Path card = Dice number+1At the deal, before play begins — awarded to the non-dealer
Sum = 0 (Sabacc)+1Play again — +1 more if the dice number is also 0
Sum = Dice number+1Play again
Sum = ±15 (Outer Rim)+1Play again — capture all face-up cards
Run (3+)count−2Live on the shared stack — broken by a non-conforming card; −1/0/+1 bridge allowed
Dice Match (3+)count−2Sylop = wild suit; same break rule as Run
Set (3+)count−2Same number, sign doesn’t matter; same break rule as Run
Last card played+1When skirmish ends
⚡ Kessel Run+12Chain a Sylop off a natural Outer Rim hit
Sum/Dice-number/Outer Rim triggers award a point and let that player go again. Runs, Dice Matches, and Sets score too, live on the shared stack as it's built — no extra turn, no cap, and they bounce between whichever player lays the completing card. A non-conforming card breaks the streak.
1 Fewer total cards (face-up + captured) wins the Hold
2 Still tied → more cards in today's dice suit wins (Sylop wild)
3 Still tied → Coins / Flasks / Sabers throw decides
Each player is dealt 5 cards and keeps 4 — the one discarded goes to a shared Hold. Whoever wins the Hold adds those cards to their captured pile for the Spoils count.
Sabacc (any combo = 0)+1+1 more if the dice number is also 0
Sum to Dice number+1Flat, if any subset matches (skipped when dice = 0)
Dice Match (3+)count−2Sylop = wild suit
Run (3+)count−2−1/0/+1 bridge allowed
Set (3+)count−2Same number, sign doesn’t matter
Spoils hand = 4 picks from captured pile + Path card. Runs, Dice Matches, and Sets are order-independent here — the best matching group anywhere in the hand counts, no cap: 3 scores 1, 4 scores 2, 5 scores 3, and so on.