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NEVER TELL ME THE ODDS

Adventure Sourcebook
Adventure Sourcebook
„It’s as good a faith as any, old
man. Luck and money” -Han Solo

1
NEVER TELL ME THE ODDS

• Fair and Square……………………………………………4


• Sabacc…………………………………………………………7
• Galactic Standard………………………………..8
• Centran Sabacc……………………………………9
• Empress Teta Preferred………………….....10
• Corellian Spike…………………………………..11
• Cloud City Casino Rules……………………..12
• Corellian Gambit………………………………..13
• Ecclessis Figg Variation……………………...14
• Non-Canonical Variations……………..……15
• Chance Cubes…………………………………………...16
• Game of Chance………………………………..16
• Hintaro………………………………………………16
• Nephran Gamble……………………………….19
• Dejarik………………………………………………………20
• Lugjack……………………………………………………..21
• Pazaak………………………………………………………22
• Zinbiddle…………………………………………………..26
• Competition Betting………………………………….27
• Jubilee Wheel…………………………………………..27
• Side Checks……………………………………………….28
• Doom At Dune Sea…………………………………….29
• Special Thanks…………………….…………………….29
• Credits……………………………………………………….30

2
FAIR AND SQUARE
The Millenium Falcon would have never flown the Kessel Run
without a game of Corellian Spike. Nor would Bespin flourish under the
reign of Baron Lando Calrissian. Even the greatest Jedi Masters, such as
Qi-Gon Jin would gamble the life of Anakin Skywalker himself in a near
suicidal podrace on tatooine, finally winning his freedom in a simple
game of Chance.

Somehow these crazy gambles were meant to be played. Some


might say gambling is all about the greed of man, vanity of the rich or
luck of the dumb, but others might consider it fate. Some players were
meant to win, some were meant to lose – but somehow the odds were
in the heroes favor. Do you have what it takes to beat the House and be
the next legendary player?

4
Star Wars: Edge of Empire has a simplified rule for
all gambling played in the game, as seen at the top
of the page. It generally involves a competetive
Cool check whenever a PC wishes to play fair and
Deception if they want to rely on bluffing and
guile. Skullduggery is also an option for using
sleight of hand in cheating, however it has much
more dire consequences.
This rule is an quick and easy rule that does not
take much time and can be used for almost any
game played. There are also more rules for specific
games like sabacc or hintaro, but sometimes the
player might feel like these rules might not feel
immersive enough and gambling in general feels
pretty shallow.
This is why I’ve created this Gambling Supplement,
in order to spice up the game, without having the
feeling of taking away from following the main
story. The idea is not to make a complex, time-
consuming system where you need to crunch the
numbers, but instead create in-depth variations of
the simplified Gambling Rule.
I have seen many homebrew rules that attempted
to make things more realistic, either by just playing
Texas Hold’em Poker or rolling the k100 dice with
a specific percentage of a win, which somehow
inspired me to create a balanced and thought You ever wanted to play Corellian Spike at Fort
through method of „solving the gambling Ypso or Centran Sabacc on Canto Bight? How
problem” in Star Wars FFG. about a game of Dejarik with a wookie or Pazaak
on Bespin? Maybe win freedom of a racing prodigy
on Tattoine in a game of Chance? Check out the
various games and see yourself. Just don’t let the
House win!

5
Here are the games we will be covering in this • Lugjack: a slot machine game of Chance
suplement. All of these games and presented popular in many star systems with three or four
versions are confirmed to be canon: reels that would show a winning pattern.
• Sabacc: a favorite gambling game across the • Zinbiddle: the game pitted players against each
galaxy, sabacc utilizes a deck of cards. Players other with cards drawn from multiple decks.
attempt to reach some combination of 23 or -
23 ( or more esoteric combinations, sucha s a • Competition-Betting: Be it podracing on
natural „2” and „3”) to win. Cards can be Malastare, swoop racing on Corellia to betting
electronic or real, randomly shift and swap to on the fastest fathier on Cantonia, race betting
different cards during play. This means sabacc is among the most popular gambling events,
is a game of bluffing and brinksmanship as usually surrounded by fanfare and legend.
much as it is one of skill and logic, and tricks Whether the winner is the smartest, fastest or
such as counting cards are almost impossible. strongest – it all depends on the competition.
Who knows, maybe Gammorean Blade Rings
• Dejarik: Dejarik, which uses a holographic are your thing!
display table to project playing pieces of real
and mythical monsters, is a popular game of • Pazaak: an ancient game of Chance in which
skill between two players. The holographic players drew cards and tried to achieve a total
display allows the pieces to „do battle” as a as close to 20 as possible without going over.
part of the game, and many bystanders enjoy Players could alter the result of the draw by
the holographic carnage as much a s the actual playing special cards from a side deck. Some
skill the real players employ. casinos would allow creating a side deck at
their specialty store or allow using a personal
• Chance Cubes: Chance cubes are six-sided dice deck.
cubes with red and blue sides. They allow for
simple bambling in which players bet on the • Jubilee Wheel: players bet on which of the 100
potential results. Their simplicity makes tchem numer would appear after a spin of a giant
popular on frontier worlds or long expeditions wheel. Players placed bets on the numer they
where more complicated entertainment would believed the wheel would stop on, the wheel
be more likely to malfunction. was then spun, stopping on a numer. Any
player who picked the winning numer won the
pot. No winner would get half the pot to the
player within five of winning the numer.

