10-3high or low

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

Also known as: Frankie

63.9%
Made on one roll
4,965
Rolls that make it
of 7,776
114
Unique patterns
order ignored

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.

1 roll63.9%
2 rolls86.9%
3 rolls95.3%

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.

Variant:

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?

RankComebackChance
#1
10-4 Low17%
#2
10-2 High15%
#3
Boss14%
#4
SCC Low9%
#5
SCC High9%
#6
Razzle7%
#7
Pairs High6%
#8
Pairs Low6%

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.