Tabletop Simulator

Tabletop Simulator

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Sabacc: Corellian Spike
   
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Game Category: Card Games
Number of Players: 2, 3, 4
标签: 4+
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49.573 KB
2018 年 10 月 2 日 上午 1:50
2018 年 10 月 2 日 上午 1:58
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Sabacc: Corellian Spike

描述
The Corellian Spike variant of Sabacc shown in Solo: A Star Wars Story. Custom cards by BinaryNine based off of the card designs in the official card game

How To Play:

The goal:
Get a hand as close to zero as possible. Green is positive, red is negative, blue is zero. In the event of a tie both tied players draw a card and the closest to zero wins.

There are 3 betting rounds and 3 play rounds which go as follows:
- Betting round
- Play round
- Betting Round
- Play round
- Betting round
- Play round
- Reveal cards, winner takes the pot.

1. Dealer:
Shuffle the deck, then deal two cards facedown to each player. Players can see their own cards in their sqared off area without other players seeing them too.
Take the top card of the deck and place it face up next to the deck. This is the discard pile.

2. Betting:
Betting starts with the player to the left of the dealer. This is the small blind. I suggest you start with 50 as that's the lowest chip on the table by default. Next is the big blind, they'd bid double that, so 100. Then players can choose to check, raise, or call continuing clockwise. A player can fold during their turn but will lose the chips they've put into the pot. After the bet has been raised all players that bet lower than that earlier must matche it or raise it until everyone has matched the current bet.

3. Play:
Dealer goes first.
What you can do on your turn:
-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.
-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.
-Do nothing. This is known as “standing”.
Remember that you CANNOT place a card in the discard pile if you did not take a card from either pile.
Then that player ends their turn and the player to their left takes their turn.

Once everyone has had their turn the dealer then rolls the dice. If the numbers on both dice match, all players must put their hands faceup onto the discard pile and the dealer will deal each player the same amount of cards they discarded.


Some options for homerules:
-Instead of having to discard all their cards after the dice match, maybe just discard 1 or 2 cards. This adds some strategy on whether or not you want to draw cards on your turn so you don't lose your hand or get lucky and get rid of a high card for the chance of a low one.
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If you have homerule ideas post them as a comment and they might get added.
2 条留言
THE COUCH MAN 2019 年 1 月 10 日 下午 4:16 
As a house rule, I'd consider making the game even more lore-compliant by adding the Interference Zone rule common to other versions of Sabacc to make play less random and more strategic:

INTERFERENCE ZONE: After playing but before the dealer rolls the dice, a player may take a card from their hand and place it in front of them face up, swap the card in front of them with another card in their hand face up, or place the card in front of them into their hand. Should the dealer roll doubles on the dice, the card in this Interference Zone is not discarded, and remains a part of their hand as long as it is in the Interference Zone. Only a single card may be in a player's Interference Zone at any time.

Thanks for the excellent mod, I'll be playing it next game night!
Avroc 2018 年 12 月 17 日 下午 1:33 
The way we've played is that instead of a fixed number of rounds, the game ends and hands are shown when someone takes their turn to call the hand. To do so, you give up the opportunity to draw/discard and instead simply call the hand. Then everyone left in turn order gets a last turn and then hands are revealed and a winner decided. The first few (2-3, agreed on by the table/house) rounds are safe (meaning you can't call on them) to allow for pot and hand building. We also play where you can draw once from either pile and discard once (only) in any order on your turn but can't pass (stand/do nothing).