6
Sabacc
Sabacc was the name of a popular card game with
numerous variations, many of them including a
hard-to-beat hand also called sabacc. Often played
at high stakes, the goal of many versions of the
game was to win the sabacc pot by collecting a
hand with an absolute value closest to 23, but no
higher. A typical sabacc deck comprised 76 cards
(60 distributed in four suits plus 16 special cards),
all of which had a specific value. However, some
variants used different decks, and furthermore, in
many versions of the game the value and suit of a
card could change at random during play, unless
the card was placed in the special interference
field.

A deck of sabacc consisted of 76 cards. 60 were


distributed in four suits (Flasks, Sabers, Staves, and
Coins), with 15 cards per suit: pip cards numbered
1 through 11, plus a Commander numbered 12, a
Mistress numbered 13, a Master numbered 14,
and an Ace numbered 15. The other 16 were two
sets of 8 special cards: Balance (numbered −11),
The Idiot (0), Endurance (−8), Moderation (−14),
The Evil One (−15), The Queen of Air and Darkness Starting to the dealer's left, each player could
(−2), Demise (−13), and The Star (−17 or −10). choose to draw one or more cards from the deck
then choose to trade a card from their hand for
one from the deck, or stand.

Sabacc was a game of both skill and chance that They could then choose to place a single card in
could be played with as few as two and as many as the game table's interference field to prevent said
eight players. Players could designate a dealer or card from being Shifted if a Sabacc Shift occurred.
take turns as the dealer, rotating in a clockwise
fashion at the beginning of each hand. The object If a Sabacc Shift occurred, all the cards that were
of sabacc was to have a final hand with a total as not locked in the interference field randomly
close to 23 or -23 as possible without going over. A changed suits and value. That new hand was the
hand with a total of 24 or higher was said to player's final hand for the round.
"bomb out" and lost the round. There were two That same process was repeated by each player,
types of pot to be won in sabacc. The first one was ending with the dealer. Each player then called out
the hand pot, which is taken by the player who his or her final hand's total. The player with the
won an individual hand. The second was the highest hand, totaling 23 or below, won the round.
sabacc pot, which continually built during the A hand of 24 or higher was said to "bomb out" and
game, and went to the overall winner of the lost. A perfect hand of 23 or −23 was called a Pure
match. Sabacc, and it could only be beaten by a rare and
The dealer started by shuffling the deck before unbeatable hand called an Idiot's Array, which
dealing one card to each player, including him- or consisting of The Idiot, a 2 card of any suit, and a 3
herself, in rotation. He or she would then repeat card of any suit.
another rotation until each player had two cards Ties were settled by use of a device generating
facedown. Starting to the dealer's left, each player random numbers: the player that rolled the
then called out their beginning hand totals. highest number won.

7
The following rules for Galactic Standard
Sabacc can be found in the „Suns of Fortune”
Sourcebook (page 119) and „Jewel of Yaving”.
This is the most detailed rules for sabacc,
however it actually is a variation of the
Galactic Standard Sabacc, due to the deck
being 78 cards. The true Galactic Standard
Sabacc rules are seen in the „Under a Black
Sun” Sourcebook (page 27), where the deck
contains of 76 cards.
Why does this matter? Let’s take a look at the
many variations of sabacc and their
alterations to the Galactic Standard Sabacc in
Star Wars Edge of Empires.

8
Galactic Standard Sabacc
Deck: Standard 76 cards, no dice. This is the easiest and most popular sabacc version
with a semi-realistic ruleset in the sourcebook as
seen on the previous page.
Win Requirement: +-23 (not higher).
The rules lack the representation of locking cards
or a non-interference game, as the white die does
Round Order: not have an empty roll possible.

• First Round: initial Betting (with blinds), Draw Alternative Gameplay


2 cards and First Round Betting
1. Betting Phase

• Second Round: Draw 1 or more cards. Option


to Swap card for one card in deck. Option to 2. Setting Dice Pool: Use Cool
Lock a single card. If cards unlocked, a Sabacc
Shift occurs, randomly changing suits and 3. Diifculty: NPC Skill or GM choice
value. This is the Final Hand.
4. Cheating: Deception, Skullduggery, Computers
Winning Hands (in order): (if electronic deck), upgrade difficulty once
• Idiot’s Array
• Pure Sabacc, 5. Draw Cards: Roll Dice Pool

• Full Sabacc,
6. Lock Card: choose one die. That die will not
• Fleet, change if Sabacc Interference activated.
• Yee-Haa,
• Rhylet, 7. Sabacc Interference: Roll d6

• Squadron,
• Gee Whiz, 1 Convert 2 successes and boosts to 2 failures and threats.

