Card games that Star Wars fans are crazy about. Game field - board game store, Krasnodar Star Wars card game

Board game

Star Wars: Card game (in Russian)

10+Minimum age 2Number of players 30–60 min. Play time

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Emperor Palpatine and General Darth Vader oversee the completion of preparations for the terrifying Death Star... The Jedi Order, having joined forces with the rebels, seeks to destroy the plans of the Sith... It's time to make the final choice - which side are you on? The outcome of Star Wars depends only on you!

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Game description

IN in a galaxy far, far away The Empire is at the peak of its power: the construction of the Death Star has just been completed and this terrifying weapon should go into operation in the very near future. But the Rebels are not asleep either, carrying out countless acts of sabotage on the outskirts of the Empire, and then, if rumors are to be believed, the legendary Jedi knights have returned. If you also want to take part in the epoch-making conflict between the dark and light sides of the Force, it's time to pick up a deck from the card game star Wars(Star Wars).

Balance of power. In the card version of the Star Wars game, players will become direct participants in the intergalactic conflict between the light and dark sides of the Force. And although the game is designed for only two participants, and there are also only two Forces, you will have the opportunity to choose from four factions at once: the light ones are represented by the Rebel Alliance and the Jedi Knights, and the dark ones are represented by the Imperial Navy and the Sith. In subsequent expansions to the game, it will be possible to play as Smugglers and spies, as well as get into the camp of scoundrels and villains.

Doctrines and Directives. In a galactic conflict, each of the warring parties pursues its own goal. The “Dark Ones” are trying to charge the Death Star, and the “Light Ones” are trying to bring chaos to the directives and orders of the Imperial Command. Directives in the Star Wars card game are key - they will determine the set of cards that will be included in your deck.

Galactic scale. Production of resources, implementation of improvements, coordination of attacks (and organization of defense), operational actions directly during battle, as well as confrontation with the Force - participants in the Star Wars card game will have to go through all this every round. However, don't be fooled by the complex turn structure - battles in Star Wars are always dynamic and unpredictable.

Sword duels and laser skirmishes, as well as participation spaceships, the use of the Force and random factors - all of this is present in the card version of the Star Wars board game and most directly affects the outcome of the battle. But before the parties begin to exchange blows, they will have to determine which side has the advantage - to do this they will have to surpass their opponent in a duel that will take place almost blindly. Only after this the parties will begin active fighting, and generals will have to take into account the abilities of their units, because in the game there are only three types of damage.

Your own way. Card version of Star Wars (in Russian) – strategy game with the potential to build your own deck, a wide scope for tactical maneuvers, as well as a large number of details that allow players to feel like inhabitants of the Star Wars universe. Despite the voluminous rules, just reading the booklet will be enough to begin your first battles. And as you master it, the severity and dynamism of the galactic conflict will only intensify.

The Republic is disbanded, and they bear new order to all the worlds of a galaxy far, far away. The vertical of the new power is created and strengthened through terror and all negotiations are conducted from the position of the Dark Side of the Force. Emperor Palpatine and General Darth Vader themselves are overseeing the completion of the terrifying Death Star, a weapon that can once and for all put an end to the question of military dominance in interstellar space. However, the Jedi Order was not completely destroyed during the treacherous coup and now, having joined forces with the rebels, they seek to destroy the plans of the Sith...

Rebel forces It will be necessary to carry out three important but dangerous missions to disrupt Imperial training directives Death Stars. However, Empire, in addition to a powerful fleet, there is one more advantage: before activating a destructive weapon, twelve stages must be completed and the first one has already been completed...

Block the access of imperial troops to resources, attack key points and carry out sabotage, playing as Jedi And rebels! Or hold the line, remain vigilant and carry out punishing raids and swift counterattacks while on Dark Side of the Force!

"Star Wars" is a card board game, the essence of which is for the player to collect his own deck and use it to take the side of Darkness or Light. In the game, the Jedi oppose the Sith, and the outcome of their battle is determined by the participants in the game. They will have to fight among themselves, using factions that are close in spirit. There are six of them in the game. The most powerful are:
* Jedi;
* Sith;
* rebellious Alliance;
* imperial fleet.

Participants assemble their own deck, focusing on the game strategy they have come up with. The deck consists of directive sets, each of which includes a set of cards corresponding to a certain plot. The set must include the main directive card and five cards of any other type. These can be development cards, cards of units, fate, events, factions.

