Pairshigh or low
2 sets of 2 dice are matching pairs and the remaining die is either high or low.
What to keep
Keep one pair and roll the other three for a second. Never keep a kicker die: you can only keep the pairs. Once you have two pairs, the last die is your kicker, re-rolled on its own.
Chance of making Pairs
Keeping only dice toward the game, as the rules allow. Exact over every roll.
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 Pairs.
How strong are Pairs 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 Pairs, what does the Hammer call instead?
| Rank | Comeback | Chance |
|---|---|---|
#1 | 10-2 Low | 25% |
#2 | 10-3 High | 15% |
#3 | Razzle | 11% |
#4 | 10-3 Low | 10% |
#5 | 10-2 High | 10% |
#6 | 7's Low | 10% |
#7 | 7's High | 5% |
#8 | Tres Away | 5% |
Exact over every roll: the call the site recommends, then its best call once Pairs 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 Pairs the comeback?
- After 7's High: Pairs High 30% of the time (the likeliest comeback)
- After 10-4 High: Pairs High 19% of the time
- After Razzle: Pairs Low 17% of the time
- After 10-4 Low: Pairs High 15% of the time
126 unique roll patterns for Pairs, strongest first: the Hammer’s chance of the pencil calling it.