• Straight Khyron, 2 Convert 1 success and boost to 1 failure and threat.

• Bantha’s Wild, 3 No Change

• Rule of Two, 4 Convert 1 failures and threat to 1 success and boost.

• Sabacc (with highest variation), 5 Convert 2 failures and threats to 2 successes and boosts.

• Nulrhek (with highest variation), 6 Reroll all dice.

• Single Blind Draw.


8. Result: Successful check wins the pot. Every
additional success wins another wager’s worth. A
Triumph is an automatic win of the entire pot.

9
Centran Sabacc
Deck: Non-standard 78 cards, no dice. Centran Sabacc is a variation shown played in
Canto Bight. It adds a couble new cars, and a
special rule.
Special: Extra cards, special cards (Destroyed
Starship, Satellite, Wheel, Hazard, Universe and
Legate rank). Fives are wild.

Win Requirement: +-23 (not higher). Alternative Gameplay


Round Order: First Round: initial Betting (with 1. Betting Phase
blinds), Draw 2 cards and First Round Betting
2. Setting Dice Pool: Use Cool
• Second Round: Draw 1 or more cards. Option
to Swap card for one card in deck. Option to 3. Diifculty: NPC Skill or GM choice
Lock a single card. If cards unlocked, a Sabacc
Shift occurs, randomly changing suits and
4. Cheating: Deception, Skullduggery, Computers
value. This is the Final Hand.
(if electronic deck), upgrade difficulty once

Winning Hands (in order):


5. Draw Cards: Roll Dice Pool
• Idiot’s Array
• Pure Sabacc, 6. Lock Card: choose one die. That die will not
• Full Sabacc, change if Sabacc Interference activated.

• Fleet,
7. Sabacc Interference: Roll d6
• Yee-Haa,
• Rhylet,
1 Convert 2 successes and boosts to 2 failures and threats.
• Squadron,
2 Convert 1 success and boost to 1 failure and threat.
• Gee Whiz,
3 No Change
• Straight Khyron,
4 Convert 1 failures and threat to 1 success and boost.
• Bantha’s Wild,
5 Convert 2 failures and threats to 2 successes and boosts.
• Rule of Two,
6 Reroll all dice.
• Sabacc (with highest variation),
• Nulrhek (with highest variation),
8. Special rule: five of any symbol gives an
• Single Blind Draw. additional success.
9. Result: Successful check wins the pot. Every
additional success wins another wager’s worth. A
Triumph is an automatic win of the entire pot.

10
Empress Teta Preffered
Deck: Standard 76 cards, no dice. Empress Teta Preffered is a variation shown played
in Canto Bight. It adds an additional rule to swap a
card before showing the final hand.
Special: Before scoring, must swap a card. Special
Straight rules (cards do not need to be suited)

Win Requirement: +-23 (not higher).


Alternative Gameplay
Round Order: First Round: initial Betting (with
blinds), Draw 2 cards and First Round Betting 1. Betting Phase

• Second Round: Draw 1 or more cards. Option 2. Setting Dice Pool: Use Cool
to Swap card for one card in deck. Option to
Lock a single card. If cards unlocked, a Sabacc 3. Diifculty: NPC Skill or GM choice
Shift occurs, randomly changing suits and
value. This is the Final Hand. 4. Cheating: Deception, Skullduggery, Computers
(if electronic deck), upgrade difficulty once
Winning Hands (in order):
• Idiot’s Array 5. Draw Cards: Roll Dice Pool.
• Pure Sabacc,
6. Lock Card: choose one die. That die will not
• Full Sabacc,
change if Sabacc Interference activated.
• Fleet,
• Yee-Haa, 7. Sabacc Interference: Roll d6
• Rhylet,
• Squadron, 1 Convert 2 successes and boosts to 2 failures and threats.
• Gee Whiz, 2 Convert 1 success and boost to 1 failure and threat.
• Straight Khyron, 3 No Change
• Bantha’s Wild, 4 Convert 1 failures and threat to 1 success and boost.
• Rule of Two, 5 Convert 2 failures and threats to 2 successes and boosts.
• Sabacc (with highest variation), 6 Reroll all dice.
• Nulrhek (with highest variation),
• Single Blind Draw. 8. Special Rule: Reroll random die.
9. Result: Successful check wins the pot. Every
additional success wins another wager’s worth. A
Triumph is an automatic win of the entire pot.

11
Corellian Spike
Deck: Non-standard 62, dice included

Special: 60 cards in three staves, Green 1-10, red -


1 to -10, only two 0 cards (sylops, idiot), 2 spike
Alternative Gameplay
dice.
1. Betting Phase

Win Requirement: Only 0.


