Star Wars Card Games and others

Yup, I agree Mara Jade's Father; allowing the player to draw first does remove some of the chance.
And it also does make it slightly easier to get a zero total sum.
That is why this approach is a more casual, friendlier way to play, which is exactly why Yarith Bespin and the Han Solo Card Game did it that way.

My son and I played the Solo game and it became boring very fast. The problem is that we both tended to play it safe. We both tended to swap out a card and replace the card that would result in either a Sabacc or a low numbered hand. At each round, we would continue to use that reasoning to either get as close to zero or zero. Neither of us tended to ever hold a hand with more than two cards unless a zero value card was drawn. The only time it ever got interesting is if we had to reveal in late rounds due to dice roll because it became more risky and you basically had to rely on what you were dealt.
 
Haha, yes, I have definitely had similar experiences!
They are just different dynamics and make the game progress in unique ways.
It is easy to get comfortable and play it safe when using a house rule that allows drawing first.
But you get taught pretty quickly not to rely too heavily on your hand since a Sabacc Shift could instantly throw you off, LOL.
I agree that it occasionally can get old, but I have found that it is generally funner for new players and/or younger players.
You will generally notice that card games that allow drawing first are usually more friendly and easier, which makes them more targeted towards kids.
But the card games that require taking a chance by discarding first usually can be more intense and competitive.
Ya, I guess I appreciate aspects of both methods.
Yarith Bespin Casino house rules do have a canon source that confirm it uses the draw first method.
But I am totally with you in that we should have other house rules that require discarding first! :cool:
One option is to allow players to draw first but must first pay a number of credits into the Game or Sabacc Pot as a penalty.
One of the things that I am loving about Sabacc is how configurable it can be!
 
I really dislike this rule. I feel it gives the player way too much control of their hand and takes out a good deal of chance. It makes it too easy to come up with a hand that is at 0 or close to it.



It would seem you have 3 option when it's your turn, you can either...
  1. Add a card to your hand
  2. Swap out a card from your hand with one from the draw pile (keeping the same amount)
  3. Reduce the amount of cards from your hand (assuming you hand at the time has 3 or more cards)
I think when they say...

... I do not think it is referring to the discard option of the draw card, it is if you are considering reducing your hand size. Let's see if I can explain it.

I think you have to make one of three choices when it is your turn...
  1. add card count to my hand (possible staying with the same number) OR....
  2. reduce card count to my hand (possible staying with the same number) OR...
  3. pass
If you consider adding to the card count of your hand, you can draw from the draw pile. Once you draw, you can now...
  1. keep the draw card and increase the count of cards in your hand OR...
  2. discard with the draw card or an old card from your hand keeping your card count the same
If you consider reducing the card count of your hand (assuming you have 3 or more cards in your hand), you must discard a card from your hand first. Now you can..
  1. draw from the draw pile (even if you have Sabacc, you may want to try to get a Sylop for a stronger hand). Once you draw, you can now...
    1. keep the draw card and and regain your previous card count of your hand before the discard OR...
    2. discard with the draw card or an old card from your hand keeping your hand at the reduced count.

However, I don't like the idea of having the option to compare which cards you want to swap out after a draw. I think it should simply be.

Add card to hand = draw a card
Reduce card from hand = discard
Swap a card = Discard a card, then draw your replacement card
Pass = do nothing

This is very interesting. I actually haven't played with the option to simply discard a card and not gain one, letting you reduce your hand size. I guess to me it felt implied that your hand size shouldn't shrink. It would enable people to have one card or even no cards in the end which would be quite weird in terms of scoring, and since the rule book never addresses that, I assumed you aren't meant to be able to shrink your hand. Could you just keep a sylop and discard everything else and call it sabacc, or would you set a lower limit of 2 cards in your hand that you can't discard beyond? Discarding and not taking a new card seems to make it easier to get sabacc in the same sense that looking at a draw card before deciding to keep it does. If you had 10, 0, and 8 then drew a -10, you could simply throw out the 8 on your next turn (granted you have another turn) and be set with Prime Sabacc. To me it feels kinda too easy and creates a similar effect to the "look at your draw card before you decide whether to keep it" option, albeit with the penalty of a one turn wait to do so, so it wouldn't work every time. But since this game is really not 100% clear in any published rule set of course people can use house rules to their liking. It's an interesting interpretation of the badly written section about what to do when you gain a card in the GE rule book.

