10-2high or low

2 dice add up to 10 and the remaining 3 dice are either high or low.

49.1%
Made on one roll
3,816
Rolls that make it
of 7,776
106
Unique patterns
order ignored

What to keep

There’s nothing to keep until you have it: 10-2 has to come in one roll, so roll all five each time. Once you have it, keep the two dice that make 10 (they can’t be re-rolled) and re-roll the kicker whole (all three dice at once), or stand. With a three-dice kicker, totals near the top or bottom of the range are very hard to beat.

A question from the table

10-2 High, tied at a kicker of 12 on your last roll: take the tie, or re-roll the kicker?

10-2High kicker 12

Take the tie (stand). A sure tie (a replay) · keep 5-5, roll 3: (+11.6% ties).

Why take the tie?

Taking the tie means a replay: a fresh start, an even chance when it's the two of you, so it counts as half a win (50.0%).

Re-roll the kicker and its three dice need 13 or more to beat 12: 25.9%. Another 11.6% lands on 12 again, a tie after all. Anything lower takes the pencil. That's worth 31.7%, well short of the tie.

With two rolls left it tips the other way: rolling is worth 51.5%, since a miss on the first roll gets a second try, and a tie after it can still be taken. So roll then, and take the tie on your last roll.

Where it flips: in 10-2 High, take a tie at 11 or more on your last roll, 13 or more with two rolls left, and roll below that. 10-2 Low is the mirror image: take a tie at 10 or less on your last roll, 8 or less with two left.

How good is a 10-2 kicker? Three dice spread wider than two, so the same total means less. A Low kicker of 6 or less comes up 9.3% of the time, about as rarely as a Monterey Low kicker of 3 or less (8.3%). In High, 15 or more (9.3%) matches a Monterey High 11 or 12 (8.3%).

10-2 High, tied: take the tie or roll, and what rolling the kicker is worth (the chance to beat it, plus half the chance of tying again), against 50% for the tie.

Tied atLast rollTwo rolls left
9Roll · 68.3%Roll · 88.1%
10Roll · 56.3%Roll · 78.1%
11Take the tie · 43.8%Roll · 65.6%
12Take the tie · 31.7%Roll · 51.5%
13Take the tie · 21.1%Take the tie · 36.7%
14Take the tie · 12.7%Take the tie · 23.4%
Work it through in the Odds Lab

Chance of making 10-2

It has to come in one roll, so each roll is a fresh try at all five dice. Exact over every roll.

1 roll49.1%
2 rolls74.1%
3 rolls86.8%

Made it, and wondering whether to re-roll the kicker? Ask the Odds Lab.

Often paired with

The games most often made by the same rolls as 10-2.

Variant:

How strong are 10-2 hands? Every roll that makes it, graded by the Hammer’s chance of the pencil calling it at a 3-player table (from rounds played by solid bots).

The comeback

If both refusals turn down 10-2, what does the Hammer call instead?

RankComebackChance
#1
SCC High20%
#2
Pairs Low13%
#3
7's High13%
#4
Boss11%
#5
10-3 Low11%
#6
Razzle8%
#7
Pairs High5%
#8
10-4 Low5%

Exact over every roll: the call the site recommends, then its best call once 10-2 is refused. A Hammer who calls differently changes these. Refusers decide from their own dice, so a refusal doesn’t change the odds.

When is 10-2 the comeback?

  • After 7's Low: 10-2 High 40% of the time (the likeliest comeback)
  • After Monterey High: 10-2 High 35% of the time (the likeliest comeback)
  • After SCC Low: 10-2 Low 35% of the time (the likeliest comeback)
  • After Pairs High: 10-2 Low 33% of the time (the likeliest comeback)

106 unique roll patterns for 10-2, strongest first: the Hammer’s chance of the pencil calling it.