2. Setting Dice Pool: Use Cool

Round Order: First Round: initial Betting (with


3. Diifculty: NPC Skill or GM choice
blinds), Draw 2 cards and First Round Betting

4. Cheating: Deception, Skullduggery, Computers


• Second Round: Draw 1 face-up card (spike
(if electronic deck), upgrade difficulty once.
card). You may Buy a face-down card which
you can Discard, Swap with card in hand or
Swap with spike card. Second Round Betting. 5. Draw Cards: Roll Dice Pool

• Dealer rolls Spike Dice. No pair means nothing 6. Trade card: PC may roll d6 to add one die.
happens. Pair means all players Discard 2 cards
from hand and Draw 2 new ones. Double
spikes means all players Discard 3 cards 1 Red die
(including Spike) and Draw new ones. 2 Purple die
3 Black Die
• Repeat Second Round and Dice Roll twice.
4 Blue Die

Winning Hands (in order): 5 Green Die

• Pure Sabacc, 6 Yellow Die

• Full Sabacc,
7. Spike Dice: PC rolls 2d6.
• Fleet,
• Yee-Haa,
No pair Nothing
• Rhylet,
Pair Reroll one positive and negative dice.
• Squadron,
1 and 1 Reroll two positive and two negative dice.
• Gee Whiz,
8. Two More Rounds: Repeat Draw, Trade and
• Straight Khyron, Spike Dice two more times.
• Bantha’s Wild, 9. Result: Successful check wins the pot. Every
additional success wins another wager’s worth. A
• Rule of Two,
Triumph is an automatic win of the entire pot.
• Sabacc (with highest variation),
Special Rule: A total zero result wins, even over
• Nulrhek (with highest variation), Triumph (Pure Sabacc with Sylops).
12
• Single Blind Draw.
Cloud City Casino Rules
Deck: Standard 76, no dice

Win Requirement: +-23 or 0.

Round Order:

• First Round: initial Betting (with blinds), Draw Alternative Gameplay


2 cards and First Round Betting
1. Betting Phase

• Second Round: Draw 1 or more cards. Option


to Swap card for one card in deck. Option to 2. Setting Dice Pool: Use Cool
Lock a single card. If cards unlocked, a Sabacc
Shift occurs, randomly changing suits and 3. Diifculty: NPC Skill or GM choice
value. This is the Final Hand.
4. Cheating: Deception, Skullduggery, Computers
Winning Hands (in order): (if electronic deck), upgrade difficulty once
• Idiot’s Array
• Prime Sabacc 5. Draw Cards: Roll Dice Pool

• Pure Sabacc,
6. Lock Card: choose one die. That die will not
• Full Sabacc, change if Sabacc Interference activated.
• Fleet,
• Yee-Haa, 7. Sabacc Interference: Roll d6

• Rhylet,
• Squadron, 1 Convert 2 successes and boosts to 2 failures and threats.
• Gee Whiz, 2 Convert 1 success and boost to 1 failure and threat.
• Straight Khyron, 3 No Change
• Bantha’s Wild, 4 Convert 1 failures and threat to 1 success and boost.
• Rule of Two, 5 Convert 2 failures and threats to 2 successes and boosts.
• Sabacc (with highest variation), 6 Reroll all dice.
• Nulrhek (with highest variation),
8. Result: Successful check wins the pot. Every
• Single Blind Draw. additional success wins another wager’s worth. A
Triumph is an automatic win of the entire pot.
9. Special Rule: A total zero result wins, even over
Triumph. (Idiot’s Array)

13
Corellian Gambit
Deck: Standard 76

Special: Corellian Spike with Standard Deck.


Alternative Gameplay
Win Requirement: Only 0. 1. Betting Phase

Round Order: First Round: initial Betting (with 2. Setting Dice Pool: Use Cool
blinds), Draw 2 cards and First Round Betting

3. Diifculty: NPC Skill or GM choice


• Second Round: Draw 1 face-up card (spike
card). You may Buy a face-down card which
4. Cheating: Deception, Skullduggery, Computers
you can Discard, Swap with card in hand or
(if electronic deck), upgrade difficulty twice.
Swap with spike card. Second Round Betting.

5. Draw Cards: Roll Dice Pool


• Dealer rolls Spike Dice. No pair means nothing
happens. Pair means all players Discard 2 cards
from hand and Draw 2 new ones. Double 6. Trade card: PC may roll d6 to add one die.
spikes means all players Discard 3 cards
(including Spike) and Draw new ones.
1 Red die

• Repeat Second Round and Dice Roll twice. 2 Purple die


3 Black Die
Winning Hands (in order):
4 Blue Die
• Pure Sabacc,
5 Green Die
• Full Sabacc,
6 Yellow Die
• Fleet,
• Yee-Haa, 7. Spike Dice: PC rolls 2d6.
• Rhylet,
• Squadron, No pair Nothing
• Gee Whiz, Pair Reroll one positive and negative dice.
• Straight Khyron, 1 and 1 Reroll two positive and two negative dice.
• Bantha’s Wild, 8. Two More Rounds: Repeat Draw, Trade and
Spike Dice two more times.
• Rule of Two,
9. Result: Successful check wins the pot. Every
• Sabacc (with highest variation), additional success wins another wager’s worth. A
• Nulrhek (with highest variation), Triumph is an automatic win of the entire pot.