It's worth noting though that the rules in the Han Solo Card Game are a bit clearer and do not allow for discarding a card without taking one. I would take that into account when trying to decipher what they meant in the Galaxy's Edge version, as I imagine they consulted with the game creators for both versions. (both are products are created or co-created by Disney, the Han Solo game has Disney and Hasbro logos on it)

That rulebook reads as such:

Choose one of the following options:
A. Take the top card from the draw pile.
(If you want to, you can also place a card from your hand on the discard pile.)
B. Take the top card from the discard pile.
(If you want to, you can also place a card from your hand on the discard pile.)
C. Do nothing. This is known as "standing."
(It means you do not wish to take a card or discard a card on this turn.)
 
This is very interesting. I actually haven't played with the option to simply discard a card and not gain one, letting you reduce your hand size. I guess to me it felt implied that your hand size shouldn't shrink. It would enable people to have one card or even no cards in the end which would be quite weird in terms of scoring, and since the rule book never addresses that, I assumed you aren't meant to be able to shrink your hand. Could you just keep a sylop and discard everything else and call it sabacc, or would you set a lower limit of 2 cards in your hand that you can't discard beyond? Discarding and not taking a new card seems to make it easier to get sabacc in the same sense that looking at a draw card before deciding to keep it does. If you had 10, 0, and 8 then drew a -10, you could simply throw out the 8 on your next turn (granted you have another turn) and be set with Prime Sabacc. To me it feels kinda too easy and creates a similar effect to the "look at your draw card before you decide whether to keep it" option, albeit with the penalty of a one turn wait to do so, so it wouldn't work every time. But since this game is really not 100% clear in any published rule set of course people can use house rules to their liking. It's an interesting interpretation of the badly written section about what to do when you gain a card in the GE rule book.

It's worth noting though that the rules in the Han Solo Card Game are a bit clearer and do not allow for discarding a card without taking one. I would take that into account when trying to decipher what they meant in the Galaxy's Edge version, as I imagine they consulted with the game creators for both versions. (both are products are created or co-created by Disney, the Han Solo game has Disney and Hasbro logos on it)

That rulebook reads as such:

Choose one of the following options:
A. Take the top card from the draw pile.
(If you want to, you can also place a card from your hand on the discard pile.)
B. Take the top card from the discard pile.
(If you want to, you can also place a card from your hand on the discard pile.)
C. Do nothing. This is known as "standing."
(It means you do not wish to take a card or discard a card on this turn.)

You must have at least a minimum of two cards in your hand at all times. There is a risk of reducing card size as any tie goes to the one holding more cards.

Honestly, not sure if I’ve seen the discard only rule but to me it makes sense in the context of the game. I’d rather the player try to control his hand adding, swapping, or reducing cards and rely on chance, rather than pick up a card and compare it to what is already in his hand before discard.

I dislike the rule of being able to select from the discard pile. Once again I feel it reduces the level of chance. Other than the Solo game, is this in any other version with this rule.

I guess for me, I tend to like rules that make the feel similar to poker.
 