Basic set The game consists of four decks, which are distributed among the four main factions - the Imperial Navy, the Sith, the Rebel Alliance and the Jedi. These decks can be added with new sets.

The game begins with participants choosing directive cards and adding six random cards from the command deck to them. Moves are passed from one player to another in turn. Each turn consists of six phases, allowing players to destroy enemy directives, subjugate their units, play their unit and development cards, etc.

Playing cards requires resources. They are produced by cards already lying on the table. Each player's turn increases his capabilities, allowing him to play more and more cards.

The goals of the game and the path to victory depend on the role assigned to the player. If he is on the dark side, to win he must complete the Death Star. The Light Side participant needs to destroy three directives of his opponent. You can also win if your opponent runs out of cards and cannot get them.

The combat system in Star Wars is quite simple. It’s easy to figure it out in ten to fifteen minutes.

A localized add-on "Star Wars. The Card Game. Edge of Darkness" has been released for this game.

Game composition:
- 117 cards bright side Strengths;
- 117 cards of the dark side of the Force;
- 6 Power cards;
- Death Star counter;
- 42 damage tokens;
- 1 Strength balance token;
- 10 shield tokens;
- 44 order tokens;
- rules of the game.

As promised in the last review on, this time I will tell you about another game from the Star Wars series, which is published by the publisher Hobby World .

I admit honestly that after Generals I didn’t feel particularly optimistic before meeting the board game of another author, Pyotr Tyulenev. I expected that Path to Hope will turn out to be another simple filler for novice players, the mechanics of which will be slightly borrowed from some other game. Although in relation to Tyulenev, perhaps this cannot be said, because, knowing Peter, I can say that he does not strive for hackwork. In particular, if you remember him Settlers , there was no plagiarism in his games.

Game box format the same as Generals of the Empire . The box is visually designed in approximately the same style, so some bad thoughts still crept into my head. What was the game really like?

Inside the box

The box of this game has a similar format to the games Generals of the Empire , Port Royal, Dungeon Walk etc., i.e. it is narrow and oblong. Inside it are cards and rules.

The cards felt good to the touch. The paint isn't peeling off (yet! and I hope it won't come off over time), but it would still be nice to have protectors because the cards are shuffled A LOT in this game.

In general, from gaming components the impression is very good.

How to hide drawings correctly

A game Path to Hope related to the film Rogue One . You probably already know that I’m not very familiar with the Star Wars universe, so I’m unlikely to be able to spoil anything for you if you haven’t watched this film (unless spoilers are built into the gameplay).

Board game Star Wars: Path to Hope invites players to steal the plans for the infamous Death Star. We are given a team of brave guys to help us, with whom it is much easier to search for drawings than to do it alone.

It's a cooperative game where you have to rummage through stacks of cards to find a blueprint card. The search occurs by drawing role cards, for example, as in Love Letter . The game lasts three rounds, after which players count the number of stolen drawings. If players collect a certain number of drawings, then they can consider themselves winners. If there are not enough drawings, then the game is lost. Now about all this in more detail.

Preparing for this game takes quite a lot of time, because first you need to prepare the general deck of the Empire, selecting the necessary cards, according to the table in the rules. Then you need to mix everything thoroughly, distribute cards to the players for study (7 pieces each), then take them back, mix each pile separately... In general, the process of preparing the game takes much more than one minute.

For different numbers of players, different numbers of cards are selected for the game. Players open the rules, look at a special table and begin to assemble the Empire deck. This deck contains the following cards: TIE Fighters, TIE Strikers, Death Troopers, Special Enemies, and Death Star Blueprints. For example, if you are playing with 4 players, the Empire deck will include 9 TIE Fighters, 9 TIE Attacks, 4 Stormtroopers, 4 Special Enemies, and 2 Blueprints.

Special Enemies are cards with special unique properties. For example, these are cards such as Star Destroyer, AT-ST, Imperial Tank, AT-AST, etc.

All cards except blueprints are shuffled. Then the drawings are placed in the middle of the deck, after which each player is dealt 7 cards. Players look at the cards they receive and try to remember them. The rules allow you to tell which cards came to whom and who has the treasured drawing in their hands. Since the drawings are placed in the middle of the deck without shuffling, they will definitely be in the possession of different players. So, if you play with four players, then only two players will have the drawings. Once players have memorized the composition of their decks, they shuffle them and return them to the table. Next, the players take turns swapping piles (one changes, while the others sit with eyes closed, then another one changes, etc.). As a result, players will have several piles in front of them, and no one will know which piles contain the treasured drawings.