• Single Blind Draw. Special Rule: A total zero result wins, even over
Triumph (Pure Sabacc with Sylops).
14
Ecclessis Figg Variation
Alternative Gameplay Deck: Standard 76 cards

1. Betting Phase Special: Corellian Spike, but in the final round all
odd-numbered face-down cards have their scores
2. Setting Dice Pool: Use Cool subtracted rather than added to the total score.

3. Diifculty: NPC Skill or GM choice Win Requirement: Only 0.

4. Cheating: Deception, Skullduggery, Computers Round Order: First Round: initial Betting (with
(if electronic deck), upgrade difficulty twice. blinds), Draw 2 cards and First Round Betting

5. Draw Cards: Roll Dice Pool • Second Round: Draw 1 face-up card (spike
card). You may Buy a face-down card which
6. Trade card: PC may roll d6 to add one die. you can Discard, Swap with card in hand or
Swap with spike card. Second Round Betting.

1 Red die • Dealer rolls Spike Dice. No pair means nothing


happens. Pair means all players Discard 2 cards
2 Purple die
from hand and Draw 2 new ones. Double
3 Black Die spikes means all players Discard 3 cards
4 Blue Die (including Spike) and Draw new ones.

5 Green Die
• Repeat Second Round and Dice Roll twice.
6 Yellow Die

Winning Hands (in order):


7. Spike Dice: PC rolls 2d6.
• Pure Sabacc,
• Full Sabacc,
No pair Nothing
• Fleet,
Pair Reroll one positive and negative dice.
• Yee-Haa,
1 and 1 Reroll two positive and two negative dice.
• Rhylet,
8. Two More Rounds: Repeat Draw, Trade and
Spike Dice two more times. • Squadron,
9. EF Variation: When checking result, convert all • Gee Whiz,
threats to boosts and vice versa.
• Straight Khyron,
10. Result: Successful check wins the pot. Every
additional success wins another wager’s worth. A • Bantha’s Wild,
Triumph is an automatic win of the entire pot.
• Rule of Two,
Special Rule: A total zero result wins, even over
Triumph (Pure Sabacc with Sylops). • Sabacc (with highest variation),
• Nulrhek (with highest variation),
15 • Single Blind Draw.
Non-Canon Variations
Dune Sea Sabacc
A rare sabacc version that only Jawas understand
the rules to. A chaotic, complex and difficult game,
even for the most professional card players.

Riftwalker
A sabacc version played on Valnoos by Han Solo
and Lando Calrissian in the Expanded Universe.
Although it has a awesome sounding name, it does
not have specified rules. We can only imagine…

Jhabacc
Theoretically a canonical variation of sabacc,
although rarely mentioned. The only difference to
Ixxis-Su Variation
the Galactic Standard Sabacc would be the high
stakes requirement. If you want to play this As this was mentioned in the „Jewel of Yavin”
variation, just play the Galactic Standard with a Sourcebook, we can mention this as semi-
minimum 1000 credit buy-in. canonical. However, from what the description
explains, the variation was not of the Sabacc rules,

Contract Sabacc but of the Buy-In requirements, which would


consist of a 5000 credits initial stake and a
A sabacc version played by pilots in Rogue personal invitation to a private game on Coronet
Squadron in the Expanded Universe. As this also City organized by the Chandra-Fan Ixxis and
does not have specified rules, an assumption can Corellian Su.
be made that stakes were not credits, but
contracts on Imperial Soldiers.

Random Sabacc Force Sabacc


In this version, rules would change every interval. A Jedi vs Sith themed sabacc game with special
Played by Han and Lando, with C3-PO as a graphics and artwork. (EU)
randomizer (EU).

16
Chance Cubes
Chance Cubes were small cubes used for gambling.
Some types could only give two results, some
would have six (standard dice).
Many variants of the game exist, but not many
have been described in the Star Wars canon
universe. The most popular examples would be:
-The Game of Chance
-Hintaro
There are at least two other Chance Cube games
shown in The Last Jedi at the Canto Bight Casino,
one of which was played by the Master
Codebreaker, as he was not allowed to play any
other games than dice games.
Although they do not have a name, they resemble
the game of Craps, so I added a new homebrew
game called The Nephran Gamble.

Game of Chance Hintaro


The Game of Chance is a simple one. The dice are Hintaro is also a Chance Cube Game described in
have three blue and three red sides. You bet a the „Jewel of Yavin” Sourcebook. It pits player
color and roll, winning if you were right. against player hoping for the best roll. As other
Chance Cube games, it also does not require any
skill and cannot be cheated at.
This is the simplest game to play and can easily be
played with d6 dice converting:
1-3 are blue
3-6 are red
It is not mentioned anywhere, but Dice Poker
could also be another name for the Game of
Chance. It can easily be utilized as a roll of 5d6.
Then the PC would reroll any dice he liked. After
the reroll – this was the Final Hand.
The Game of Chance would always be played with
only one Betting Phase, before any Rolls. Due to
this, dice games are better off played out using
their original in-universe rules than simplified
rules.

