Pazaak Rules
Transcription
Pazaak Rules
Pazaak A Novice’s Guide Pazaak A Novice’s Guide Written By Fontin Nood Written by Fontin Nood Pazaak Professional and 3-time Bespin Cup Winner An Ancient Game of Chance and Pazaak Etiquette The rules of Pazaak have remained largely Skill… unchanged throughout history, and with Pazaak dates back the time of the Old Republic, and has remained a highly popular card game played for credits and pure entertainment. In ancient times, sanctioned pazaak cards were needed for play, requiring serious players to travel far and wide or part with a tidy sum of credits to acquire the side deck that could give them an advantage over a lessprepared opponent. In the modern times, more accessible trade routes and staunch Imperial travel regulations have led to an evolution of the game, with most gaming houses and pazaak players using a standardized suite of side deck cards. However, this standardization is not galaxy-wide, and certain sectors and casinos may only allow specific side deck cards or include strange cards not found elsewhere in the galaxy. In either case, modern pazaak players find themselves on equal footing with their opponent in terms of cards – putting pazaak firmly into the realm of a game that relies on luck and strategy, not galactic travel. While some players resent this, and reminisce about the glory days of pazaak in the Old Republic, most modern gamblers are grateful for the current game standardization. few exceptions, the customs of play etiquette at the table have also endured. The novice player should be sure to remember these guidelines, as they might prevent him from offending another player or violating the customs of the gaming establishment. Play always occurs between two players in a “match”. A match consists of three or more “sets” (individual hands of pazaak), and continues until one player has won three sets against his opponent. That player wins the match. Prior to a match, both players agree on the stakes. While most formal establishments restrict stakes to credits (sometimes with a house-limit per table), it is not uncommon in private games for stakes to have no limit or to include property or goods. In any event, it is a universal custom that both players present their stake before the match (this may include an equivalent credit marker from the establishment). During a match, it is considered extremely poor behavior to leave the table, with some establishments and local customs dictating that such an act results in an immediate forfeit of the match (and loss of stake) by the offending player. Gameplay Each set of pazaak involves the use of two different decks: the communal main deck (or “table deck”, as it’s called in some areas of the galaxy), and the side deck. The Main Deck Standard galactic pazaak convention dictates that the Main Deck (which is shared by both players during a match) contain four copies of cards numbered 1-10. The Side Deck While in the days of the Old Republic each player provided his own Side Deck of sanctioned cards, modern pazaak players use a communal Side Deck with 10 mutually agreed upon cards. Some establishments mandate a house-provided Side Deck, while others allow nearly any Side Deck cards, as long as both players agree to it. Side Deck cards, as we will see, are used to modify a player’s total for the set, and can radically change a game. Starting a Match After stakes have been determined, and a Side Deck assembled and agreed upon by both players, both the Main Deck and Side Deck are shuffled thoroughly. The Main Deck is set to the side of the play area, face-down, to be drawn from easily by both players. From the Side Deck, 4 cards are then dealt to each player to form their hand for the match. The remaining cards in the Side Deck are set aside, face-down, for the remainder of the match. The incumbent player (or challenger) usually defers the first turn of the first set to his opponent, with players alternating the first turns of subsequent sets in the match. Playing a Set During a set, cards will be dealt and played into a tableau in front of each player, with the goal of each player to reach a numerical value of no more than 20 in their tableau. Each turn, the player is dealt a single card from the main deck, after which they may choose to play a single card from their hand to modify their total. At the end of each turn, the player must choose to CONTINUE or to STAND. If a player elects to STAND, they may take no more turns during that set. If a player elects to CONTINUE, they will be forced to take another subsequent turn, in which another main deck card is dealt to their tableau, and they have another chance to play a single card from their hand. When both players have elected to STAND, the set is over, and the player with the higher total value in his tableau (that does not go over 20) wins the set. If both players have a tied value, the set is tied and does not count as a victory for either player. If, however, a player ends his turn with a total card value in his tableau higher than 20, they have BUSTED, and immediately lose the set, regardless of their opponent’s tableau value. Atton Rand This notorious sabaac player and hero of the Old Republic helped popularize the game in ancient times. Example