Kessel Sabacc is stupid. Having played quite a bit of Sabacc I dont like the split decks or the lack of shift rolls, I loathe the tokens. Maybe Ill grow to like it but I feel like they really should have gone with Trad Sabacc or Corellian Spike. Even better have a host of games you can play (ex. a Sabacc variant, Hintaro, and Dejarik)
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Credit: this game was originally developed by Igor Barzilai as a speculative ruleset for Dejarik from Star Wars.
The Board
The board consists of 25 squares, comprised of one core, twelve rays, and two orbits. The core is the space in the center of the board. A ray is a line extending from the center space. An orbit is a ring around the board. There is an inner orbit and an outer orbit. All pieces begin on the outer orbit.
The outer orbit is notated as A. The inner orbit is notated as B. The core is notated as C. The leftmost ray in the top right quadrant of the board is orbit 1. The rays are numbered clockwise from 1 to 12. Each square is assigned a letter and a number, excluding C, of which there is only one space.
Object of the Game
The object of the game is to arrange all your pieces in a row along the inner orbit.
Players who are able to arrange all their pieces in a row along the inner orbit score three points.
Players who are able to arrange all but one of their pieces in a row along the inner orbit score one point.
If a player cannot arrange more than half their pieces along the inner orbit, the other player scores two points, regardless of their own pieces' positions.
The game ends when one player arranges all their remaining pieces in a row on the inner ring of the board, or when one player loses half their pieces.
Movement
On their turn, players may move one of their pieces. Pieces cannot jump over other pieces or occupy the same space as another piece.
Pieces in the outer orbit have the following possible legal moves:
Proceed to core. The piece may move two spaces along the ray it occupies. There must be a clear path. The piece cannot move along any other rays.
Exit to inner rim. The piece may move one space along the ray it occupies. There must be a clear path.
Diagonal exit. The piece may move one space along the ray it occupies and one space either clockwise or counterclockwise along the inner orbit. There must be a clear path. You cannot make this move on your first turn.
Double diagonal exit. The piece may move one space along the ray it occupies and two spaces either clockwise or counterclockwise along the inner orbit. There must be a clear path. There cannot be a piece in the space immediately adjacent. You cannot make this move on your first turn.
Pieces along the inner orbit have only one possible legal move. They can return to the outer orbit. The piece may move one space along the ray it occupies. The piece cannot move into the core or onto another ray. There must be a clear path.
Pieces occupying the core have only one possible legal move. They can return to the outer orbit. The piece may along any ray. The piece cannot move along multiple rays. The piece cannot move into the inner orbit. There must be a clear path.
Boosting and Capture
When making a diagonal exit of any kind, if a player's piece lands on a space in the same ray occupied by one of their own pieces, they must move their piece an additional two spaces along the inner orbit in the same direction. This is called boosting. If a boosted piece lands on a space in the same ray occupied by one of their own pieces, they must boost again. If there is no clear path, the piece is not boosted. If the piece lands on a space in the same ray occupied by one of their opponent's pieces, it is not boosted. A boosted piece cannot move only one space along the inner orbit. A piece may be boosted up to three times depending on the arrangement of the other pieces.
When making a diagonal exit of any kind, if a player's piece lands on a ray adjacent to one of their opponent's pieces along the inner orbit, the opponent's piece is captured and removed from the board. Pieces can only be captured by a piece exiting diagonally. You cannot capture your own pieces.
That's it! To play against me, vote in each poll to determine which move the community should make. The community plays as white; I play as black.
The ex-Minister of Intelligence and The Shroud were keeping tabs on each other
Its kinda cute, considering the Minister / Keeper / Terminis is - as he says - supposed to be retired. (He only pops up later on Rishi to help Shara.) I hope he enjoys his dejarik.
The key phrase in his message is โshroud of deceitโ. Good code there, chief.
But both seem to know more about the Revanites stirring up trouble than either Marr or Satele.
I do not appreciate the Shroud making the implied threat concerning Lana Beniko. Bad move, dick. ๐ก
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They used to do drinking games before Omega came along.
9 times out of 10, Crosshair would win because he was the only one capable of holding more than six shots without being totally wasted.
Hunter is not allowed to play poker.
Hunter is not allowed to play Sabacc
Hunter is not allowed to play gin.
Wrecker is, of course, a child. He and Omega play a lot of Go Fish.
Echo likes Monopoly. Tech does not. He always has to clean up after Crosshair.
Wrecker will flip the board if he plays Scrabble with Tech. It is inevitable.
Crosshair will take out a deck of cards and play Solitaire with himself like a cranky old man.
Hunter is the best shuffler. He knows how to do all sorts of fancy tricks.
Tech counts cards.
Sometimes, after Omega goes to bed, they will gamble.
Tech is hellbent on beating Omega at one game of Dejarik (space chess).
Crosshair cheats at dice.
Crosshair cheats at cards.
Crosshair can and will teach Omega how to cheat at everything.
Echo wins at Sabacc most of the time because he played it so much with the 501st.
When Oh Hell is introduced to the Marauder, chaos ensues. Everyone goes to bed angry except Hunter who has found himself a new game to get banned from.
Wrecker is surprisingly good at Yahtzee.
When Omega found out how much Crosshair cheats, she and Wrecker made a shame hat that he has to wear every time he gets caught.
It only encourages him to see how much he can get away with.