The Raise the Stakes deck brings new strategy, risk, and reward to Sabacc by introducing Item Cards, Bounties, and Cargo into the game. Whether you’re a high-rolling gambler, a cunning smuggler, or a syndicate enforcer, this expansion lets you win more than just credits—it lets you play for weapons, artifacts, contraband, and rare galactic treasures.
Raise the Stakes Sabacc Expansion Deck
Take your Sabacc game to the next level with the Raise the Stakes expansion deck! This deck introduces high-risk, high-reward gameplay by adding Item Cards, Cargo Cards, and Bounty Cards, creating a dynamic economy beyond traditional credits.
In stock
Players can use this deck in multiple ways, adding hidden cargo, bounty contracts, black market trades, and syndicate reputation to their Sabacc experience. Whether you integrate one feature or all of them, Raise the Stakes ensures every round feels like high-stakes underworld business.
Base Rules
Setup
1. Each player starts with:
- 2 random Item Cards from the same tiers
- Regular buy-in of credits (10, 4, 2 or 20, 8, 4)
2. Shop Setup
- Draw 3 random Item Cards from the shuffled item deck and place them face up in the center.
3. Bounty Board Setup
- At the start of the game, draw 3 random Bounty Cards and place them face-up in a “Bounty Board” area.
- On a player’s turn (before or after the hand is played), they can take 1 bounty instead of buying an item.
- When a bounty is claimed, immediately replace it with a new one from the deck.
- Players can hold up to 2 active bounties at a time.
Gameplay
1. Betting & Playing Sabacc
- Players play a standard hand of Sabacc (variant of choice).
- Players may wager credits and/or Item Cards in the pot.
2. Resolving the Hand
- The winner takes the pot, including all credits and items.
- If a player loses a bet including an item, the winner gains ownership of the item.
- If playing with Bounties, players check if they have completed a contract and claim rewards.
3. Shop Phase (Occurs After Each Round)
- Players may buy one item from the shop using their winnings. Refill the shop by drawing new items to replace any that were purchased.
- Once per round, each player may sell one item back to the bank for half its base value.
Additional Rules
Once you’ve mastered the base rules, feel free to explore the optional rules and variants below to add even more depth and strategy to your games. Whether you’re looking to introduce crime syndicates, market fluctuations, or unique ways to handle bounties, these optional mechanics can enhance gameplay and create new challenges. But remember—these rules are entirely optional! Use the ones that fit your playstyle, mix and match, or come up with your own house rules. If you discover a fun new way to play, share it with the community and drop a comment to let others know how you’ve customized the game!
1. Market Fluctuations
At the start of each round, roll a d6 to determine how item values shift:
| Roll (1d6) | Market Effect |
| 1 | Market Crash – All items decrease in value by 1 tier (e.g., 650 → 350 credits). |
| 2-5 | Stable Market – No changes, item values remain the same. |
| 6 | Market Boom – All items increase in value by 1 tier (e.g., 250 → 350 credits). |
How It Affects Gameplay:
- Buying from the Store: Prices fluctuate based on the roll. Players may want to wait for a crash or buy early before a boom.
- Selling to the Pot or Other Players: If the market booms, holding onto items longer can yield higher payouts.
- Risk vs. Reward: Players must decide when to sell, trade, or hold valuable assets.
2. Auction System
Between rounds, players can bid on high-value items from the store. For example, a Kyber Crystal or Beskar Ingots might start a bidding war. Alternatively, lower-value items like Meiloorun Fruit or Peezo Pods could be auctioned at lower stakes. Players may also pool resources to outbid others, forming temporary alliances.
3. Contraband & Seizures
Certain items are considered contraband. If another player plays a Bounty Card related to contraband, they can search a chosen opponent’s Item Cards. If they find contraband, they claim it or force a credit penalty.
Contraband Items:
- Spice & Drugs:
- Spice Cartridge (150 credits)
- Death Sticks (250 credits)
- Spice Vial (350 credits)
- Spice Jar (1,500 credits)
- Spice Shipment (6,500 credits)
- Forged & Restricted Documents:
- Forged Scandocs (3,500 credits)
- Starship Docs (15,000 credits)
- Black Market Tech & Illicit Goods:
- Military Code Cylinder (3,500 credits)
- Alien Eggs (3,500 credits)
- Alien Organ (6,500 credits)
- Truth Serum (6,500 credits)
- High-Stakes Smuggling Cargo:
- Kyber Crystal (15,000 credits)
- Secret Data Tapes (15,000 credits)
These items could trigger Imperial Inspections, Bounty Seizures, or Smuggling Penalties. Players may need to conceal them in cargo (Hand Camtono, Camtono Safe, Cargo Container) or use a Forged Scandocs to evade detection.