17
Nephran Gamble
Gameplay: With each roll you can make side bets:
The player may choose to lead the Rolls (King) or - Dice pair (Hardshell) number for a 20:1 win.
to bet only (Fish), in which case the GM Rolls as
King. All place a Main Bet (Calamari). The King rolls - 7 or 11 (Queen) for a 10:1 win
2d6 dice. Depending on the roll, this is what
happens: - Add to Main Bet (Squid), you can double the
initial bet as many Times as you like.
•2,3, 12 – All players lose
- Hit the winning number (Tide) for a 10:1 win
•7, 11 – All players win
•4, 5, 6, 8, 9, 10 – this is the new winning number.
PC continues rolling until he rolls this number
before he rolls a 7.
Dejarik
Dejarik, also known as holochess, was a popular Its Health (HP) rating represented the amount of
two-player game in which teams of holographic damage it could sustain before being removed
creatures battled each other on a circular board. from the board;
Dejarik was played on a dejarik board, a circular Its Range (RNG) rating indicated how far away it
board divided into three concentric rings. The could attack; finally, its Movement rating (MOV)
outer and middle rings were each divided into represented the number of spaces it could cover in
twelve "squares" of alternating color (black and one single move. Some creatures also had "special
white), while the inner circle was a single white abilities."
area. At the beginning of the game, both players
arranged four pieces each, with pieces on the The stats of the eight traditional pieces were as
second, third, fourth, and fifth spaces of their follow:
respective half-boards.] There existed a version
Ghhhk—HP 4, ATK 2, RNG 1, MOV 2, Special
where there were not eight, but ten pieces on the
ability: Heal 1 adjacent creature to full health
board, however.
Grimtaash—HP 4, ATK 2, RNG 3, MOV 1, special
There existed a number of pieces from which the
ability: stuns a piece for two turns (comes with a
players could choose their four monsters, all of
cooldown of one turn)
which were full-color holographic projections of
creatures both real and mythological from across Houjix—HP 8, ATK 4, RNG 1, MOV 4
the galaxy. Available pieces included the Ghhhk,
Grimtaash the Molator, the Houjix, the Kintan K'lor'slug—HP 4, ATK 3, RNG 5, MOV 1
strider, the K'lor'slug, the Mantellian Savrip, the
Monnok, the Ng'ok, the Bulbous, the Scrimp, and Kintan Strider—HP 8, ATK 4, RNG 1, MOV 2,
the karkath. special ability: regenerate 2 HP at the end of its
turn
Non-holographic versions of dejarik, using physical
pieces, also existed. Mantellian Savrip—HP 9, ATK 8, RNG 1, MOV 1

Each holomonster had specific Attack, Health, Monnok—HP 6, ATK 6, RNG 2, MOV 1, special
Range, and Movement ratings. A piece's Attack ability: attack two adjacent pieces
(ATK) rating represented the damage it could deal
when attacking. Ng'ok—HP 6, ATK 4, RNG 1, MOV 2, special ability:
attack either two pieces or one piece twice

Gameplay
The player with initiative made the first move. Attacking
During each turn, a player could activate a piece to Once a player had positioned one of their pieces in
do one of three things: move and attack, only range adjacent (on an orbit or ray, not diagonally) to
attack, or move and use a "special ability." an opposing piece, they could declare an attack on
Moving that piece. Range 1 pieces were immediately
adjacent, while greater Range pieces were farther
A piece could be moved across the board up to the apart.
full amount of spaces indicated by its movement When attacking, the attacking player took the attack
rating, to any space adjacent to its own (either rating of his piece and dealt that many Health
around the orbit or along the ray, but not damage to the defending piece. When a defending
diagonally, or into a space occupied by another
piece lost all its Health points, it was defeated and
piece). A piece could not move into a space, then
immediately retreat back into the space it just left. thus removed from the board.
End of the game
Players continued alternating activations and
attacking pieces until there remained a single piece
on the board; the player who controlled said piece
won the game.
20
Dejarik Rules
Gameplay: A player may choose to use these skills
for checks:
-A standard Knowledge (Education) check –
representative of the algorithmic and historical
setting of the game.
-A Knowledge (Strategy) with a boost die –
representative of the player’s strategic mindset
that haves the upper hand
-A Deception check with an upgraded difficulty–
representative of trying to entrap or trick
-A Skullduggery vs Perception check and a
Computers check – representative of trying to
cheat.

Initiative: Opposing Cool check.

Round Order: Make an skill check, with difficulty Winning Condition: first to win 3 round wins.
being the higher of the Charcteristics INT or CUN.
These rules are based on the idea of playing chess
If both players succeed, no one wins the round.
using appropiate skills. As Dejarik uses three rings –
The same goes for both failing. Triumph
automatically wins the round, despair negates a the rounds represent dominating a certain ring. When
previous winning round. all three rings have been dominated – all enemy
figures have been beaten.
Advantages can add strain or boost dice, Threats
remove strain and add setback dice.

Lugjack
Lugjack is a game similar to a slot game. It does not
require skill, only pure luck – which is why there are
no skill rolls necessary.

