Hi everyone. I'm new to these forums and joined it specifically to learn more about Sabacc (and to see if that cool fan-made Corellian Spike deck was still available, but I was too late haha).
Anyway, I bought the Han Solo Card Game recently and have been having a lot of fun playing it and learning various versions of Corellian Spike and how they are played (the deck works great since the values are the same).
To cut to the chase, since this is a big post, I am posting here some versions of Corellian Spike rules that I've compiled from all the in-universe content I could find, and from suggestions offered up by members here. I used the rule sheet shared here as a basis and expanded on it to try to fill in some gaps that still seemed to exist.
I made a few arbitrary choices on some rules when things were unclear or not fully explained, but took into account the ideas many people shared in this forum, and first and foremost tried to primarily base my decisions on what also seemed to make the most sense in accordance with the available in-universe content.
If you want to edit these rule sheets to your own preferences, just create a copy of them in Google Docs (file>make a copy), or download it in whichever format suits you best, and have at it.
I've called the first set of rules based around the Han Solo Card Game and the Solo movie (and bonus content and EU content about Han and Lando's match) "Fort Ypso Lodge Rules" to distinguish it from other variations, since The Lodge at Fort Ypso is where they played their match. I've also included the "Yarith Bespin Casino Rules" from the Tales from Vandor replica journal (shared previously in this thread), which were fairly complete already so they are pretty solid. They're listed after the Fort Ypso Lodge Rules in this document.
Google Doc for Fort Ypso Lodde Rules and Yarith Bespin Casino Rules: https://docs.google.com/document/d/103X5CLHU5YnfqcWvHna03KGsvs9y9PBz7I5V6ADVWAM/edit?usp=sharing
Here are a few notes explaining some choices I made when compiling these rules:
Fort Ypso Lodge rules:
- Ante - This is described in the recent Star Wars Show feature where the creators talk about how to play Corellian Spike. The amount he said to ante in the video is the same as detailed in the Yarith Bespin Casino rules but reversed in terms of how much goes into the game pot and how much goes into the Sabacc pot.
- Betting - This section is based on general betting rules for card games in casinos and just explains how to place bets.
- Draw Phase: - No playing off of the discard pile - The option to take the latest discarded into your hand is never mentioned or shown anywhere outside the Han Solo Card Game rule book, giving me a strong impression that this was only added to that game to make it easier to score zero, so the game would be more family/kid friendly. None of the solo movie bonus videos talk about it. None of the EU content mentions it, even the very detailed Yarith Bespin casino rules don't allow for it, so I didn't include the option to take the top discard card instead of a card from the deck. In play-testing with my friends, the choice to take the discard made zero scores rather easy to get and scoring sabacc (scoring zero) became underwhelming
- Spike Dice: Dealing when a shift happens - I made a little note about dealing when a shift happens (when the dice match). I can't remember where I lifted this info (I think it was mentioned in some in-universe content somwhere...) but you should deal each player his full hand before dealing to the next player instead of one card to each player in sequence going around the table. This is mainly due to the fact that each player will require a different number of cards so if you try to go around in a circle the deal will be uneven and could get screwed up.
- Winning Hands - I Listed all known names for each hand. Full Sabacc (what Lando calls it in Solo:ASWS) is called Pure Sabacc by one of the creators of the game in the How To Play Sabacc bonus feature video. Straight Staves (what Han calls it in the movie) is listed as Straight Khyron in that same video. Also added the Gee Whiz! hand, shown in the same video. Also clarified that
any winning hand scoring zero is called "sabacc" and that if a player wins with sabacc he gets the sabacc pot in addition to the game pot (this is explained in that same video as well as the Yarith Bespin Casino Rules sheet).