Haha, yes, I have definitely had similar experiences!
They are just different dynamics and make the game progress in unique ways.
It is easy to get comfortable and play it safe when using a house rule that allows drawing first.
But you get taught pretty quickly not to rely too heavily on your hand since a Sabacc Shift could instantly throw you off, LOL.
I agree that it occasionally can get old, but I have found that it is generally funner for new players and/or younger players.
You will generally notice that card games that allow drawing first are usually more friendly and easier, which makes them more targeted towards kids.
But the card games that require taking a chance by discarding first usually can be more intense and competitive.
Ya, I guess I appreciate aspects of both methods.
Yarith Bespin Casino house rules do have a canon source that confirm it uses the draw first method.
But I am totally with you in that we should have other house rules that require discarding first! :cool:
One option is to allow players to draw first but must first pay a number of credits into the Game or Sabacc Pot as a penalty.
One of the things that I am loving about Sabacc is how configurable it can be!

You brought up some very good points in this and your other posts about the fact that Yarith Bespin actually allows you to draw first, then decide whether to swap with your hand, and that could be used as a house rule, despite the GE deck seems to imply (from the best we can tell) that discarding has to happen before you draw.

I also got the message pretty clearly about your various remarks about parts that could rely on house rules, and I see what you mean. I think it may be beneficial if I go through that recent rule sheet I made and add in those other options in the optional house rules section, and perhaps even put a symbol next to each part of the rule suggestions that isn't verified in a canon source, or that had some ambiguity, so people who don't have the actual canon materials in front of them can know which parts are solid and which parts we had to speculate about. As for the betting parts, and how to bet, those are based on standard betting actions that are used in most casinos and professional card games that involve betting (did some extra online research to pick up all that info). None of the canon sources mention how to bet except for the Yarith Bespin casino one. My assumption was they left out "checking" and "all-in" simply for brevity, but now that you bring it up, I suppose this could also come down to house rules since it isn't mentioned in a canon source.

Sorry if it was a surprise that I removed my Rock-Lion Cantina House rules. Maybe I should re-upload those since people enjoyed them! I think the reason I removed them was because after all the recent research and reading the GE rules, it felt like those rule sets I had made prior were actually wrong, and not following the intended rules. For one thing, some of the hands were written wrong b/c we didn't know them yet and had to speculate what they were (such as Yee-haa), and in addition to that, it was more or less the option to view a draw card before deciding whether to keep it that made it feel kind of "broken" (to me) after trying with the rules in the GE deck which say you have to discard before drawing. Also, with the "house rules" add on section I put in this new sheet I made, you can easily reconstruct the Rock-Lion Cantina house rules (and create many other variations) by simply picking and choosing the items you want from the house rules section. For Rock-Lion, the difference was adding a spike card, and getting to draw before discarding (I had originally put spike card in the list of optional house rules on this new form. I don't know why I took it off. I'll put it back and add the house rule idea about drawing before discarding as well as other ones you brought up here).

Hopefully that'll help address your concerns MOBLCIBI about the changes I made to the sheets I typed up, and I can annotate some things and add some things in that will make things clearer and more user-friendly and customizable.

But yeah, as for the rule to draw first and then swap with your hand, I'm kind of on the same page as Mara Jade's Father in that it made a lot of our games feel too easy to get sabacc, and that got boring, especially if you are also allowed to swap with the discard pile (which we had not used previously). In play-testing the options that to my best guess are implied by the GE deck (where you must discard from your hand before drawing if you want to discard from your hand, but you could decide instead to swap with the discard pile) it made a really balanced game. The discard pile didn't seem too overpowered an option since you must "swap" with it rather than just take one (i made the cost to do this slightly higher than the cost to draw in the rule sheet as well, an ideaI saw echoed in another corellian spike video on youtube) and even if being able to swap with the discards does feel a bit convenient, it feels balanced by the fact that if you draw a card from the deck, you can't discard from your hand after drawing, so there's that extra risk involved of having to discard first if you are going to.
 
You must have at least a minimum of two cards in your hand at all times. There is a risk of reducing card size as any tie goes to the one holding more cards.

Honestly, not sure if I’ve seen the discard only rule but to me it makes sense in the context of the game. I’d rather the player try to control his hand adding, swapping, or reducing cards and rely on chance, rather than pick up a card and compare it to what is already in his hand before discard.