Gameplay:
• A player Rolls 3d10.
• Sum between 5-10 and 20-25 = win 1:1
• Sum between 0-5 and 25-30 = win 5:1
• If all 3 dice show the same numer = Jackpot win
1000:1.

21
Pazaak
Pazaak had two different decks. The main (or
"table") deck was composed of cards numbered 1–
10. (The total cards in this deck was unbound,
though it tended to have four of each number.)
There was also one side deck for each player in the
game. The players themselves assembled these
decks, which had to have exactly ten cards.
At the beginning of the game, each player would
randomly select four cards from their side deck,
making up their Hand. Each player drew a card
from the main deck, with the highest card
determining who played first. Then the first turn of
the first player would start. The player would draw
a card from the main deck and play it on the table.
After that, the player could choose to either place
a card down from their hand, or to end their turn.
Only one hand card could be played per turn, and
no more cards were ever drawn from the side
deck.
When ending their turn, the player had two
options:
End Turn: If the player ended their turn, they had
There were four ways to win the set: to draw a new card from the main deck at the start
of the next turn. This was repeated until either
By outscore: After both players chose to stand, the they stood, went bust, filled the table, or reached
player with the score closest to but not over 20 a score of exactly 20.
would win.
Stand: If the player stood, they kept their current
By going bust: If a player ended his turn with a sum until the end of the set and did not play any
score over 20, he was said to "bust," and the other other cards. The opponent, however, could
player won. continue playing cards, unless he had chosen to
By filling the table: In some rare occasions, if a stand as well. Getting a sum of 20 automatically
player placed 9 cards on the table without busting, caused a player to stand.
the player would automatically win, if his/her Once their turn was over, the next player played
score ended up being 20 or under. their turn in the same manner. Play alternated
By using the tiebreaker card: A golden tiebreaker between the two players until someone won the
card, when used last, brought victory to the user if set.
both players had the same score. The winner of the set was then first player for the
When a set tied, no one got a point for the set, and next set. In the case of a tie, whoever was not first
a new set was played. The first player to win three player for the tied set was the first player for the
sets won the game, and whatever was being next set.
wagered.

22
22
24
Zinbiddle
Zinbiddle is the most difficult game to explain, do
to only three known sources about it: it was shown
in the Casino in Canto Bight, it was mentioned in
„The Last Jedi: Visual Dictionary” as having multi-
colored cards and it’s mentioned in the short story
„The Ride”, part of the Canto Bight Anthology,
where one of the players was an expert in the
game. Gameplay
Here is what we know from these sources:
1. Betting Phase
-Players are playing against each other
2. Setting Dice Pool: Use Cool
-Multiple Decks are incorporated (three colors –
Gold, Silver and Vermillion)
3. Diifculty: NPC Skill or GM choice
-You can count cards
4. Cheating: Deception, Skullduggery, upgrade difficulty once
-The strongest hand would be „Ion Barrage”
5. Draw Cards: Roll Dice Pool
-The Ion Barrage needed a Vermillion Six.
-Cards have triangles that represent numbers or 6. Hit or Stay: You may roll an additional Boost and difficulty
characters. die. If cheating using Skullduggery, you can roll a Setback Die
Not knowing anything more, we must assume a instead of Difficulty Die and an Ability Die instead of a Boost
homebrew gameplay. As a game, where you can Die.
count cards and play against other players, two
skills could play major roles – Skullduggery and 7. Result: On success, apply rules from Galactic Standard
Cool, making a variation of the sabacc rules Sabacc win.
adequate.

26
Competition
Jubilee Wheel
Betting
Gameplay: Jubilee Wheel is a game similar to Roulette or a
lottery game. It does not require skill, only pure
Setting The Odds: To set the odds on our luck – which is why there are no skill rolls
champion, we start by making an Hard Streetwise necessary.
check. The number of successes determine the
Odds dice pool. The PC can choose to add difficulty Gameplay:
to the test for additional dice in the Odds dice pool
if he wins. They can also upgrade the roll for a 5% The player(s) place a bet on a numer between 1-
advantage in the „And They’re Off!” phase. 100. A player then Rolls a 1d100. If the numer
comes up, they win the pot of bets from all players
PCs can make a Daunting Knowledge (Xenology) multiplied by the numer of rounds the game has
skill check instead, however the number of been played (1-5).
successes give additional 5% advantage to the
„And They’re Off!” phase per success. If there is no outright winner(s), any player whose
numer is within 5 of the numer orlled may win half
Failures determine the number of the Ratio Dice. the pot straight, with the rest going to the house.
After setting the Odds dice pool (d10), make the If there is no winner at all or a potential winner
roll. The sum is the odds against the champion, the elects to attempt to win a larger pot, a next round
multiplier of our possible winnings. A Triumph may continue, with another bet required to be
while Setting The Odds allows to reroll one die. considered eligible to win.
Roll the Ratio Dice. The Betting odds are the sum After 5 rounds if no winner claims the pot, the
of Odds vs the sum of Ratio. house takes the pot, and the game starts over. If
there are multiple winners, the pot is equally split.
And They’re Off!: Now it’s all up to the champion.
Roll a 1d100. The DC is 25 (an average win rate),
but it can also be set up by the GM. If the check
Rolls lower than 25, the PC wins the ratio.