- Here's where it gets somewhat arbitrary - I added the Twin Sylops hand that other members here had suggested because it seemed very vague how this hand would rank against others based on the usual scoring rules, and since this would be such a rare hand, it seemed to deserve a place in the winning hands hierarchy. I think members here had suggested calling this hand a "Sylop Spike", but I opted not to keep that since there are other things called "spikes" in this game already (the spike dice, the spikes on the spike dice, the "spike card" in the Yarith Bespin Casino Rules), and I didn't want it to get too murky. I ranked this hand lower than all in-universe hands since those ones are official and we know those are the best available hands. I also added the "Straight" hand, as suggested by other members here, b/c I agree that if you can have "Straight Staves" then other lower straights should be considered as well. Finally, I included "Yee-haa" as an alternate name for the "Gee Whiz!" hand. The reason is that the "Yee-haa" hand is mentioned at the end of the Yarith Bespin Casino Rules but it doesn't explain what it is. That rule set only explains two winning hands and felt a bit empty. It felt to me that the similarity in the terms "gee whiz!" and "yee-haa!" might mean it was a regional/alternate name for that same hand, and I felt it'd be better to use a known in-universe hand as "yee-haa" rather than making one up, so I recycled "gee whiz!" into the Yarith Bespin Casino Rules section under the name "yee-haa".
Yarith Bespin Casino Rules:
- Your hand cannot exceed 5 cards at the end of your turn - Due to the "spike card" (a third card every player gets in the first round), it is possible to end the game with 6 cards in your hand. This presented a problem in scoring since no winning hand shown in in-universe content exceeds five cards. If you could have more than 5 cards, it would mean that top winning hands like Full Sabacc or Straight Staves (which are 5 card hands) could actually be improved to even more powerful hands (like adding the other sylop to Full Sabacc, or adding another number in the sequential order of straight staves to lengthen the straight). I think the fact that this isn't mentioned in the official published Yarith Bespin Casino Rules could be an oversight... OR perhaps you are allowed to have up to 6 cards in that variation. After all, the winning hands actually mentioned in that variation only include up to 3 cards. To me though, this seemed to make less sense, because if you could have six cards why wouldn't they mention any other incredibly-hard-to-get winning hands like a straight comprised of 6 cards? So... I added a rule that if you already have 5 cards and draw a new card, you have to discard a card (per the usual allowed ways to discard a card) on that turn.
- Winning Hands - As mentioned earlier.... I added "Gee Whiz!" to fill in this rule set's missing hand "Yee-haa", and I added the "Straight" that other members here had suggested b/c it seems like a no-brainer that a straight should have a higher value than other hands that don't follow a sequence. I didn't add the "Twin Sylops" hand because in this variation you cannot get both sylops and no other cards (since you start with 3 cards).
-----------------
If there's anything I missed that people want to ask about, I could try to explain, but I don't see my own compilation and interpretation of Corellian Spike rules as being official by any means, so if you don't agree with any of this or just want to change anything, you are welcome to create a copy of these documents and tweak it to your own liking.
Quick note: In the rule sheets, I used the term "he" sometimes to refer to a specific player. I didn't use "they" since it can mean multiple people, and didn't change it up between he and she b/c I thought it might get confusing in some parts, so I just used "he". I just wanted consistency and simplicity. If you prefer a different term, you can copy it and change it in your own versions to whatever you like.
-----------
The Rock-Lion Cantina Rules (a new set of house rules I created):
One last thing! After lots of play-testing my friends and I came up with a set of our own House Rules, which we call The Rock-Lion Cantina Rules. This isn't a real location in Star Wars, but I imagine it as a Cantina in Zaloriis City on planet Zaloriis. The name is inspired by the rock-lion creatures that live on that planet.
This rule set basically combines "the best" of what we liked in the other two rule sets. It has all of the winning hands from both variations (minus Idiot's Array, b/c like others have mentioned here, it seems a bit out of place in Corellian Spike, as it is the iconic winning hand of classic Sabacc). It also has a new dice roll that we came up with called "Binary Sunset". When both circles are rolled on the dice, instead of discarding and re-dealing everyone's hand, everyone gets a free extra draw, a chance to improve the hand. Anyway, I almost hesitated to share this b/c it's our personal set of rules and more arbitrary than the other rule sheet I tried to compile, but if anyone wants to play with it, here it is.
Google Doc for The Rock-Lion Cantina Rules: https://docs.google.com/document/d/1-ArRbfNYvc2sEz008kMfmw3S90mR0dH6LRSX1kqJHQA/edit?usp=sharing
Thank you for checking these out, and thank you all for sharing every bit of information you've found so far about this game. Everyone's contributions have really helped my group over here to get a nice functional game going with this. We're all pretty addicted to Corellian Spike now, and enjoy all the variations we've played.