Play Opponent Tableau Player Tableau In the example above, the set is well underway, with the Opponent having just CONTINUED on his second turn. The Opponent still has 4 cards in his hand, and his tableau total is 11. It is now the start of the Player’s second turn, and the Player still has 4 cards in his hand (-4, -1, +2, and +1) and tableau total of 6. For his second turn – as seen below – the Player is forced to draw a card from the main deck, and he draws a 4, which puts his tableau total at 10. Realizing he’s far from Busting, and not wanting to expend any cards from his hand just yet, the Player elects to CONTINUE. Opponent Tableau Player Tableau Example Play - Continued Opponent Tableau Player Tableau Above, the Opponent’s next turn begins and he is forced to draw a card from the main deck. He draws a 10, bringing his total to 21 – a BUST. However, the Opponent recovers by playing a -2 card from his hand onto his tableau, bringing his total down to 19. Not wanting to tempt fate further, the Opponent elects to STAND. For him, this set is finished. Below, our Player is faced with an Opponent total of 19 that he must beat to win the set. His turn starts with a main deck draw of a 5, bringing his total to 15. There is no single card in his hand that can raise his total to 19 or better, so he elects to CONTINUE and see what the main deck brings him for the next card. Opponent Tableau Player Tableau Example Play - Continued Opponent Tableau Player Tableau Our player is the only one still active in the set, and trying to beat his Opponent’s total of 19. Having CONTINUED at the end of his last turn, his current turn – seen above – starts with a main deck draw of 9. He’s now facing a BUST with a tableau total of 24. But he salvages his total with a single card from his hand, a -4, which brings him back down to a 20. He now has a perfect total, and has narrowly beat his Opponent, who – having elected to STAND – cannot bring any new cards into his tableau this set. Our Player STANDS, and the set ends with a Player victory. Alternate Rules “Filling the Table” Though rarely practiced in the core worlds, “Filling the Table” is a commonly accepted rule in the outer rim. Should a player manage to fill his entire tableau with 9 cards from the Main Deck without BUSTING, the player automatically wins the set. (Be sure to know if this is a house rule before you sit down to play!) “Trade Negotiations” An almost universal rule in the CSA (but found few other places), “Trade Negotiations” allows a player – once per set – to expose one of the cards from their hand to their opponent. The opponent then has the option to take that card in exchange for the player randomly drawing a new card from the opponent’s hand. Main Deck Cards Regardless of where you travel in the galaxy, the contents of a pazaak Main Deck are always the same: 40 cards, numbered 1-10 (4 of each). Side Deck Cards Below are both the common and the unusual Side Deck cards found in different parts of the galaxy. Remember, while both players must agree on the 10 cards used in the Side Deck – most gaming establishments will provide a slim selection of common cards to choose from. Common Cards +/- Cards (“Turn Cards”) + Cards - Cards These cards simply add or subtract their value from the player’s total. These powerful cards can either add or subtract their value from the player’s total. The player may choose which when the card is played, turning the card to represent either the + or the – to his total. In the days of the Old Republic, such cards were very rare and valuable to pazaak players. Unusual Cards These collections of unusual cards are found throughout various parts of the galaxy, and add new areas of strategy for players who agree to having them in their Side Deck. Tiebreaker Cards A Bespin Gaming Casino Flip Cards These cards function like normal + or – cards (or even +/-), but have a unique feature: if this is the last card played by a player, and the set is tied, that player will win the tie and the set. Kessel 10 Subtracts 10 from the player’s total. These strange cards (popular with Toydarian players) switch the +/- value of specifically numbered Main Deck and Side Deck cards for their player. A flip card affects 2 numbers (1 & 2, 2 & 4, 3 & 6, or 4 & 8) when it is played. All + cards (green Main Deck and blue Side Deck cards) become – cards (red), and all – cards (red) become + cards (blue). The Ringer After a hard day at the pazaak tables… Found almost exclusively in Hutt Space, this card can be played as a +/- 1 or a +/- 2 card. Doublecard The Crash Card This card doubles the value of the last Main Deck (green) card the player received when it is played. Played on top of one of your opponent’s Side Deck cards, it treats that card as having a value of 0. The Martyr Hyperslip Serious cutthroat players will often add this to the Side Deck. It cannot be played, and if drawn, simply serves to waste space in a player’s hand. Also played on your opponent, this card subtracts 1 from your opponent’s total. Though common lore is that the Crash Card and Hyperslip Card were created by the Defel, they are currently very popular Side Deck cards used by Mandalorians and other mercenaries. Always be a fair player. Nothing is as sad as an empty pazaak table!