Montereyhigh or low

3 dice make up an inside straight (2-3-4 or 3-4-5) and the remaining 2 dice are either high or low.

Also known as: Inside straight

25.5%
Made on one roll
1,980
Rolls that make it
of 7,776
36
Unique patterns
order ignored

What to keep

Keep a connector: 3-4 if you have it, since a 2 or a 5 finishes a straight; 2-3 or 4-5 need exactly one number. Once kept, you’re committed to it. Some tables also let you keep a lone 3 or 4; turn that on under House rules in Settings and the odds follow.

A question from the table

Monterey, at a table that lets you keep a lone 3 or 4: keep the 2-3, or just the 3?

No Monterey

Keep 3, roll 4. to get what you need, with 2 rolls left · keep 2-3, roll 3: .

Why let go of the 2?

The 2-3 needs exactly a 4 from the three dice you roll. A lone 3 can still become 2-3-4 or 3-4-5, so a 2 and a 4, or a 4 and a 5, among four dice makes it.

With two rolls left the lone 3 makes it 67.3% of the time, against 66.5% for the 2-3: more ways in, and time to collect two dice. With one roll left it flips: the 2-3 makes it 42.1%, against 38.3%, since one die is easier to find than two at once.

So keep just the 3 on your first roll, and a connector on your last. Without the house rule, a lone 3 can't be kept: hold the 2-3.

Work it through in the Odds Lab

Chance of making Monterey

Keeping only dice toward the game, as the rules allow. Exact over every roll.

1 roll25.5%
2 rolls53.4%
3 rolls72.5%

Not sure what to keep from a roll? Ask the Odds Lab.

Often paired with

The games most often made by the same rolls as Monterey.

Variant:

How strong are Monterey 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 Monterey, what does the Hammer call instead?

RankComebackChance
#1
7's High22%
#2
10-2 High18%
#3
10-4 Low15%
#4
7's Low13%
#5
10-2 Low9%
#6
Tres Away9%
#7
10-3 High7%
#8
Pairs Low4%

Exact over every roll: the call the site recommends, then its best call once Monterey 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 Monterey the comeback?

  • After 10-4 Low: Monterey Low 23% of the time (the likeliest comeback)
  • After 10-2 Low: Monterey High 9% of the time
  • After 10-3 Low: Monterey Low 9% of the time
  • After Pairs Low: Monterey High 9% of the time

36 unique roll patterns for Monterey, strongest first: the Hammer’s chance of the pencil calling it.