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 low

Two 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.

10-2Low kicker 310-2High kicker 18

10-3

high or low

Three 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.

10-3Low kicker 210-3High kicker 12

10-4

high or low

Four 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.

10-4Low kicker 110-4High kicker 6

Ship, Captain, Crew

high or low

1-2-3 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.

SCCLow kicker 2SCCHigh kicker 12

Monterey

high or low

2-3-4 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.

MontereyLow kicker 2MontereyHigh kicker 12

7's

high or low

Two 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.

7'sLow kicker 17'sHigh kicker 6

Pairs

high or low

Two 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.

PairsLow kicker 1PairsHigh kicker 6

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.

Razzle · three 6sRazzle · four 5sRazzle · five 6s

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.

Boss · four of a kindBoss · full houseBoss · two pair

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.

Tres Away · 0Tres Away · 2Tres Away · 7

🐕 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.

Players
11%🔨You45%44%
You callYou keep the Hammer: 11%
44%You11%🔨45%
You barkThe Hammer passes left; you’re last: 44%

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.

More on barking