Galaxy Series Sabacc

Hand Hierarchy

This list is built from a combination of data collected from the Sabacc Hand Probability Calculator, existing rules from other game versions, and input from other workshopping players. Some hands institute the "Rule of Cool" and are not technically positioned according to their true probabilities. Please reference the Sabacc Hand Probability Calculator for a full listing of actual hand probabilities.

We have recently decided to define the role of Sylops in non-special hands as simply additional cards. They add to a hand's card count, but do not give it any special status except when in a tie with another hand of equal card count, equal positive total and equal high positive card. In such a case, the Sylop acts as a trump card over the non-Sylop hand. Feel free to make your own house rules on hand values.

Special Hands

  1. Pure Sabacc
    Two lone Sylops w/ no other cards.
    Rare, but not the rarest. The "Rule of Cool" pushes this hand up the list.
  1. Rhylet
    Three of a kind and two of a kind equalling zero.
    This is the rarest hand by far and deserves its place at the top of the hierarchy.
    Tiebreaker is highest positive total then highest positive card.


  1. Fleet (Full Sabacc)
    A Sylop and any four of a kind equalling zero. A Fleet utilizing all 10s is called a Full Sabacc.
    Tiebreaker is highest positive total.

  1. Banthas Wild
    Three of a kind and one or two mixed cards equalling zero.
    The three of a kind must be all positive or all negative.
    Tiebreakers for Banthas Wild hands are the same as for non-special hands; most cards, highest positive total, and highest positive card.


  1. Gee Whiz!
    +1/+2/+3/+4/-10 or -1/-2/-3/+4/+10.
    Tiebreaker: A suited Gee Whiz! beats an unsuited Gee Whiz! The next tiebreaker is highest positive card (+10 beats -10).

  1. Squadron
    Four of a kind equalling zero.
    The positive total is the tiebreaker for multiple Squadrons.

  1. Straight Khyron (Straight Staves)
    A straight of 4 cards equalling zero, IE: +1/-2/-2/+4 = 0 . Straight Khyrons utilizing the top values of 7, 8, 9, & 10 are called Straight Staves.
    The tiebreakers for multiple Straight Khyrons are card count, suits, and highest positive total.
    A suited Straight Khyron beats any mixed-suit Straight Khyron of the same card count regardles of positive total.



  1. Rule of Two
    A 4-card hand with two positive and negative pairs equalling zero or a 5-card hand with one positive pair, one negative pair, and one mixed card equalling zero.
    A Rule of Two can also be made with a Sylop and two positive and negative pairs equalling zero.

    Tiebreakers for Rule of Two hands are card count, highest positive total, and highest positive card. A suited 4-card (or 5-card) Rule of Two beats any unsuited version of equal card count regardless of positive total. The addition of a Sylop only adds to the card count and acts only as a trump card when high positive totals and high positive cards are equal.




  1. Yee-Haa
    A Sylop with one positive and one negative card of the same value, equalling zero. A Yee-Haa consisting of 10s is called a Prime Sabacc
    Tiebreakers for Yee-Haa hands are card count (in the event of 2 Sylops) and highest positive total.
    A suited Yee-Haa beats any unsuited Yee-Haa with the same card count regardless of positive total.


Sabacc Hands

  1. 5-Card Sabacc - Suited
    Five suited cards equalling zero. Sylops do not alter the hand's suited status and act as trump cards in the case of ties.
    Tiebreakers are highest positive total and highest positive card.

  1. 5-Card Sabacc - Mixed-Suit
    Five mixed cards equalling zero. Sylops act as trump cards in the case of ties.
    Tiebreakers are highest positive total and highest positive card.

  1. 4-Card Sabacc - Suited
    Four suited cards equalling zero. Sylops do not alter the hand's suited status and act as trump cards in the case of ties.
    Tiebreakers are highest positive total and highest positive card.

  1. 4-Card Sabacc - Mixed-Suit
    Four mixed cards equalling zero. Sylops act as trump cards in the case of ties.
    Tiebreakers are highest positive total and highest positive card.

  1. 3-Card Sabacc - Suited
    Three suited cards equalling zero. Sylops do not alter the hand's suited status and act as trump cards in the case of ties.
    Tiebreakers are highest positive total and highest positive card.

  1. 3-Card Sabacc - Mixed-Suit
    Three mixed cards equalling zero
    Tiebreakers are highest positive total and highest positive card.

  1. Paired Sabacc - Suited
    One suited positive and negative card of the same value, equalling zero.
    Tiebreakers are highest positive total.

  1. Paired Sabacc - Mixed-Suit
    One positive and negative card of the same value, equalling zero.
    Tiebreakers are highest positive total.