10-3high or low
3 dice add up to 10 and the remaining 2 dice are either high or low.
Also known as: Frankie
What to keep
There’s nothing to keep until you have it: 10-3 has to come in one roll, so roll all five each time. Once you have it, keep the three dice that make 10 (they can’t be re-rolled) and re-roll the kicker whole (both dice at once), or stand.
Chance of making 10-3
It has to come in one roll, so each roll is a fresh try at all five dice. Exact over every roll.
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 10-3.
How strong are 10-3 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 10-3, what does the Hammer call instead?
| Rank | Comeback | Chance |
|---|---|---|
#1 | 10-4 Low | 17% |
#2 | 10-2 High | 15% |
#3 | Boss | 14% |
#4 | SCC Low | 9% |
#5 | SCC High | 9% |
#6 | Razzle | 7% |
#7 | Pairs High | 6% |
#8 | Pairs Low | 6% |
Exact over every roll: the call the site recommends, then its best call once 10-3 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 10-3 the comeback?
- After Tres Away: 10-3 High 72% of the time (the likeliest comeback)
- After 7's High: 10-3 High 30% of the time (the likeliest comeback)
- After Pairs Low: 10-3 High 26% of the time (the likeliest comeback)
- After SCC Low: 10-3 High 23% of the time
114 unique roll patterns for 10-3, strongest first: the Hammer’s chance of the pencil calling it.