Sand & Blood
Two cards, three turns, one pair to chase. The lowest sabacc takes the table.
2-8 players · bots fill empty seats15-30 min
Overview
A fast cantina card game in the Kessel sabacc style. Two families of cards, Sand and Blood; you always hold one of each. On your turn stand, or pay a chip to draw from either deck or discard and keep the better card. After three turns everyone reveals: a pair — a sabacc — beats everything else, and the lowest sabacc wins. Impostors take the value of a die you choose; a Sylop copies your other card. Losers pay their pot plus a penalty; out of chips is out, and the last player with chips wins. Short of players? Fill the empty seats with bots that play to win.
How it plays
- Two families of 22 cards, Sand and Blood: three each of 1-6, three Impostors and one Sylop. You hold one Sand and one Blood card.
- On your turn: stand, or pay a chip into your pot and draw one card from either family's deck or discard pile. Keep one of your two cards of that family and discard the other.
- Everyone takes three turns, then all hands are revealed.
- An Impostor rolls two dice and you choose which value it takes. A Sylop copies your other card — two Sylops are a Pure Sabacc, the best hand.
- A pair is a sabacc; the lowest sabacc wins. With no sabacc, the smallest difference between your two cards wins (lower cards break ties). Ties share the win.
- Winners take their pot back. Losers lose their pot and pay a penalty: the difference between their cards, or 1 chip for a losing sabacc.
- Out of chips, out of the game. The last player with chips wins. Bots can fill any empty seat.
- Optional Shift Tokens: everyone gets three one-shot tricks — refunds, tariffs, audits, embargoes, hand swaps, a Prime Sabacc that beats everything — one per turn, played before you stand or draw.