I dislike the rule of being able to select from the discard pile. Once again I feel it reduces the level of chance. Other than the Solo game, is this in any other version with this rule.

I guess for me, I tend to like rules that make the feel similar to poker.

The Galaxy's Edge deck allows for swapping with the top card of the discard pile, but you have to swap, giving up a card from your hand. You can't simply take the card from the discard pile. I didn't like it at first either, but in play-testing, we found it to not feel broken when combined with the rule that you can't discard from your hand after drawing from the draw pile. If you allow for swapping the drawn card from the draw pile with one in your hand and the option to swap with the discard pile both in the same game then it definitely feels boring and overpowered. It feels like you could get away with one or the other but not both. The Han Solo Card Game allows both, but the Galaxy's Edge deck seems to suggest you can't discard from your hand after drawing a card from the deck, you'd have to discard from your hand before drawing. (unfortunately the rule about what to do when you draw from the draw pile is the part that is worded very badly and confusingly in the GE deck, but I feel this is what is implied since it says "if you choose the option to discard, you must discard before drawing.")
 
I think I could deal with the pick from the discard pile rule if the player had to pay the pot in order to do so. Adds a little more risk vs reward to the play.
 
Additional Yarith Bespin Winning Hand
The fact that the canon source specifically says "ranging from the Yee-haa to the Nulhrek variations" has been bothering me.
It just seems odd to me that a range would be used to omit just one winning hand (Sabacc).
It bothers me further in that you would even need a croupier droid to remind you of that one unmentioned hand, LOL.
To be honest, I do not have a problem with leaving in the 1-2-3 Straight since it is still a decently rare hand.
But if not the Straight, then I would urge that we at least try to decide on one or two winning hands to rank between Yee-haa and Sabacc.

I understand the frustration here. We could try to come up with some optional house rule hands to go with Yarith Bespin, though I feel kind of hesitant because of the prior times where we tried to figure out what a Yee-haa and some other hands could be and then new canon material came out and we had missed the mark. Then again, I doubt they'll ever elaborate on the Yarith Bespin rules in any other canon source.

There aren't many special hands you can create with just 3 cards. I don't really think it would seem right to make any more winning hands that don't actually equal zero (like the Idiot's Array), so there aren't any hands where having both sylops would help. This actually came up in a game I played the other night. I had one sylop already and drew the other. Had to discard it since it didn't help my hand. The only decent hand you can get with both sylops would be 0, 0, 1 for an alright Nulrhek, but it would lose easily against other Nulrheks totaling 1 since the tiebreakers give more value to higher value cards.

Here are some suggestions though as far as more ranked hands for a 3-card version (in no particular order):
Straight Micro - 1, 2, and -3 or vice versa totaling zero (the only possible straight you can get with 3 cards equaling zero)
Balance - Three even numbers totaling zero (e.g. 2, 4, -6 or 4, 6, -10)
Twilek - a pair and one other card totaling zero (e.g. 5, 5, -10)
Lovers - -1, -8 and 9 or 1, 8, -9 (so both the king/queen or master/mistress, whatever they are, are present) totaling zero

*names are just suggestions. there could be better names for some.

That could help fill in some spots in a house rules set for Yarith Bespin rules. Have any other ideas for winning hands that could make sense with just 3 cards?
 
I understand the frustration here. We could try to come up with some optional house rule hands to go with Yarith Bespin, though I feel kind of hesitant because of the prior times where we tried to figure out what a Yee-haa and some other hands could be and then new canon material came out and we had missed the mark. Then again, I doubt they'll ever elaborate on the Yarith Bespin rules in any other canon source.

