Get as close to 23 or −23 as you can without busting. A true sabacc (exactly ±23) wins the sabacc pot — and the Idiot's Array (0‑2‑3) beats all.
How to play
Goal: closest to ±23 without exceeding it.
Hand pot: won by each hand's winner. Sabacc pot: won by a true sabacc (±23) or Idiot's Array.
Idiot's Array (a 0, a 2, a 3) trumps everything. Fairy Empress (both −2 Queens in a −22 hand) beats any 22/−22 but takes only the hand pot.
Rounds: betting → trading (draw / trade / stand) → dice, repeated: there is a fresh round of betting after every trading round, so you can raise on a strong hand, bluff, or fold when the cards turn against you. A dice pair (e.g. 4‑4) triggers a sabacc shift: every card outside an interference field is replaced with a new one.
Discards: traded cards go face‑up on the discard pile, so everyone can see what you threw away.
Interference field: during trading, select a card and Lock it to place it face‑up in your field. A shift can't touch it, but you can't trade it and every player can see it. Locking doesn't use your turn.
Call “Alderaan!” during trading to end the hand: every other player makes one final trade, there is a last round of betting, then all hands are revealed. A tie triggers a tie‑break: each tied player draws one more card (a bomb drops out), and they draw again if still tied.
Bombing out: a hand over 23, under −23, or at exactly 0 when the hand is called bombs out. Each bombed‑out player must match the hand pot, paying that much into the sabacc pot.
Each hand the antes go to the sabacc pot and the rotating blind kicks off the hand pot.
Raises come in Bronze (+5), Silver (+50) and Gold (+100) chips. The bet can never exceed what the poorest player still in the hand can pay, so everyone can always call.
Cards: 4 suits ×15 (pip 1–11, Commander 12, Mistress 13, Master 14, Ace 15) plus 16 specials. The Star counts as −10 or −17 (best for you). In each betting round, raises must be called before play moves on.