Rules for Sabacc for SWG
The object of Sabacc is to have the highest card total which is less than or equal to 23. A total which is over 23, under negative 23, or exactly zero is a bomb out, and requires the holder of the hand to pay a penalty (see below). There are two pots to be won in the game of sabacc. A pot is the total amount of credits staked by all the players in one hand of the card game. Each pot should be set apart from the other, to keep them separate and distinct. The first of the two pots is the hand pot, which is always taken by the player who wins the hand. The second is the sabacc pot, which continually builds, and can only be won with a special hand (see below). To start a game of Sabacc, choose one player to receive the dealer position for the first hand. In the rest of this document, “dealer” will refer to the player in the dealer position, and “non-player dealer” will refer to the provided physical dealer. Other players wishing to be dealt into a hand must first ante by placing 100 credits into the hand pot. Each player must also ante 1000 credits into the sabacc pot if it is ever empty. This includes the very first hand of the game, if a sabacc ante is not included in the fee to sit in on a game.
Turn Phases
Betting Phase: Each player is dealt two cards. The player to the left of the dealer begins play by with the option to bet. If he chooses to do so, the bet is placed in the hand pot. If a bet is placed, each player must match that bet if he or she is to remain in the hand. Only the player whose turn it is may place a bet, but that bet may be matched or raised by any of the players on their turn. Before moving on to the next phase, any player may choose to fold (drop out of the hand). A player may only fold during the betting phase, and must pay 200 credits to the sabacc pot to do so (as a penalty). There is no set limit for bets and raises in standard Sabacc (but many games will have hand or pot limits announced before the game), and if no player before you has placed a bet, you make take the option of checking or betting zero credits.Winning a Hand
Since these rules do NOT include a neutralizing field to lock cards if they are placed face up, a hand is called when two conditions are met. Condition 1 requires that all the players except those who have already folded have played 1 turn/round or more. Condition 2 requires that play has returned to the player that originally made the largest bet in the current round of betting (standard poker betting). Note: As in many card games, if all players except one fold on their turn, the remaining player wins the hand. When a hand is called, the player with the highest absolute value of their card total, which is 23 or less wins the hand. The absolute value of a number is the positive value of that number. For a positive number, it is just the number. For a negative number it is its positive value. So, the absolute value of 5 is 5, and the absolute value of -5 is 5. The winning player wins the hand pot only. If two or more players are tied, they must participate in a sudden demise. In a sudden demise, the non-player dealer deals each participating player one card from the top of the deck, which the players must add to their hands. The best modified hand takes the pot. If there is still a tie, the pot is split. If all hands bomb out during the sudden demise, the player who is closest to 23 wins the hand. If any player has a total which is over 23, less than negative 23, or exactly zero when the hand is called, he or she has bombed out. In this circumstance, the bombed-out player must match the exact amount of credits which are currently in the hand pot, and pay it to the sabacc pot.
Special Hands
To win the sabacc pot, a player must have one of two special hands. The first is when a player has a card value total of exactly 23 or exactly negative 23. This is called a Pure Sabacc, and is usually accompanied by an enthusiastic cry of "Sabacc!" when the cards are turned over. The other sabacc pot winning hand is called an Idiot's Array. To achieve this, a player must have an Idiot face card, a two card of any suit, and a three card of any suit (a literal 023). An Idiot's Array beats a Pure Sabacc, but if two or more players have the same special hand in contention for the sabacc pot, a sudden demise is held as usual.
Rank of Cards:
Four Suits (Coins, Flasks, Sabers, and Staves) numbered 1-11 Four Ranked cards for each suit: Commander: Value of 12 Mistress: Value: 13 Master: Value: 14 Ace: Value: 15 Face Cards: Queen of Air and Darkness: Value of -2 Endurance: Value of -8 Balance: Value of -11 Demise: Value of -13 Moderation: Value of -14 The Evil One: Value of -15 The Star: Value of -17 The Idiot: Value of 0