There aren't many special hands you can create with just 3 cards. I don't really think it would seem right to make any more winning hands that don't actually equal zero (like the Idiot's Array), so there aren't any hands where having both sylops would help. This actually came up in a game I played the other night. I had one sylop already and drew the other. Had to discard it since it didn't help my hand. The only decent hand you can get with both sylops would be 0, 0, 1 for an alright Nulrhek, but it would lose easily against other Nulrheks totaling 1 since the tiebreakers give more value to higher value cards.

Here are some suggestions though as far as more ranked hands for a 3-card version (in no particular order):
Straight Micro - 1, 2, and -3 or vice versa totaling zero (the only possible straight you can get with 3 cards equaling zero)
Balance - Three even numbers totaling zero (e.g. 2, 4, -6 or 4, 6, -10)
Twilek - a pair and one other card totaling zero (e.g. 5, 5, -10)
Lovers - -1, -8 and 9 or 1, 8, -9 (so both the king/queen or master/mistress, whatever they are, are present) totaling zero

*names are just suggestions. there could be better names for some.

That could help fill in some spots in a house rules set for Yarith Bespin rules. Have any other ideas for winning hands that could make sense with just 3 cards?
I love it!
Those are great suggestions and really neat titles as well!
My favorites of those are Straight Micro and Twi'lek (very very clever)!
I definitely like Balance and Lovers as well, but I like the other 2 slightly more. :)
If we, at least for now, included Straight Micro and then Twi'lek after Straight Micro, I think it would definitely satisfy the range between Yee-haa and Sabacc!
 
You are right garudasWitch.
All we are saying is that there is some ambiguity in the Solo: ASWS bonus features on which way it went.
GE decided that it was always the highest positive value card.
But there is nothing stopping other house rules besides GE from using the highest absolute value card instead.
In fact, a house rule could even decide to modify or rearrange the order of the tie-breaking rules.

While I get your argument for the preference for absolute value being the option used in house rules, I think it goes without saying that people can use whatever options they want in house rules. I think even the sheets I'm typing up, while trying to stay true to the canon as much as possible, are technically "house rules" since there are some things relying on fan suggestions and interpretations of the original rules where they are ambiguous or conflicting. If people want the purest rules they should just use the instructions that come with the GE deck on its own. It is perfectly usable as long as people can figure out what is meant by that jumbled mess of circular writing in the "gain" option. I think the reason we're all still picking and choosing different rules to write up in our own sheets is that the GE deck, while certainly playable, doesn't account for betting (or paying in) and departs from some variations or previously established rules from other sources that we may prefer, or that make more sense.

I do kind of feel, however, that the GE rules are meant to elaborate on the same rules shown in the making of sabacc feature and in the Han Solo Card Game, as they are just about the same but more specific. It feels like the rules shown in that feature were sort of a work in progress, just enough to make the game work for the movie, and the Han Solo Card game is a bit of a "watered down" version to make it family-friendly, but when they went to market it as an authentic Sabacc toy, they realized the need to be more precise, so the way I see it, the "highest positive value" distinction is less of a house rule and more of a clarification of the original "highest value" suggestions shown in the Solo feature and Han Solo card game. I feel it's kind of where the "official" rule has ended up, but again, people can use whatever house rules they like if they prefer highest absolute value since now it seems there are alternate versions of "official" rules between the solo movie stuff and this new sabacc deck.

I will, for others' sake, go through and make some kind of little marker or something to denote which parts of the new rule sheet I made are not canon/confirmed. I'd like the sheets I made to be reliable without people having to track down the actual published materials, but I think people would prefer to know which parts are speculation or suggestion vs which parts are confirmed.
 
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I think I could deal with the pick from the discard pile rule if the player had to pay the pot in order to do so. Adds a little more risk vs reward to the play.

If it's any consolation about the discard pile swap option having made its way into the GE Sabacc deck, if you think about how it affects gameplay it's not quite as bad as it seems.

