Star Wars: Han Solo Card Game
Star Wars: Han Solo Card Game Rulebook
Table of Contents
Table of Contents
Components
- 62 cards
- 24 cardboard bounty tokens
- 2 dice
The Deck
The deck consists of 30 green cards, 30 red cards, and 2 blue cards. The greens and reds are numbered 1 to 10, and there are three of each. The blues are both numbered zero.
The Tokens
There are four types of bounty tokens: green, gold, red, and blue. Each token shows a bounty and its value in credits.
Setup
Before the first time you play, punch out the bounty tokens from the cardboard sheets and discard the waste.
Choose someone to be the dealer. That player is the dealer for the first round, the player to their left is the dealer for the next round, and so on. The dealer plays, too!
Dealer, do the following:
- Shuffle the deck, then deal two cards facedown to each player. Players can look at their cards but must keep them secret!
- Place the remaining deck facedown in the center of play. This is the draw pile.
- Take the top card from the draw pile and place it faceup next to the deck. This is the discard pile.
- Place the bounty tokens facedown next to the discard pile. This is the token stack.
- Draw from the token stack the same number of tokens as there are players, then place them faceup in the center of play. This is the pot.
How to Play
The game is played in rounds. Each player takes three turns per round.
Who Goes First?
The player to the dealer's left always goes first.
On Your Turn
- Calculate your hand. Green cards are positive numbers, and red cards are negative numbers. Remember, you're aiming for a score of zero!
- Choose one of the following options:
- a. Take the top card from the draw pile. (If you want to, you can also place a card from your hand on the discard pile.)
- b. Take the top card from the discard pile. (If you want to, you can also place a card from your hand on the discard pile.)
- c. Do nothing. This is known as "standing." (It means you do not wish to take a card or discard a card on this turn.)
- End your turn. Play then passes to the left.
Note: There must always be at least one card in the discard pile. If you happen to take the last card and then choose not to get rid of a card from your hand, the dealer must place the top card from the draw pile faceup next to the deck to start a new discard pile.
Playing a Round
After everyone has taken their first turn:
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The dealer rolls both dice. If the dice symbols are different, nothing happens. But matching symbols will shake things up!
Was it a match? Everyone must quickly note the number of cards in their hand before placing them faceup on the discard pile. Then the dealer gives each player the required number of new cards from the draw pile, i.e., the same number of cards as each player discarded. The player left of the dealer is always first to receive new cards.
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Each player then takes their second turn, starting with the player left of the dealer, before the dice are rolled again by the dealer. The same rules apply if the symbols match.
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Everyone then takes their third turn before the dice are rolled one final time. As before, new cards must be dealt if the symbols match. Will your amazing hand become a pile of junk?
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The round is then over and all players reveal their cards at the same time.
Winning a Round
The player with the best hand in each round takes whichever token they want from the pot. The remaining tokens are then distributed to the other players based on the quality of their hands. A positive score always beats an equal negative score, and higher numbers totaling zero always beat lower numbers. See the Winning Hands section below for more info.
Was there a tie? Each tied player contesting the same bounty token in the pot must take a card from the draw pile. Get the closest card to zero to win that token. A positive number always beats an equal negative number.
Starting a New Round
After the bounty tokens in the pot have been distributed, the next dealer gathers up all the cards and follows Steps 1–5 of Setup to prepare for a new round.
Capture the Millennium Falcon!
If you collect four blue or four red tokens and another player has the Millennium Falcon token, you can take it from them! You'll then have the most valuable token in the game!
Winning the Game
Continue playing rounds and taking turns as the dealer until there are no more bounty tokens to be collected. Everyone now has some of the most sought-after bounties in the galaxy!
The player whose tokens add up to the highest value is the overall winner!
Winning Hands
There are three types of winning hands:
Best
Zero with these three cards.
Very Good
Zero with the most cards. Zero with five cards is better than zero with four.
Good
Closest to zero, with a positive score being better than an equal negative score. A score of +1 is better than a score of -1. +1 with three cards is better than +1 with two. Zero with two 4s is better than zero with two 3s.
Note: The card examples printed on the rulebook's back page (showing which hand beats which) are illustrations and are not reproduced here; the comparisons above state the same rules in text.