That's it, now you can finally play. At the start of their turn, all players choose one rebel card from their hand. You can consult about who takes what, so that the moves are not chaotic, but thoughtful and logical. Then, one by one, starting with the first player, players play the properties of their cards and turn them face down. Here's what players can play:

  • Bodhi Ruk - look at the top two cards of any one pile and return them to the bottom of this pile in any order;
  • Jyn Erso - Reveal the top card of any pile. If it's a drawing, take it for yourself. The revealed LED or ISID is returned back to the stack, but if another card was revealed, its property is played;
  • Baze Malbus - Reveal the top card of any pile. If there is an LED or ISID, then the card is discarded. If another card is revealed, its property is played;
  • Cassian Andor - Reveal the top card of any pile. If you open an LED, it is reset, after which you can open the next card from this pile. If another card was revealed, its property is played;
  • Chirrut Imwe - similar in properties to Cassian Andor, only he discards not TID cards, but ISID;
  • K-250 — reveal the top cards of any two piles. If cards of the same type were opened, they are discarded. If the cards are different, the player must play their properties in any order.

Now let's see what properties Empire cards have:

  • TIE fighter And shock ISID are returned back to the deck if revealed by rebels who cannot discard cards of this type;
  • death trooper forces players to flip another unplayed rebel face down (i.e. that player will miss a turn) to discard it. If this is not done, the stormtrooper will return to the top of the deck;
  • Death Star drawing goes to the bottom of the deck unless it was revealed by Jyn Erso;
  • everyone has it special enemy there is a unique property that I won’t write about in detail here (I’ll just give one card as an example - the revealed AT-ST is discarded, causing players to turn all exposed rebels face up, effectively ending their turn).

After playing the cards, players rotate their Rebel decks, pass the first player's card to the next player, and again choose a character card.

The round ends either when at least one player has no rebel cards left in his hand, or when the players themselves decide not to finish the round (for example, all the drawings have been found or there is no chance of finding the remaining ones). After that, players must prepare for the next round, which is similar to the first - they need to form the Empire deck again, divide it into piles, distribute them to the players so that they study the composition of the piles, and take them back. The only important difference is that rebel cards are not dealt again in subsequent rounds. Those. players are left with the cards from their discard pile and the remaining cards in their hand (if any). Therefore, some players will not have enough of some rebels, but will have more of others.

Players must play 3 such rounds. At the end of the game, players count the number of drawings found and compare the results according to the table. There can be 4 types of outcome. Consider the option for four players:

  • 0-3 - defeat;
  • 4 - weak, but still a victory;
  • 5 - confident victory;
  • 6 - a fabulous victory!

Actually, that's all.

Are there any drawings? What if I find it?

Are over- or under-requirements for the game good or bad? In the first case, the player becomes very upset if the game turned out to be not as good as he thought. In the second case, the emotions of disappointment are not so strong, but it is still not very pleasant. I always try to have a neutral attitude towards board games, although I still sometimes understand with some sixth sense that the game may not work at all. For example, the game is not my theme. Well I didn't look Star Wars , all these names and surnames are alien to me, so I’m worried whether I’ll like the game and whether it’s worth writing a review on it. Having read the rules of the game Star Wars: Path to Hope , I didn't have much hope that the game would be top-notch. I was especially confused by the final table, in which defeat awaited the players in only one out of four cases. It seemed to me then that such a game would most likely turn out to be easy if out of four outcomes, as many as three were victorious.

But the first game showed that I was very mistaken. Between the four of us we barely scraped together 3 drawings, which were clearly not enough for even the flimsiest victory. But this was not the first tub of water poured on me by Pyotr Tyulenev. The very first discovery in the game that really cheered me up was the fact that players do not return all their rebels back at the end of the round. Those. in fact, the 2nd and 3rd rounds you play with completely different rebel decks. And that's cool! This wildly changes game strategies. It may turn out that you desperately need Jyn Erso, but you don’t have her, because she is in the hands of another player. And you need to somehow get out of this situation. This is a very cool gaming solution.

In general, my feelings from the game were not at all what I expected. It was very interesting for me to play because I had never seen anything similar before.