Consider that if you're not allowing draw from the discard pile, then all of the cards in the game are basically pre-destined unless you get a spike dice match or someone stands (which they most likely won't, since even if you have a Sabbac it's pretty much always better to draw and try to get a sylop to strengthen whatever hand you have). By adding in play from the discard pile this adds some player choice which means everyone isn't just drawing their next card from the draw pile every turn, so players won't get one that is predetermined from the start of the game, since a player swapping with the discard pile will cause them to skip the draw pile and now a different player gets the card they would've got. Combined with the rule of having to discard from your hand before taking a draw pile card, it really makes the game have more player choice. Do you discard one and draw, hoping you'll get what you need? Do you simply draw and hope you get the right one? Or do you swap with the discard for a better hand (and is that card even one that would help you)? There's also a fathomable reason to stand in this version, which is that if you stand, you won't change what card is on the discard pile. In a two-player game especially this might be a good choice sometimes, particularly if the card on top of the discard pile is one your opponent passed on in the last turn. They probably don't need that card, so if you stand, you aren't turning over a new option for them to take on the next turn. Try playing with these rules. It actually ends up more fun than it seems it would be, and while there are a fair amount of Sabaccs, it can sometimes go a few rounds without one. To me, the game is most fun when the special ranked hands actually appear more than once in a blue moon, and I feel this variant allows for those to show up more but without it being a sabacc every round.

The way I had previously understood the rules and written them in my sheets (before GE deck came out), there was no play from the discard pile b/c it was only mentioned in the "Han Solo Card Game" and we thought it was just to make that one family-friendly and easy for kids, and players could draw from the draw pile before deciding whether to discard (since Han Solo card game and Yarith Bespin Casino rules both allow this). But... in this sense, you're just pulling the card that is already lined up for you to take, then seeing if you want to keep it. The only player choice is whether to keep the card or not, or swap it with your hand, and aside from a matching spike dice roll, or the odd chance someone would stand, all the draws for the game are just predetermined. The game is almost automated and heavily weighted from the start just due to shuffle order, unless you make bad decisions with which cards to keep and discard.

So, when it comes to playing from the discard pile, at first I felt it seemed cheap, but upon reflection of how it affects the game, it now seems to keep things more dynamic than simply drawing every round to see what you get. Now players won't always draw the exact card they were predetermined to draw from the moment the deck was shuffled, and the variety of choices available (some involving risk) seems to add to strategy rather than take away from it. To me, it feels like the most strategic version of the game.
 
Hey ShineAugustine, I just discovered another 3-card Straight that is even rarer than the 1-2-3.
A negative one, a Sylop, and a positive one. (-1,0,+1)
This is a consecutive set of 3 integers, so it does indeed fit the criteria for a straight and is actually more rare due to the need for a Sylop.
 
Hey ShineAugustine, I just discovered another 3-card Straight that is even rarer than the 1-2-3.
A negative one, a Sylop, and a positive one. (-1,0,+1)
This is a consecutive set of 3 integers, so it does indeed fit the criteria for a straight and is actually more rare due to the need for a Sylop.

Good catch, MOBLCIBI, but that hand already qualifies as a Yee-haa (sylop and a matching positive/negative pair other than ten), so I think it wouldn't really fit as a straight.
 
Okay, did some adjustments to the rule sheets I made to clarify which aspects are added on (not given in the source material) and what parts are a suggested departure from the source material and why.

Also added the "Twi'lek" and "Microjump" hands as optional house rule hands in the Yarith Bespin Casino rules. I renamed that 1, 2, -3 straight "microjump" b/c for some reason "straight micro" sounded weird to me. Lol. A microjump is a short-distance tactical lightspeed jump.

I also removed the detail saying you need to shuffle the deck after a spike dice match, as none of the rule variants suggest this. I had suggested it since if you can play off the discard pile there should be a way to randomize what card ends up there after everyone discards their hands (since what card ends up on top would depend on what order people put their hand in, and what card was on that end of their hand). Instead, I changed it to suggest simply dealing everyone new hands (no shuffle, which is in line with what the rules actually seem to suggest) then discard the top card of the draw pile like you do at the start, to give a new random value to the discard pile.

