Razzle
Most amount of any one number with aces being wild. Equal counts go to the higher face: four 6s beat four 4s.
When to call it
Call with two or more wild 6s (1s count as 6s), or five of any number; four or more is a strong call. One wild stays off the pencil 58% of the time, short of an even share (67% at a 3-player table). Equal counts go to the higher number, so 6s are the ones to chase.
A question from the table
Razzle: four 6s to beat. Keep 1-1-6, or just the 1s?
Razzle · three 6sKeep 1-1-6, roll 2. (+49.4% ties) to get what you need, with 2 rolls left · keep 1-1, roll 3: (+26.5% ties).
Work it through in the Odds LabA competitive Razzle hand
How often one roll of five gives a hand worth calling on.
After that it depends on what you keep and what you're up against. Work out a situation in the Odds Lab.
Often paired with
The games most often made by the same rolls as Razzle.
How strong are Razzle 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 Razzle, what does the Hammer call instead?
| Rank | Comeback | Chance |
|---|---|---|
#1 | Boss | 43% |
#2 | 10-2 High | 26% |
#3 | Pairs Low | 17% |
#4 | Pairs High | 13% |
Exact over every roll: the call the site recommends, then its best call once Razzle 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 Razzle the comeback?
- After Boss: Razzle 32% of the time (the likeliest comeback)
- After 7's High: Razzle 30% of the time (the likeliest comeback)
- After SCC High: Razzle 20% of the time
- After 7's Low: Razzle 20% of the time
134 unique roll patterns for Razzle, strongest first: the Hammer’s chance of the pencil calling it.