The game has 2 main mechanics - role selection and memory. All this is richly seasoned with luck. The cool thing about the game is that players make all decisions together. And you won’t be waiting for those same boring dialogues in which one main player gives instructions to everyone, and everyone else must obey him. In this game, every player has weight. You should try to remember and not forget the composition of the Empire deck that you received at the beginning of the round. It is simply impossible to remember all the players' decks. So you have to trust your teammates and listen to what they say. At the same time, other players need to be protected, because each person can forget something that he remembered 5 minutes ago. Therefore, it is highly recommended to share information about your decks.

This game has a lot of things to confuse players, make them forget where the drawing was and where it later moved. Let's say you got 1 attack aircraft, 3 TIEs, 1 ISIS, 1 blueprint and one special enemy. You figure that it is advantageous to choose Cassian Andor for this pile, who easily deals with TIEs. But other players will also have stacks with the same attack aircraft, TIEs, ISIDs, etc. And it will be quite difficult to quickly find your exact stack with the drawing. In front of the players there will be both good stacks with drawings and also empty ones. It’s a pity to waste characters on empty ones, but how else can you find the drawings?

At first, like blind kittens, you poke at one deck and then another in order to quickly identify the stacks with drawings. But even when you find one or more of these stacks, you're still not halfway there, because you have to figure out how to get to the coveted drawing.

You have a planned pile, it will have about 4-7 cards in it, and somewhere in there there is a blueprint that only one rebel card can take. It's too risky to use Enso at random because the blueprint could be the first, second, third or fourth card in the stack. But if you open the drawing with another character, it goes to the bottom of the stack. In the game you can discuss a variety of strategies and tactics. Which characters are best to use to get to the drawing? Is it worth digging all the way through one pile when you can spend your energy on two or three piles? This game works great with both strategy and chance.

I was seriously mistaken that the game could be easily completed. I lost the first time, and the second, and the third... And only on the fourth time I managed to collect the minimum 4 drawings, which was enough to consider myself a winner.

It's really good game Russian author. Like that non-believer Thomas, I thought that it might well be that this game was remade from some other game (like Star Wars from Evgeniy Nikitin). In terms of mechanics, I can’t say that there is a lot of fancy stuff here - the game is quite simple, and it may well be that in the catalog of some Gaming expert there is a similar game in which you also need to memorize cards and then look for them, but by a completely different person. I personally similar games Don't know. And I became interested in whether there was a game Path to Hope “Copied and pasted” from another game? I addressed this question to the author of the game himself, Pyotr Tyulenev. Peter answered the following - in his game one can find parallels with role-choice games and card games in which monsters attack the players; in spirit there may be some similarity with Warhammer Quest , since there, too, every turn you need to choose action cards and beat enemies, but in general Path to Hope is a completely unique game.

I was very happy when I found out that this game cannot be classified as plagiarism. This is a unique development, and it's wonderful!

The game turned out great for me. I absolutely love arguing with players about where it’s better to go, what character it’s better to play. Moreover, the dispute here is not that cruel, to the point of personal insults, not at all. Everything happens on positive adrenaline. You're just asking - are you sure that this is exactly your pile that contained the drawing? Do you remember how many LEDs there were? Do not remember? That's sadness. But you still take a risk and go to this pile. And what storms of emotions arise during a game when someone was sure that there was a drawing in the pile, but it turns out that it is not there. What I love about this game is the surprise that comes with removing a card from the stack. You cross your fingers and say “please, please, not the Super Destroyer, not the AT-ST,” and then bam, and that unfortunate card comes up.

For the most part, this is a memory game. The rules say that players are not allowed to make any notes in a notebook, and this is correct. If you write everything down, it will be much easier to win. It is much more interesting to trust only your memory.

The mechanics of choosing roles formed the basis of the game perfectly. If you like something like Love Letter ‘ah, then the game you are reviewing should seem interesting to you. Only in Paths to Hope all decisions are made cooperatively and not individually. But I didn’t like the roles themselves so much as the fact that in the second and third rounds the players’ roles will be different. This makes the task even more difficult. Plus, the roles are always passed on in a circle, so you will have the opportunity to play the same character more than once or even twice. But keep in mind that in the next round you will have 2-3 identical characters in this case. If players had to rebuild their Rebel decks every round, it would be boring.

