I was doing some post-holiday tidying when I
stumbled upon an old manuscript box with the words “Sabacc
Proposal” scrawled in marker on the side. It’s filled with a
hodge-podge of cards – two full-color deck for the proposal, one
black-and-white deck with card backs I think I printed for later
convention games – some credit chits and bills, a few “item”
cards with values for when the stakes went high, and some copies of
the rules. Kind of a mess, really. It’s a relic from my time
working on the Star Wars Roleplaying Game at West End Games in
the mid 1990s. My boss Rich Hawran and I had an opportunity –
goodness knows how it came about – to present some Star
Wars-based game designs to a development team at Hasbro,
specifically the card game sabacc and the holo-chess game dejarik. We
drafted rules, prototyped components, and did some basic playtesting,
but overall we were little more than rank amateurs pitching game
ideas with fueled by our fanboy enthusiasm for Star Wars.
The game of sabacc in Star Wars has a long
and checkered history. First mentioned in Lando Calrissian and the
Mindharp of Sharu, it worked its way into Star Wars lore
as the game played in that legendary moment when Han Solo won the
Millennium Falcon from Lando (most recently canonized on the
silver screen in Solo: A Star Wars Story). A kind of “space
poker,” it centered on players collecting and betting on cards
trying to get as close to 23 as possible; an electronic randomizer
occasionally changed the face of the chip-enhanced cards unless they
were placed in an interference field to protect them as part of a
winning hand. The game remained a curious footnote in Star Wars
continuity in the fallow years after Return of the Jedi when
the Star Wars franchise faded from the popular collective
consciousness.... Until West End Games revived that interest (with a
great deal of help from Timothy Zahn’s New York Times best-selling
Star Wars trilogy in the early 1990s).
West End’s earliest roleplaying game adventures
each came with additional components, usually some counters for the
Star Warriors game, others for use on page-sized setting maps,
and a modest poster-sized map of some sort; my favorite by far was
Jennell Jaquays’ magnificent double-sided Mos Eisley and Cantina
maps from Tatooine Manhunt. But one early adventure skipped
the map in favor of something else entirely, one of the rarities of
those earliest publications. Part of Crisis on Cloud City’s
plot involved the heroes
playing a game of sabacc. The adventure included perforated sheets
containing a complete set of sabacc cards as well as four pages of
rules. Designers Michael Stern, Douglas Kaufman, and Greg Gordon used
a dice mechanic to simulate the electronic randomizer changing card
values; each turn after players placed the initial bets a d6 result
of 1, 2, or 3 forced players to randomly choose one card from the
next player’s hand, which was put into a pool and redistributed.
For a while Crisis on Cloud City was (and may still be) one of
the most sought-after early West End Star Wars products
precisely for those sabacc cards. The company never reproduced it
like many adventures re-issued for the game’s second edition in the
“Classic Adventures” line; even if it had, I expect the cards
would have been left out, as most of the great poster inserts were
distilled into interior graphics to cut down on production costs.
West End Games' office north of Honesdale, PA, 1993. |
Years passed. I joined West End in 1993 to edit
the Star Wars Adventure Journal, contribute to numerous
projects, and eventually oversee the editorial department. I can’t
recall the circumstances which precipitated us designing sabacc and
dejarik to pitch to Hasbro. Maybe we were invited, perhaps someone at
Lucasfilm put it in Hasbro’s ear, maybe we simply channeled our
enthusiasm into pestering someone for an opportunity. Probably around
1997 Rich and I started designing and prototyping our games. I
printed up a new set of cards, including 12 additional “randomizer
cards” to slip into the deck; anyone drawing them followed the
instructions, usually to swap with another player, discard and draw a
new card, things like that. It seemed innovative yet demonstrated
some sequencing problems. Rich had a holo-chess board and pieces; I
regret I was so wrapped up in sabacc I didn’t have a chance to
really immerse myself in his game. We drove out to Hasbro’s
headquarters in New England for a meeting with some executives and a
development team. I can’t remember any names, but I recall feeling
incredibly out of our league. We played through both games, but
nothing ever came of our efforts.
My proposal was nixed, supposedly by somebody at
Lucasfilm itself, on the premise that “We don’t want to encourage
kids to gamble.” I have long suspected this was an excuse to simply
reject a game proposal that, frankly, wasn’t well-developed and was
probably too much of a hassle for a juggernaut like Hasbro to bother
with. Nothing came of Rich’s dejarik game design, either, though
I’ll admit the concept had a better chance making it into
production than sabacc. I don’t recall the circumstances under
which we managed to set-up the game pitches to Hasbro, but I doubt
the game design luminaries there looked kindly on a bunch of
newcomers seeking to parlay their knowledge and enthusiasm for the
Star Wars franchise into successful family games.
I ran the game at a few conventions during my
Desperate Freelance Years after West End declared bankruptcy and laid
off its staff. While players enjoyed it – and the spare Star
Wars Monopoly credit coins I gave away with the credit notes I
printed – the game certainly played more like space poker than
anything uniquely Star Wars. It also proved the fiddly nature
of the card-based randomizer mechanic.
These days, after a few minutes searching the
interwebzes, it might seem like everyone has their own interpretation
of the game, mostly unofficial (like so many other aspects of our
favorite media properties). Most recently a company capitalized on
the untrademarked concept and name of sabacc, which descended into a
morass of cease and desist orders, court actions, and eventual
settlement. The version of sabacc published to coincide with the
release of Solo: A Star Wars Story didn’t
seem to sell too well; no, I
didn’t feel compelled to purchase that version and give the rules a
try, even when it was deeply discounted in the clearance bin. While
a card game simulating one found in the Star Wars universe sounds
neat, I’d rather spend my time running adventures with the
roleplaying game. Designing
something like that – like creating any content for a widely loved
media franchise with hordes of opinionated and easily disappointed
fans – is like tap dancing through a minefield; you might please a
few people, but it’s more likely to explode
in your face.
I don’t know why I keep that old manuscript box
with my sabacc proposal. Maybe it helps prove how hopelessly
sentimental I’ve become. Maybe I’m just a pack-rat who can’t
just let go of these meaningful bits of my past. I think perhaps it’s
a reminder of a time in my life – and in the growth of the Star
Wars franchise – when fans like me, with a good deal of
publishing and game design experience, had opportunities to bring
their work to a wider audience, to professionally publish product
folks would use and play with, to contribute to a universe that truly
inspired them.
Wonderful bit of gaming history there. Please don't ever dispose of the prototype.
ReplyDeleteCrisis on Cloud City modules with their sabacc sheets intact sell for ridiculous sums. I have no doubt your prototype set - along with its story - would do well at auction. Even if that doesn't appeal to you, donating the proceeds to charity would be a great outcome as well.
-Wayne
Glad you enjoyed the post, Wayne. I'm keeping everything in the box for now; maybe I'll stumble on it again in a few years and find a more fitting home for it. (If I were doing conventions like I used to I'd donate it to a charity auction, but those days are in the past....) And I'll make a mental note to put my pristine, not-even-stamped-with-my-name copy of Crisis on Cloud City (with un-punched cards and counters) in that pile of "Pete's Gaming Rarities" I keep telling myself I should send you.
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