7'shigh or low
2 sets of 2 dice add up to 7 and/or 11 and the remaining die is either high or low.
Also known as: 7-11, 7 and/or 11's, Vegas
What to keep
Keep one pair that sums to 7 or 11 (1-6, 2-5, 3-4 or 5-6) and roll the other three for a second. The kept pair stays a pair, so the second has to come from those three (a kept 5 can’t pair with a rolled 2), and any pair is as good to keep as another. Only that pair: no third die toward the next pair, and once kept you’re committed to it. Once you have both pairs, the last die is your kicker.
A question from the table
7’s: does it matter which pair you keep, the 1-6 or the 5-6?
No 7'sKeep 5-6, roll 3. to get what you need, with 2 rolls left · keep 1-6, roll 3: the same odds.
Why doesn’t the pair matter?
A kept pair stays one of your two pairs: the 5 can't pair with a rolled 2, nor the 6 with a rolled 1. So the second 7 or 11 has to come from the three dice you roll, whichever pair you kept: 75.0% either way, against 63.4% if you roll all five.
Chance of making 7's
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 7's.
How strong are 7's 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 7's, what does the Hammer call instead?
| Rank | Comeback | Chance |
|---|---|---|
#1 | Razzle | 26% |
#2 | 10-3 High | 17% |
#3 | Pairs High | 17% |
#4 | 10-4 High | 17% |
#5 | 10-2 High | 17% |
#6 | Boss | 6% |
Exact over every roll: the call the site recommends, then its best call once 7's 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 7's the comeback?
- After SCC High: 7's High 40% of the time (the likeliest comeback)
- After Monterey High: 7's High 35% of the time (the likeliest comeback)
- After Monterey Low: 7's Low 27% of the time
- After SCC Low: 7's Low 23% of the time
52 unique roll patterns for 7's, strongest first: the Hammer’s chance of the pencil calling it.