I also really like super enemies that are really scary when you find them in the deck. I didn’t find an answer in the rules to the question of whether you need to take new super enemies for each round, but I do this, which is why in each new round you don’t know what you can find in the deck of the most evil cards.

The art, in my opinion, is excellent. This game's design is much better game by ZV Evgeniy Nikitin. Very tasty pictures.

I'm tempted to give the game compliments because I didn't expect it to be so good. But still, it cannot be called ideal (like any other board game, probably). What minor weaknesses do I see in the game? For example, that we are not very willing to use the K-250 robot. My gaming company thought he was the weakest character. It's not often possible to have two unnecessary cards on top of two decks. Yes, sometimes this happens, and it’s very cool if these identical enemies in the decks are stormtroopers.

I also have some doubts about the high replayability, but for a simple co-op filler Paths to Hope The replayability is through the roof. I really want to complete the game with big amount drawings, which is enough for a minimum passage. I have a goal and I want to achieve it. What will happen next - I don’t know. But I am sure that from time to time the game will be taken off the shelf, because it is short and understandable for both geeks and beginners.

So that you can finally understand my attitude towards this game, I will reveal to you little secret. Usually, when I'm preparing for a review, I play the board game 3-5 times so that I have a clear picture of the game in my head. After writing the review, this game is put on the shelf, and I proceed to analyze another game. Sometimes I remember old games, sometimes not. So, when I had practically written this review and was ready to start studying new game from Hobby World , then I didn’t do it right away, but went back to Paths to Hope , because I really wanted to play this game again and again. For me, this fact says a lot about the interestingness of the game.

Contest

I happen to have 2 boxes with the game at home, one of which I want to give to someone who answers the question that Pyotr Tyulenev came up with specifically for my blog.

The question goes like this: “ What do clones have in common with fleas?. Let me hint that the question is related to Star Wars and board games.

Leave your answers in the comments. I am ready to send the game to Belarus, Russia or Ukraine. The first one to answer the question correctly will win the game Star Wars: Path to Hope For a present. The box is open, but the decks are sealed. Good luck!

Thanks to all participants, the answer has been found! Volt won the prize.

Conclusion

A completely unexpected board game Star Wars: Path to Hope turned out to be great. The theme fit perfectly into the mechanics of the game, there is something to think about, there was a place for emotions and experiences in the game. Pyotr Tyulenev has come up with a decent, inexpensive board game that can easily be shown at international exhibitions. I definitely recommend this board game to fans of cooperative games, in which you not only need to rely on luck, but also on your memory.

Bravo, Peter! I look forward to new games from this interesting Russian author!

Board card game "Star Wars: Han Solo" is an exciting board card game based on English language. Win your very own Millennium Falcon! Instructions in English.
"The secret of sabacc is to figure out what everyone else is holding... and then letting them think they know what you're holding."
- Darth Bane
“A handful of luck sometimes replaces a whole cargo hold of wisdom for me.”
- Han Solo

Sabacc is a popular card game, often played for large bets (from starships to planets). Perhaps the most famous sabacc match was the final match of the Cloud City Championship, held around 2 BBY, in which Han Solo won the Millennium Falcon freighter from Lando Calrissian. Remarkably, Calrissian won the rights to Cloud City and the title of its administrator also in the game of sabacc. Somewhat later, Han Solo won an entire planet in sabacc - Dathomir. The Rins claimed to have invented sabacc as a means of divination. In their ideas, ranked cards - Commander, Lady, Master and Ace - personified persons of various inclinations. Poles corresponded to initiative, flasks to emotional state, swords to mental aspirations, and coins to material well-being.

BRIEF DESCRIPTION OF THE GAME: Star Wars Han Solo
The game is similar to a combination of blackjack and poker. Similar to blackjack, the object of the game is to make a hand that is worth 23 points (or negative 23 points). You have to be careful because if you break the 23 limit in any direction, or if you end the game with zero points, you are "out of the game." This is similar to busting in blackjack; not only do you lose your hand, but you also have to pay a predetermined penalty into what is called the “Sabacc pot.”

