Corellian Spike Rules PDF – Printable Download
Corellian Spike Hand Rankings PDF – Text Version Download
To master the art of playing Galaxy’s Edge Sabacc, also known as Corellian Spike Sabacc, you’ll want to immerse yourself in the strategy and rules unique to this version of the game, popularized in Batuu at the Disney Parks. Corellian Spike Sabacc is a fast-paced, high-stakes card game where players aim to create a hand with the closest value to zero using a combination of positive and negative cards. The game also features the iconic Sabacc Shift, where luck can turn on a dime, changing the course of the game.
Understanding the intricacies of how to play Galaxy’s Edge Sabacc, including anticipating your opponents’ moves, is key to winning. Whether you’re a visitor at the Black Spire Outpost or a fan recreating the experience at home, learning how to play Sabacc from Galaxy’s Edge will transport you straight to the heart of the Star Wars universe.
What You Need
- Sabacc Deck: Corellian Spike uses a 62-card Sabacc deck, which includes:
- 60 standard Sabacc cards, 30 numbered 1 through 10 in 3 suits (triangle, square, and circle) and another 30 cards numbered -1 through -10 in the 3 suits
- 2 special Sylop cards (value of zero)
- 1 pair of Spike Dice: These are rolled during the game to trigger special actions.
- Chips or Credits: For betting purposes, if you’re playing with stakes.
Objective
The goal in Corellian Spike is to have the best hand totaling as close to zero as possible at the end of the third round. However, hands with the same total number can be differentiated by their makeup, like pairs and specialty hands.
Overview
The basic gameplay is split up into 3 rounds, each with 3 phases. The phases are the Card Phase, Betting Phase, and the Dice Phase (explained below).
Round 1
- Ante: All players pay an agreed upon ante and pay it into the Sabacc Pot and Hand Pot (you can use the Hand Pot ante or just have the person to the left of the deal pay a blind).
- Deal: Shuffle the Sabacc deck and deal two cards to each player. These cards are placed face down and the top card turned face up to create a discard pile.
- Card Phase: Each player has the opportunity to improve their hand by drawing a card from the draw pile, or swapping a card with either pile (by discarding first and then drawing).
- Bet Phase: The player to the left of the dealer may check, bet, or fold. All other players may check (only if the player before checked), bet (if the previous player checked), call, raise, or junk (fold).
- Dice Phase: The dealer will roll the Spike Dice to see if the symbols match. If they match, each player’s hand is discarded, and new cards are dealt. This mechanic introduces an element of unpredictability, where even the best hand can be thrown into disarray. The number of cards each player receives is based on the number of cards that were discarded.
Round 2
- Card Phase
- Bet Phase
- Dice Phase
Round 3
- Card Phase
- Bet Phase
- Dice Phase
Final Round and Showdown
After the third round of rolling the dice (Sabacc Shift), players who haven’t folded reveal their hands.
Winning the Game – Hand Hierarchy
Specialty hands – All hands must equal zero and lower integer wins a tie
- Pure Sabacc (2 Sylops)
- Full Sabacc (+10, +10, -10, -10, Sylop)
- Fleet (4 of a kind, Sylop): e.g. -5, -5, +5, +5, Sylop or -2, -2, +2, +2, Sylop.
- Yee-Haa (1 pair, Sylop ): e.g. +4, -4, Sylop or +2, +2, -4, Sylop.
- Rhylet (3 of a kind, 1 pair): e.g. +2, +2, +2, -3, -3 or +4, +4, +4, -6, -6.
- Squadron (4 of a kind): e.g. -6, -6, +6, +6 or -1, -1, +1, +1.
- Gee Whiz (+1, +2, +3, +4, -10 or -1, -2, -3, -4, +10)
- Straight Khyron (Run of 4 cards): e.g. +7, -8, -9, +10 or -2, +3, +4, -5.
- Banthas Wild (3 of a kind): e.g. +4, +4, +4, -3, -9 or +5, +5, -5, -3, -2.
- Rule of Two (2 pairs): e.g. -9, +9, -4, +4 or +3, +3, +5, -5, -6.
- Sabacc (1 pair): e.g. +5,-5 or +3, +3, -6.
Non-specialty hands that also equal zero
- Most Cards: The hand with the highest number of cards wins.
- Highest Positive Sum: Add all positive numbers in each hand, the hand with the highest sum wins.
- Highest Single Positive Value: The hand with the single highest positive card.
When hands do not equal zero (Nulrhek)
- Closest to zero: The hand closest to zero wins
- Positive score: Positive beats negative (+3 beats -3)
- Most Cards: The hand with the most cards wins
- Highest Positive Sum: Add all positive numbers in each hand, the hand with the highest sum wins.
- Highest Single Positive Value: The hand with the single highest positive card.