4. Gambler’s Favor
Before the betting phase, players can trade items to complete Bounty Cards (e.g., exchanging Spice Cartridges for a player working on the Spice Cartel bounty). This fosters negotiation and bluffing, as players must decide whether to trust deals.
5. Debt & Loans
If a player is low on credits, they may offer collateral Item Cards in exchange for a loan. If they fail to repay, the lender keeps the item. This introduces an economic dynamic where players must weigh risk versus reward. Market Fluctuations may impact debts and loans.
6. High-Stakes Showdown
For the final round, players must wager at least one item alongside credits. If they wager a Hyperdrive Module or Mandalorian Helmet, the stakes skyrocket. This mechanic ensures a dramatic finale where the richest player isn’t necessarily the safest bet.
7. Black Market Deals
Players may visit the “Black Market” between rounds by paying a fee to the sabacc pot. They draw two items and must keep one—potentially scoring high-value contraband like Nova Crystals or a Starship Doc. However, some draws may be low-value (Blue Milk Cooler), making it a risky gamble.
8. Crime Syndicates & Reputation
Joining a Syndicate
- Pick a syndicate at the start. (Keep the number of players per Syndicate even)
- Teammates can trade, share resources, and complete bounties together.
- Rival syndicates compete for control.
Syndicates & Perks
| Syndicate | How to Earn Reputation | Perk |
| Hutt Cartel (Smugglers & Wealth) | Smuggle contraband (Spice, Death Sticks, Forged Scandocs), complete high-value bounties. | Adjust market prices once per game. |
| Pyke Syndicate (Spice Trade & Smuggling) | Control the Spice Trade (Spice Shipment, Spice Vial, Spice Jar), hold 4+ contraband items. | Buy 1 contraband item per round at half price. |
| Crimson Dawn (Secrets & Influence) | Trade luxury & secret goods (Fine Jewelry, Nova Crystals, Secret Data Tapes). | Increase or decrease a bounty payout by 25% once per game. |
| Ashiga Clan (Mercenaries & Assassins) | Trade weapons & tech (Blaster Rifle, Data Spike, Droid Brain), complete bounties on players. | Steal one item from another player once per game. |
9. Slicer’s Gambit: Hacking the Game
Slicer’s Gambit lets players hack, sabotage, or forge data using tech items (Data Spike, Droid Brain, Tech Data Pad, etc.). It’s a risky move but can manipulate bounties, steal items, or expose hidden cargo.
How It Works
- Use a tech item to attempt one of these hacks:
- Hack a Bounty: Change target or payout.
- Sabotage a Rival: Make them discard an item or pay a fine.
- Reveal Hidden Cargo: Uncover a concealed item.
- Forge Credentials: Get a market item at a discount.
- Roll a d6 for Success:
- 1-2: Fail! Lose 500 credits or an item.
- 3-4: Partial success – but the target is alerted.
- 5-6: Full success – undetected and successful.
- Counterplay – Firewalls & Defenses:
- If a player owns Security Items (Military Code Cylinder, Secret Data Tapes), they can roll a d6:
- 1-3: Hack succeeds.
- 4-6: Hack is blocked, and the hacker is exposed!
- If a player owns Security Items (Military Code Cylinder, Secret Data Tapes), they can roll a d6:
10. The Underworld Auction
- Reveal 3 Bounty Cards at the start of the game.
- Players can bid credits for first pick on a bounty.
- Winning the bid allows a player to choose a bounty first, followed by the next highest bidder.
11. Hidden Bounties
- Each player is secretly dealt 1 bounty at the start of the game but can choose to reveal it at any time to start working toward it.
- If a player doesn’t like their bounty, they may swap it for a new one at the cost of 200 credits.
12. The Hutts’ Challenge
- Players must take 1 Bounty Card at the start of the game.
- If they fail to complete it by the end of the game they lose 500 credits as a “penalty” for failing the contract.
- Players can trade their bounties with each other to better suit their strategy.
13. The Informant’s Intel
- Each round, 1 new Bounty Card is revealed, but only the dealer gets the option to claim it.
- To claim a bounty, a player must pay 100 credits to the pot and announce they are taking it.
- If no one takes the bounty by the next round, it is discarded and replaced.
The Raise the Stakes deck transforms Sabacc from a simple gambling game into a full-fledged gaming experience, where credits are just one way to win. Whether you’re smuggling spice, completing bounties, hacking the system, or playing the black market, every round offers new risks, rewards, and rivalries.
So, will you play it safe, or go all in?
Hello! Does this expansion pack work for both Sabacc and Kessel Sabacc?
Yes, it works with any Star Wars gambling or role playing games.
Love this deck. It combines all kind of cool items from Mando to Solo. We are going to try it with Hintaro