27
Side Checks
This is an alternative option to create an
immersive environment during Gambling sessions.
It is recommended for special events or campaigns
focusing mostly on gambling and should not be
used very often, as any game will take a ton of
time.
The idea is to create a social encounter when
gambling. This can create tension, suspense, give
creative ways to gather information or simply help
the PC win the game.
These Side Checks can be played at any seperate
non-special phase during gambling. For example
Galactic Standard Sabacc has 8 phases, while
Competition Betting has 2. Games like Jubilee
Wheel or Chance do not incorporate much social
interaction, which is why they have none.
The Side Checks have been divided into three
types:
-Game Talk – checks made for recovering PC strain
or attacking other players strain
-Small Talk – checks made for continueing story
plotlines. This can be any check the PC wants that
is relevant to the story.

Game Talk:
-Let The Wookie Win: Threaten someone at the -Never Tell Me The Odds: A Discipline check with
table. Coercion vs Discipline. Number of successes difficulty equal to failures of last failed check.
determine number of strain damage to the target. On success, gain automatic advantage on next
check.
-You Have Everything You Need There, Pal?:
Perception vs Skullduggery. On success, you catch -Sometimes I Amaze Even Myself: Boast over a
someone on cheating (if someone is cheating), winning game. Use Triumph to recover all
decreasing the difficulty. On Triumph, you can strain. That Triumph does not apply to the skill
make a Skullduggery vs Perception roll to steal his check.
winning card, but do not expose him. The difficulty
-Great Kid, Don’t Get Cocky: A Cool check with
does not decrease, but you gain a Triumph. difficulty equal to successes of last won check.
-He’s Adorable: Mock someone to irritate him. On Success, recover strain equal to numer of
Charm vs Cool. Number of successes determine successes.
number of strain damage to the target.
-That’s Two You Own Me, Junior: You strike a deal
-There’s No Liars, Just Players: Cool down the to help each other in the game with another
angry players, win them over. Charm vs Vigilance. player. Negotiation vs Cool. On success, you
Number of successes determine number of strain decrease difficulty once, but share the
recovered. Threats recover other players strain. winnings with one other player. This counts as
cheating, so the difficulty is upgraded.

28
Doom At Dune Sea
This is a homebrew Chance Cubes game that is a
Star Wars version of Giants and Halflings played in
the D&D system by the Aquisitions Incorporated
team.
I thought it was an awesome gambling game for
RPG systems and really fits into the story told in
the Chapter 9 of „The Mandalorian”. I hope you
enjoy it!

The game pits Tusken Raiders against the Krayt


Dragon. In order to kill it, they need to hit it in the
Belly, but it is not an easy thing to do.

Special Thanks
Rules:
-Dealer (Dragon) rolls 1d10, setting a target
number (Belly)
I would like to make a short mention some people
-If Dealer rolls a 1, the Dragon „Swallows” and the that inspired me to create this supplement and
House wins.
give credit to people whose ideas I found
-Players (Tuskens) rolls 2d6, trying to match or useful when creating it.
exceed the Belly Thanks to Adrian, one of the coolest GM’s I’ve
-On a double 1 roll, the Dragon sees a trap and met, for involving me in Star Wars FFG and
hides in his cave, bets push creating some of the coolest memories ever.

-if the player Rolls an 11/12 (Maw), the Tuskens Thanks to Reddit user not_an_evil_man for
are eaten and the House wins. creating an alternative Sabacc Ruleset and
inspiring the locking of cards. Check out his
-players who hit the Belly exactly may split the dice alternative rules at:
by doubling their bet. When splitting, players
roll one additional die per split and all the https://www.reddit.com/r/swrpg/comments/79zf
normal rules apply ph/modifying_the_sabaac_rules_in_suns_of_fo
rtune/?utm_source=share&utm_medium=web
-the player may split a second time if they wish to 2x&context=3
become legendary (GM’s choice of special
social event). Thanks to Reddit user theonlytimbo for adding the
Jubilee Wheel and Lugjack rules.
Payouts:
https://www.reddit.com/r/swrpg/comments/7ux9
-if the Belly is 2-3, house pays 1:1 nu/sharing_some_homebrew_gambling_game
s/?utm_source=share&utm_medium=web2x&c
-Belly is 4-6, house pays 2:1 ontext=3
-Belly is 7-9, house pays 3:1 Thanks to Reddit user CdogHusk for an awesome
idea as Sabacc as Combat that inspired the Side
-Belly is 10, house pays 5:1 Checks idea. Check out his variation for playing
sabacc:

Good luck getting that pearl! https://www.reddit.com/r/swrpg/comments/fgu4


55/sabacc_as_combat/?utm_source=share&ut
m_medium=web2x&context=3
Thanks to Penny Arcade and Aquisitions
Incorporated for creating the Giants and
29 Halflings game that I converted into „Doom at
Dune Sea”.
NEVER TELL ME THE ODDS

Napiur
Maggie

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