Lorell Sabacc Hall — Ruleset v1.0

Play Sabacc the Lorell way.

Fast, decisive tables with zero post-ante betting. Everyone aims for an exact 0 — or the hand closest to it. Negative totals are valid, busts are ruthless, and shifts can reset your fortune.

76-card custom deck Sabacc Shift at 1-in-6 Max 4 players Dealer bot facilitates every game

Game Modes & Objective

Modes

  • Multiplayer: 2–4 humans vs non-playing dealer bot
  • Single-Player: 1 human vs dealer bot (dealer plays)

Goal

Finish the round with a hand total of exactly 0, or closest to 0 by absolute value. Lower absolute value wins.

Deck

76 cards total; numbers ±1–10 (each value x3) plus 16 fixed-value specials like the Idiot (0) and Demise (-3).

Fixed Constraints

  • Dealer bot always facilitates tables.
  • Single ante only; no further betting.
  • Max players: 4; rules identical across modes except dealer participation.

Round Flow

Setup
  • All players pay one fixed ante into the pot.
  • No betting after ante.
  • Dealer shuffles, deals 2 hidden cards to each player.
  • Dealer never plays in multiplayer.
Turn Order

Clockwise. Dealer only facilitates unless in single-player mode.

Player Actions
  • Draw: take 1 card.
  • Swap: discard 1, then draw 1.
  • Stand: do nothing.

No hand size limit.

Hand Rules & Shifts

Total & Busting

  • Hand total = sum of all card values; positives and negatives cancel.
  • Bust if total > +23 or < -23.
  • Busts are immediate: eliminated, hand discarded, not revealed, cannot win.

Sabacc Shift

  • Checked at the end of each full round.
  • When triggered: all hands discarded, players redealt the same number of cards.
  • Shift probability fixed at 1-in-6.
  • No shifts after Sabacc is called.

Calling Sabacc & Finality

Calling Sabacc

  • Only at the start of a player’s turn; only one call per round.
  • All players receive one final turn.
  • Sabacc Shifts are disabled; hands reveal after final turns.

Lorell Finality

The caller cannot Draw on their final turn. They may only Stand or Swap. Applies to humans and dealer in single-player.

Scoring & Winning Hands

Scoring Order

  1. Exact 0 (Sabacc)
  2. Closest absolute value to 0
  3. Tie-breakers: fewer cards wins; otherwise split pot

Special Hands

  • Pure Sabacc: total 0 with exactly 2 cards.
  • Idiot’s Array (highest): The Idiot (0) + one positive + one negative, total 0; beats all hands.