I added more suggestions for house rule options based on MOBLCIBI's suggestions, and also specified to use the "absolute value" tie-breaker rule when playing with Fort Ypso Lodge variant since that is the tie-breaker system shown in the Solo:ASWS feature about Sabacc.

There may have been other slight changes, but if so I can't recall at the moment!

Here is the google drive link: Corellian Spike Sabacc Rules.pdf
 

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This is really coming together everyone... :D
By the way, my Standard Sabacc deck gets here tomorrow, so I'll try to post some pics as soon as I am able!
 
This is really coming together everyone... :D
By the way, my Standard Sabacc deck gets here tomorrow, so I'll try to post some pics as soon as I am able!

Awesome! I'd love to learn more about classic Sabacc. I got my first deck a few weeks ago and we have only played it once. So far I didn't like it as much as Corellian Spike (because many of the card values are so huge in comparison that one single card can really drastically change your hand), but I also only found one particular rule set that we tried and I know there are probably others out there. It's definitely something I want to play more and get the hang of. The deck I got is the Outer Rim Sabacc Verson 2. Have you guys seen that? Sabacc Chat on Youtube reviews it in a video and that's where I saw it. It's a fan-made deck.
 
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Custom Made Standard Sabacc Deck Has Arrived!
First thing I said when I unboxed these was, "Oh. My. Word."
This has to be the highest quality and sleekest deck I have gotten so far!

Standard Deck.jpg An image depicting an Idiot's Array, which is the best winning hand in Standard Sabacc.

An image of two hands from a Standard Sabacc deck.

With the options I selected, the price was on the cheaper end at $29.55 before shipping with my shipping cost being an additional $7.99.
The cards got to my mailbox in only 6 business days or 11 total days accounting for weekends and Labor Day.

Step-by-Step Walkthrough
Here is a tutorial of exactly what I did to get the deck:
  1. Go to the free-to-use graphic designs of the canon Standard Sabacc card deck that Muddler referenced:
  2. Once Google Drive loads, select all 77 images and then right-click and click "Download."
  3. Locate the downloaded ZIP file on your computer and extract all the files.
  4. Now go to the custom card deck creator:
  5. That link should take you to a page with the following card type:
    • Custom Game Cards (63 x 88mm)
  6. Select the following options (unless you prefer fancier/pricier options :cool:):
    1. Card stock: (P10) Plastic
    2. Size of deck: Up to 90 cards
    3. Finish: MPC card finish
    4. Packaging: Plain white tuck box (only adds 50 cents to the order)
    5. Wrapping: Shrink-wrapped (meaning the plain white tuck box itself is shrink-wrapped)
    6. Booklets: None (however, read the note at the bottom of this message and view the "Booklet.zip" attachment)
  7. Click the "start your design" button and start by customizing the front of the cards.
    1. A popup will load.
    2. Set the number of cards in the deck to the number 76.
    3. Leave packaging as is.
    4. Click the "Different images" button under the "Image & Text" heading.
    5. The popup will close.
  8. In the top-left corner of the website, give your design a name (e.g. Standard Sabacc) and then click the "Save" button.
  9. Now click the red "Upload images" button on the right.
    • In the popup, select the 76 front images (excluding the image of the back side of the cards) extracted from the ZIP file.
  10. Then click the option "[Help me autofill image!]."
  11. If you want, you can save the images for later into a library by clicking the gray "Save Images to Library" button.
    1. In the popup, select the "Create new album" option
    2. Give the album a name (e.g. Standard Sabacc Deck) and then click the "save" button.
  12. Once the website is done auto-filling all 76 card fronts, click the blue "Next Step" button in the upper-right corner of the screen.
  13. Click the blue "Next Step" button again (unless you want to add a watermark for one or more card fronts).
  14. Now you will customize the back of the cards.
    1. A popup will load.
    2. Keep the number of cards at 76.
    3. This time, click the "Same image" button under the "Image & Text" heading
    4. The popup will close.
  15. Now click the red "Upload images" button on the right.
    • In the popup, select only the single image of the back side of the cards extracted from the ZIP file.
  16. Then click the option "[Help me autofill image!]."
  17. If you want, you can save the image into the library you made by clicking the gray "Save Images to Library" button.
    1. In the popup, select the "Choose Album" option.
    2. Select the corresponding album (e.g. Standard Sabacc Deck) and then click the "save" button.
  18. Now click the blue "Next Step" button in the upper-right corner of the screen.
  19. Click the blue "Next Step" button again (unless you want to add a watermark for one or more card backs similar to Toydarian Toymaker).
  20. Scroll to the bottom of the page and check the box to confirm that these images are indeed free to use.
  21. Click the gray "Update to Saved Projects" button and then click the blue "Add to Cart" button.
  22. Click the red "Go to Checkout" button and then you are on your own from there. ;)
Booklet
As many of you know, the 2015 Celebration Anaheim version came with a set of rules and images.
The 2015 Celebration Anaheim booklet is actually simply two cards, but I preferred the bi-fold booklet layout better.
I recreated that booklet (with the designs used by the aforementioned Google Drive folder) and have attached the 4 images in the "Booklet.zip" file.

