Tres Away

Just like golf, lowest score wins. Each die is worth its face value except for 3's which are worth 0 points.

18.2%
Made on one roll
1,413
Rolls that make it
of 7,776
62
Unique patterns
order ignored

When to call it

Call with a score of 10 or less; 7 or less is strong. Every 3 is worth 0, so 3s are gold.

What to keep

After each roll put out at least one die. Put out every 3; a 1 joins them only beside three 3s. With no 3s, put out just your lowest die and roll the rest.

A question from the table

Tres Away: put out the 1 too?

Tres Away · put out first

Put out 3-3. average final score 5.23, against 5.39 if you also put out the next die.

Work it through in the Odds Lab

A competitive Tres Away hand

How often one roll of five gives a hand worth calling on.

1 roll18.2%

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 Tres Away.

How strong are Tres Away 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 Tres Away, what does the Hammer call instead?

RankComebackChance
#1
10-3 High72%
#2
10-4 Low18%
#3
Razzle6%
#4
Boss4%

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

  • After Monterey Low: Tres Away 18% of the time
  • After Pairs High: Tres Away 11% of the time
  • After Boss: Tres Away 11% of the time
  • After 10-3 High: Tres Away 8% of the time

62 unique roll patterns for Tres Away, strongest first: the Hammer’s chance of the pencil calling it.