in a matter of minutes. I also regularly post about the game on my Instagram of the same name.

There is a lot of replay value here, especially if you play according to the rules. 

Another aspect of the game that is missing entirely from the Galaxy's Edge version is anything about betting. Playing Sabacc with betting TOTALLY CHANGES the experience. I will cover that in yet another post.
But if you want to try it out, use modified Poker/Texas Holdem betting rules.

Have fun and total zero!

Edit-----

Do you like Sabacc and want to play it online with friends?
Do you enjoy my content and would like to see more?




Corellian Spike - BIGGEST Error in the Rules

It's no secret that the rule book that comes with the Corellian Spike Sabacc game sold at Disney Parks is filled with errors. Most of th...