10-4high or low
4 dice add up to 10 and the remaining die is either high or low.
Also known as: Shotgun
What to keep
Thereโs nothing to keep until you have it: 10-4 has to come in one roll, so roll all five each time, which makes it the hardest game to make. Once you have it, keep the four dice that make 10 (they canโt be re-rolled); the kicker is the one die left.
Chance of making 10-4
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 10-4.
How strong are 10-4 hands? Every roll that makes it, graded by the Hammerโs chance of the pencil calling it at a 3-player table (from rounds played by solid bots).
The comeback
If both refusals turn down 10-4, what does the Hammer call instead?
| Rank | Comeback | Chance |
|---|---|---|
#1 | Pairs High | 17% |
#2 | Razzle | 16% |
#3 | SCC High | 14% |
#4 | Boss | 13% |
#5 | Monterey Low | 10% |
#6 | 10-3 Low | 9% |
#7 | 7's Low | 7% |
#8 | Pairs Low | 7% |
Exact over every roll: the call the site recommends, then its best call once 10-4 is refused. A Hammer who calls differently changes these. Refusers decide from their own dice, so a refusal doesnโt change the odds.
When is 10-4 the comeback?
- After 7's Low: 10-4 High 40% of the time (the likeliest comeback)
- After 10-3 Low: 10-4 Low 35% of the time (the likeliest comeback)
- After Monterey Low: 10-4 Low 30% of the time (the likeliest comeback)
- After Tres Away: 10-4 Low 18% of the time
48 unique roll patterns for 10-4, strongest first: the Hammerโs chance of the pencil calling it.