If you are like me and prefer to save some money: :)
  1. I have included a printable Microsoft Word version in the "Booklet.zip" file.
  2. Make sure you print it with the "Print on Both Sides: Flip on the Short Edge"option and "Landscape" layout.
  3. After printing it off, you can fold it into a bi-fold booklet.
Or if you would prefer to order the booklet:
  1. Feel free to use the 4 images provided inside the "Booklet.zip" file
  2. Then go ahead and use the "Booklet - Bi-fold (4 sides)" on the makeplayingcards website and go from there.
EDIT on September 22, 2023: Updated Google Drive link to card deck images.
 

Attachments

  • Booklet.zip
    3.7 MB · Views: 366
Last edited:
Okay, did some adjustments to the rule sheets...

...Here is the google drive link: Corellian Spike Sabacc Rules.pdf

Read through the instructions. Got a little confused here..

1. Turn Phase
Play starts with the player to the dealer’s left and continues going left around the table.
On your turn, you can stand, gain, or swap. You may only choose one.
a. Stand - Retain your current hand for this round and end your turn.
b. Gain - To gain a card from the DRAW pile, pay 1 credit into the Game Pot.
Then choose one of the following options:
i. Take the top card from the draw pile. You may keep it or discard it. -OR-
ii. Discard a card from your hand, then take the top card from the draw pile, which you must keep (though it can be discarded on a later turn).
c. Swap - To swap a card from the DISCARD pile, pay 2 credits into the Game Pot.
Take the top card from the discard pile and add it to your hand, then discard a different card from your hand.

I feel step b.ii. is really a swap not a gain, it is simply being done from the draw pile and not the discard pile.

I think that it needs to be separate from the first step because it is important for the player to make a firm choice since they need to decide up front about the choice of discarding a card first before swapping.

Might I suggest a rewrite?

...
b. Gain - To gain a card, pay 1 credit into the Game Pot. Then take the top card from the draw pile. You may keep it or discard it. If you discard, your card count of your hand will remain the same as before the round.
c. Swap - To swap a card you may:
i. Pay 2 credits into the Game Pot. Take the top card from the DISCARD pile and add it to your hand, then discard card a different card from your hand.
=OR-
ii. Pay 1 credit into the Game Pot. Discard a card from your hand, then take the top card from the DRAW pile, which you must keep (though it can be discarded on a later turn).

I assume by your instructions that you cannot use the DISCARD pile to gain, only swap.
 
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