Background:
Kessel Sabacc is a variation of Sabacc played with two decks of 22 cards. In Kessel Sabacc, you invest chips to improve your hand and acquire a two like cards from each deck-- known as a Sabacc hand. To win a round, you need to have the best hand at the end of three turns. The last player with chips in stock wins the game and the contents of the pot. Each deck is made up of three types of cards: value cards, Impostor cards, and Sylops. Each of the two decks has three copies of each value card ranging from 1 to 6, three Impostor cards, and one Sylop.
Cards and Hands:
Hands are made of two cards, one from each suit-- sand and blood (detailed for RP purposes, but effectively hearts/spades or diamonds/clubs; more on that later)-- with values ranging from 1 to 6. Your object is to minimize your hand value, meaning the difference between your cards. At its core, this is a subtraction game, in that the cards in your hand are subtracted from one another, determining your hand value. For example, if you have a pair of 2s, you have Sabacc and your hand value is 0, quite a strong hand. As another example, if your sand card is 6 and your blood card is 2, your hand value is 4, a disastrously weak hand. Your low card is always deducted from your high card. Sabacc hands are ranked based on the value of their paired cards. For example, a pair of 6s will be weaker than a pair of 1s. The closer the cards' values are to zero, the stronger the Sabacc hand is.
Sylop & Impostor Cards:
When revealed, the Sylop will take the value of the other card in your hand, forming a pair and a Sabacc. The Impostor will take the value of one of 2 dice thrown, completing your hand. Sylop Sabacc and Impostor Sabacc are equivalent to a standard Sabacc hand of the same value. The only exception is a hand consisting of two Sylops, known as Pure Sabacc, the best hand in the game.
Shift Tokens:
Each player will have at least 3 Shift Tokens, which are unique game modifiers. A Shift Token can be played once in a game, and only at the beginning of your turn before drawing a card or choosing to stand.
Draw & Stand:
To draw a card, you must invest 1 chip. Standing will pass your turn for free, saving you chips when your hand is already strong. If you choose to draw, you may choose the top card of either deck or the top card of either discard deck. If you draw from the sand or blood deck, you must also discard a sand or blood card-- you will always have one of each suit in your hand.
Reveal:
Each round lasts 3 turns, giving you and your opponents 3 opportunities to improve their hands. After each player has played 3 times, everyone reveals their hands. Alternatively, if each player stands during a turn, everyone reveals their hands and the round is over.
Win & Loss Outcomes:
You win the round if you have the best hand at the table. Two or more players can be winners of a round in the case of a tie. If no one has a Sabacc hand, the player with the lowest hand value-- which, again, is the difference of card values-- using the lowest cards wins. The round winner takes their invested chips back into their stock, while round losers lose their invested chips. If you lost the round and did not have a Sabacc hand, you are taxed an additional amount equal to the difference of your card values. With a losing Sabacc hand, you are taxed 1 additional chip. If your stock of chips is empty by the end of the reveal phase, you are eliminated from the game and do not play any further hands.
List of Shift Tokens:
For the purposes of playtesting, all Shift Tokens are available for use and every player may choose any three individual Shift Tokens. There will be limitations placed upon them in the future:
- Free Draw - Avoid the draw fee this turn.
- Refund - Retrieve 2 chips.
- Extra Refund - Retrieve 3 chips.
- Embezzlement - Take 1 chip from each player's pot to your pot.
- Major Fraud - Set Impostor value to 6 until next reveal.
- Cook the Books - Invert Sabacc ranks until next reveal.
- Markdown - Set Sylop value to 0 until next reveal.
- Prime Sabacc - Roll 2 dice. Pick one value as the new best Sabacc.
- General Tariff - Other players are taxed 1 chip.
- Target Tariff - Choose a player. They are taxed 2 chips.
- General Audit - Other players in stand are taxed 2 chips.
- Target Audit - Choose a player in stand. The are taxed 3 chips.
- Embargo - Next player must stand.
- Immunity - Prevent Shift tokens effects against you until the next reveal.
- Exhaustion - Choose a player. They must discard and draw a new hand.
- Direct Transaction - Choose a player. Trade hands with them.
Q: Okay, I think I understand, but how does this game actually get played? Who decides what cards I have?
A: I have three decks of playing cards and have separated out Aces, 2s, 3s, 4s, 5s, and 6s, Jacks for Impostors, and Jokers for Sylops. I'll deal cards in real life depending on your instructions and report the results publicly (as in that you chose to play a Shift Token, that you chose to draw, that you discarded a card, what that card is, etc.), but also privately with you (which card you drew). It will be communication intensive, so please be prepared for that.
Q: What is the RP element in this? Am I expected to post?
A: Yes, banter at the table is encouraged. By all means, curse your luck, accuse someone of cheating, gloat a bit. Quick, fast-paced posting is encouraged and there is no post order at the Sabacc table, though the game itself will be played in turn order.
Q: How many chips do we play with?
A: It can vary, but we'll start with 6 chips. Higher stakes games could have each player begin with 8 chips.
Q: Does this game have to be 4 players?
A: No, games can be played with 2 or 3 players, but 4 is the optimal setup.