Games
Ten games the Hammer can call. Each one is made a different way, and only the kicker (or the hand) decides who loses.
Which games does my roll play?
Enter your five dice, or tap Roll. Games your roll plays light up below.
10-2
high or lowTwo dice add up to 10. The other three are the kicker, high or low.
The three-dice kicker is re-rolled as a block, so a total near the top or bottom is very hard to beat.
Made on one roll 49.1% of the time.
10-3
high or lowThree dice add up to 10. The other two are the kicker, high or low.
The most common game: almost two rolls in three make it straight away.
Made on one roll 63.9% of the time.
10-4
high or lowFour dice add up to 10. The last die is the kicker, high or low.
Four dice summing to 10 means small dice: a 6 only fits as 6-1-1-2.
Made on one roll 22.2% of the time.
Ship, Captain, Crew
high or low1-2-3 or 4-5-6 (an outside straight). The other two are the kicker.
Both straights are worth the same: only the kicker counts.
Made on one roll 31.6% of the time.
Monterey
high or low2-3-4 or 3-4-5 (an inside straight). The other two are the kicker.
The 3 and 4 are in both straights, so a lone 3 can be worth more than 2-3.
Made on one roll 25.5% of the time.
7's
high or lowTwo separate pairs that each add up to 7 or 11. The last die is the kicker.
7 is 1+6, 2+5 or 3+4; 11 is 5+6.
Made on one roll 32.4% of the time.
Pairs
high or lowTwo pairs (four of a kind counts). The last die is the kicker.
The pairs themselves never matter: 2-2-3-3 ties 6-6-5-5 before the kicker.
Made on one roll 29.0% of the time.
Razzle
The most of any one number, with 1s wild. Equal counts go to the higher number.
Worth calling with two or more wild 6s (1s count as 6s), or five of any number: 54.2% of rolls.
Boss
Poker hands without straights or flushes. The best first roll is the Boss.
The Boss gets one more roll, in secret, then says “come up” (everyone else gets one last roll, and the worst hand loses: it can be the Boss) or “don’t come up” (no loser).
Worth calling with three of a kind or better: 21.3% of rolls.
Tres Away
Lowest total wins, like golf: each die counts its face, except 3s count 0.
After every roll you put out at least one die, for good. Put out every 3 (a 1 joins them only beside three 3s); with no 3s, put out just your lowest die. That’s exact, not a rule of thumb.
Worth calling with a score of 10 or less: 18.2% of rolls.
🐕 None of these? Think twice before barking.
The Hammer can say “bark” instead of calling: the Hammer passes left, everyone picks up their dice, and a new round starts. It feels safe, but it gives away the best seat at the table.
Each seat shows its chance of the pencil when everyone holds a random hand. The Hammer picks the game to suit their dice, so they take the pencil only 11% of the time; every other seat takes it 44–45%, wherever it sits. An even share is 33%. A bark hands that edge to the next player, so even the worst roll does better calling. Check your hand in the Strategy Assistant.
20,000 simulated rounds per table size, played out by the game engine with the site’s bots, who never bark. Stronger players who refuse more shrewdly may shrink the Hammer’s edge.