What happens if you tie in sabacc?
Who wins? This is the most common question when playing Spike. We’ve put together a quick guide to hopefully make it a little easier when determining who actually wins any given hand. How exactly do you know who takes the pot in this legendary game? Whether you’re a seasoned gambler in the back alleys of Corellia or a curious newcomer looking to understand the finer points of this galactic pastime, grasping the rules for determining the victor is essential. So, grab your cards, ready your Spike dice, and let’s dive into what it takes to win in Corellian Spike Sabacc!
Learn how to play Corellian Spike Sabacc
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 +8, -8, 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