True Tie
- Single Blind Draw: If all of the above scenarios also end in a tie each remaining play draws 1 card. The player closest to zero wins the hand. Positive numbers always beat negative numbers. If players still tie, keep doing the blind draw until a winner is decided.
- Card Suit Ranking: If you want to avoid the luck of the draw, you can alternatively look at the card suit of the single highest positive card. Circle > Triangle > Square
Collect your Winnings
If you have the best hand, you win the hand pot. If your winning hand equals 0 (sabacc), then you also win the sabacc pot.
Tips for Playing Corellian Spike
- Keep an Eye on the Dice: The dice can change everything, so always be prepared for a Sabacc Shift. It’s wise not to get too attached to your cards!
- Bluffing: Bluffing can be a powerful strategy in Corellian Spike. Keep your opponents guessing about the strength of your hand. You can bluff by betting big, or even by the cards that they see you pick up.
- Know When to Fold: If your hand is far from zero, and you’re low on chips, sometimes it’s better to fold and save your credits for the next round.
- Go Big: It is pretty easy to get a hand that equals zero, so multiple will get a zero sum each hand. Don’t be afraid to go for a specialty hand to secure your victory.
Conclusion
Corellian Spike is a thrilling version of Sabacc that brings the excitement of gambling in a galaxy far, far away right to your gaming table. Whether you’re trying to recreate the legendary game between Han Solo and Lando Calrissian or just enjoy a good round of cards with friends, Corellian Spike offers endless fun and the chance to test your luck and strategy.
So grab your Sabacc deck, roll the spikes, and may the Force be with you as you dive into this classic Star Wars card game!
Curious about the card phase. In all my research on Spike rules, like in Wookiepedia and in other printed books, the rules were that you can pay to draw a card from the draw pile, and then you have a decision to make. Either keep it, discard it, discard another card from your hand, or trade it with the face up Spike card. Now I’m seeing this new rule where you can just pick one from the draw pile or one from the face up discard (Spike) pile. I think the original rules seem more fun, no? I’ve even seen it written where after the initial deal, the dealer deals a face-up card in front of each player and THAT is the Spike card that they have to work with, which also seems interesting!
There are a lot of people that add house rules to Spike to add the betting and to make it more fun. We chose to base this rule set completely off of the official rules with only the most minimal betting rules added. To most people, Spike is by far the most confusing version (especially with all of the house rules). We focused on making it simple and not complicated a fairly simple game.
I think in the act of simplifying the rules there are some things missed in here. Could you add some elaboration on the following for new players:
– When are cards in the discard pile added?
— Is one card automatically added face up in the deal phase?
I think on re-reading this as someone new, these are the only things I can think of that would need elaboration but I’ll think on it more :)
– When you draw a card from the card phase, are you forced to keep it all your cards or can you discard one like in Black Spire Outpost rules
– You mention the Sabacc Pot in the Ante round but there’s never a mention of what it’s for and how that gets paid out. Can you follow up on that?
Such great feedback, thanks! I’ll go ahead and start fixing those sections now. I want to make it as clear and simple as possible. Thanks!
What happens if the dice match on the third round? Do you add a fourth round to the game? And if so, does everyone get another turn, or do you play what you have?
No, the hand just ends with everyone getting random cards. I usually just deal the cards all face up. This mechanic is one of the main reasons that people dislike Spike. Many people add house rules to change it.
Hello, I recently purchaced a spike deck and me and some friends were playing it and thought it was quite fun. However, we wanted to play the game as close to the one played in solo. We have been doing research on what straight staves is and cant find what it corresponds too. Could you give some clarity on what straight staves is?
Thanks,
Mac
Straight Staves in the official rules is called Straight Khyron for some reason. It’s a run of 4 cards that equals zero: e.g. +7, -8, -9, +10 or -2, +3, +4, -5.
Han’s hand was +7, -8, -9, +10. Maybe a high straight is called Straight Staves, but we’re not sure.
Also, if you want to play more like the Solo rules, you also might want to remove the dice roll (as it is not shown), and add an additional ranked hand above the Yee-Haa that contains 2 pair and a Sylop. If you do that with the normal betting rules, you should be pretty close.
Hey, i have a question. I see that im your official store are two sabacc decks from solo, right? And one of thoose decks has 62 cards and spike Dice, do i think this is corellian spike, but another one (which i like more because of weathering) Has 72 cards and spike dice. I need some explanation. Can i play corellian spike witch 72 cards, or it is deck for another version?
The 62-card deck is for Corellian Spike, the 76-card deck is for Traditional. The decks are both very different and you can not use one to play the other, unfortunately.
Hey! I have a question. In the video explanation, one player checks, but the next player bets. The lady in the video then proceeds to say that the same player who originally checked has to now call or raise. I’m wondering why that is. If someone bets, is everyone required to bet even if they had checked before?
Yes, all previous players have to match the bet (call) to stay in the game.