You gain and lose points by collecting cards from the sabacc deck, which is based on real maps tarot A traditional sabak deck consists of 76 cards, most of which fall into one of four suits: sabers, staves, flasks and coins. Each suit consists of 11 regular cards, which are valued from 1 to 11, plus four "ranked" cards - Commander, Mistress, Master and Ace - which are worth 12 to 15 points, respectively.
The rest of the deck consists of 16 face cards. There are eight of them, and each deck has two. These are: Idiot (0 points), Queen of Air and Darkness (-1), Endurance (-8), Balance (-11), Death (-13), Temperance (-14), Evil (- 15) and "Star" (-17).
You will need to show up creativity. Many people like to combine two decks of tarot cards (West End Games' rules are clearly designed to make this possible), and you can also tag some traditional game cards.

Rules
The sabacc hand starts with each player, including the dealer, receiving two cards which are dealt face down. Then the betting round begins. Starting on the dealer's left side, each player looks at their cards and chooses whether to match the current bet, raise, or fold. Bets go into the "hand pot" while anyone who folds must pay a fine to the Sabacc bank.

Dog cards may change during the game. This is called the "shifting" phase, during which one of your cards has a 50% chance of changing into something else. In Star Wars this happens automatically. If you are playing real life, you can simulate the effect by having each player roll a six-sided die. If you roll 1, 2 or 3, the player on your left randomly chooses which card you should discard and you draw new cards.
You can protect your cards from being changed by using the "interference field" of the sabacc table. Before the switch phase begins, you may place one card on the board. This won't change it, but you will need to play face up, showing everyone at the table what you have. There is no limit to the number of cards you can place in the field, but you can only add one per turn.
The bargaining stage begins. Moving clockwise around the table, each player may draw one card from the deck and discard one card from their hand. Of course, you don't have to do this either. As long as you have at least two cards in your hand, you're good. There is no number of cards you can hold.

After four rounds of betting and a change, any player who wants to call a hand can do so before the bidding phase begins. When a hand is called, everyone shows their cards. Whoever has the hand closest to 23 or -23 wins. If no one calls, the cycle repeats until someone does.

Sabacc has two special arms that beat everyone else. A "pure dog" consists of a hand that is exactly 23 or -23. The "Idiot Array", which is even better, consists of an Idiot, any two-dot card, and any three-dot card. If you manage to win a hand with any of these hands, you will take home the Sabacc pot in addition to the hand pot. Otherwise, the dog pot just keeps growing.

What about dice?
If you've been paying attention to the recent Star Wars films, you may remember that Han Solo kept a pair of golden cubes hanging in the Millennium Falcon. The Visual Dictionary explains that these are the bones that Han used to win the ship from Lando, and he kept them as a lucky charm. And yet sabacc is a card game. Cubes are usually not involved. What do they give? Well, just like in poker, there are plenty of dogs different options. In Empress Theta Preferred, for example, players trade cards before revealing their final hands. Centran sabacc uses a slightly different deck.

ANOTHER EXAMPLE OF PLAYING WITH CARDS.
Playing with regular cards
In the absence of specialized electronic cards, the game could be played regular cards. In this case, the game was played as follows:
Preparing for the game
The dealer and any willing player can shuffle the divided deck until all cards have been shuffled and put back into the deck. Any player can remove the deck. An additional blank card is placed face down on the base.

Giveaway
The dealer deals one card face down to each player, including himself (if the game is played without a specialized droid dealer) alternately and then repeats the distribution. Thus, each player, including the dealer, receives two cards.

Game process
Each game is played in rounds. A round consists of four stages: bargaining, changing, discovery and receiving.
Bargaining: Starting with the player to the left of the dealer, each player can choose to bargain or fold. In friendly games, the maximum bidding rate is determined in advance. However, the bet can be anything the player wishes. Casinos usually have a stricter betting system. Going clockwise from that player, each subsequent player must make the same bet to remain in the game. They can also raise the rate. The amount of bet increase can be no more than the predetermined maximum. If the bet has been increased, then all players must, at a minimum, make the same bets in order to remain in the game. When no one else raises the bid, the first stage of “bargaining” is over. Trading options:

Casino trading rules: Maximum magnification rates - current rate. That is, if the current bet is - N chips, the player can raise the bet by a maximum of N chips.
Wookiee Trading Rules: There is no minimum or maximum to both bid and bid increase. Each player is free to set a bet of any amount, and also increase it by any amount.
Change: The dealer rolls a six-sided die. If the result of the roll is 1, 2 or 3, then no change occurs. If the roll is a 4, 5, or 6, then a change occurs. Actually, the chance that a change will occur in the round is 50 to 50. After the change, each player chooses which card to keep and which to throw away. The dealer places the discarded cards at the base of the deck, below blank card. After this, the dealer distributes one new map to each player from the top of the deck.
Discovery: The Discovery stage follows the Change stage only on the fourth and subsequent rounds. No one can open until at least four rounds have been played. After this, any player in any round after the "change" stage can open up. When the player is revealed, the game ends immediately, without the final "getting" stage. Everyone places their cards face up on the table and the winner and winnings are determined.
Receiving: If no one decides to open (or 4 rounds have not been played), each player, starting with the player to the left of the dealer, clockwise, may receive an additional card, face down. The player can add a card to his cards if it suits him, but he can also discard any card of his choice, including the card he just received. You can have more, but never less than two cards during the game. After which the game continues with the next new round, starting from the “bargaining” stage and continues as usual.
Determination of the winner
When the cards are revealed, everyone reveals the face of their cards. The player with the highest score wins and takes the chips at stake.

If it folds controversial situation between two or more players (whose results are the same), each player receives additional map. The player with the best modified hand is the winner. The pot is won only in two cases and if no one takes it, it is carried over to the next game.

If a player has +23 or −23, he has a Pure Sabacc and wins both the pot and the pot.
A player who has the “Idiot Setup”, according to some variants of the rule, has the best result in sabacc and beats even Pure Sabacc, thereby receiving both the pot and the pot.
In case of the same result, players receive an additional card. If in this case the result coincides, the players divide the winnings in half. If both players have bombs in their hands, they both pay penalties (if used normal rules), and the winner of the game is the player who has the next highest combination in his hands, excluding passers. If there are no other winners, the Party Bank goes to the Sabacc Bank and the game begins with a new game.

Rates and restrictions
Usually in the “house rules” the cost of the smallest chip is estimated at 10 credits, or it is generally played for fun. In casinos or darker circles, the most rarely seen bottom bet is 100 credits, most often 1000 credits.
In most casinos, the bet has a maximum limit. If the amount exceeds this amount, then the batch is opened. The maximum stake may vary from casino to casino, but in home game» this amount is agreed upon by all players before the game begins.
Some casinos also limit the amount of the sabacc pot, and when this limit is exceeded, the pot is reset in favor of the gambling house. Sometimes the reset does not occur, but in those cases all subsequent bets go not to the bank, but to the casino account. (resource: starwars.wikia.com)

Package size: 26x20x4 cm
Weight with packaging: 0.470 kg
Weight with postal delivery: 0.6 kg
For children over 10 years old.
Made in China by order of Hasbro (USA)
Licensed product of Disney & Lucasfilm Ltd. 2018

The battle for the galaxy continues!

Game box.

The Republic has been disbanded, and Imperial forces are bringing a new order to all the worlds of a galaxy far, far away. The vertical of the new power is created and strengthened through terror and all negotiations are conducted from the position of the Dark Side of the Force.

Emperor Palpatine and General Darth Vader themselves are overseeing the completion of the terrifying Death Star, a weapon that can once and for all put an end to the question of military dominance in interstellar space. However, the Jedi Order was not completely destroyed during the treacherous coup and now, having joined forces with the rebels, they seek to destroy the plans of the Sith...

Hooray! Card game based on Star Wars! I dreamed of one like this. The price, however, bites, but for the sake of this cool game- Fine.

If you recognize the Imperial March from the very first notes, on tricky questions answer I "m your father Luke, and discuss complex topics only in the language of Master Yoda - your collection is simply necessary tabletop a game Star Wars: The Clone Wars.

How to play?


Game cards.

Rebel forces will be required to complete three critical but dangerous missions to thwart Imperial directives to prepare the Death Star. However, the Empire, in addition to a powerful fleet, has one more advantage: before activating a destructive weapon, twelve stages must be completed, and the first has already been completed...

Block the Imperial troops' access to resources, attack key points and carry out sabotage as Jedi and Rebels! Or hold the line, remain vigilant, and carry out punishing raids and swift counterattacks while on the Dark Side of the Force!

The game package includes: 240 cards (120 light and dark side cards each), Death Star counter, 42 damage tokens, Power balance token, 10 shield tokens, 44 order tokens and game rules in Russian. Cardboard and plastic, the box with the game weighs more than a kilogram.

Card size: 6.5 cm x 9 cm. Number of players: 2 people. Average game duration: 30-60 minutes.

Chess