Pairshigh or low

2 sets of 2 dice are matching pairs and the remaining die is either high or low.

29.0%
Made on one roll
2,256
Rolls that make it
of 7,776
126
Unique patterns
order ignored

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.

1 roll29.0%
2 rolls59.1%
3 rolls77.2%

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.

Variant:

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?

RankComebackChance
#1
10-2 Low25%
#2
10-3 High15%
#3
Razzle11%
#4
10-3 Low10%
#5
10-2 High10%
#6
7's Low10%
#7
7's High5%
#8
Tres Away5%

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.