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# How to finish this challenge?

And, finally, if I have doubles, I want to reroll the hand. Add a classmethod to CapitalismHand named reroll that returns a new instance of the class, effectively rerolling the hand.

hands.py
```from dice import D6

class Hand(list):
def __init__(self, size=0, die_class=None, *args, **kwargs):
if not die_class:
raise ValueError("You must provide a die class")
super().__init__()

for _ in range(size):
self.append(die_class())
self.sort()

def _by_value(self, value):
dice = []
for die in self:
if die == value:
dice.append(die)
return dice

class CapitalismHand(Hand):
def __init__(self):
super().__init__(size=2, die_class=D6)

@property
def doubles(self):
if len(self._by_value(1)) == 2:
reroll()
if len(self._by_value(2)) == 2:
reroll()
if len(self._by_value(3)) == 2:
reroll()
if len(self._by_value(4)) == 2:
reroll()
if len(self._by_value(5)) == 2:
reroll()
if len(self._by_value(6)) == 2:
reroll()
else:
return False

@property
def ones(self):
return self._by_value(1)

@property
def twos(self):
return self._by_value(2)

@property
def threes(self):
return self._by_value(3)

@property
def fours(self):
return self._by_value(4)

@property
def fives(self):
return self._by_value(5)

@property
def sixes(self):
return self._by_value(6)

@property
def _sets(self):
return {
1: len(self.ones),
2: len(self.twos),
3: len(self.threes),
4: len(self.fours),
5: len(self.fives),
6: len(self.sixes)
}

def reroll(self):
ch = CapitalismHand()
return ch
```

Hey Gokul,

I was having trouble with this one as well. Your `reroll()` method works perfectly, but you need to add the `@classmethod` above it. Additionally, I would consider refactoring your `doubles()` method, as the challenge never asked us to call this method in the event that we get doubles, and I wonder if it may be affecting your results. Since a `Hand` is a list of two objects, all you have to do is compare them to each other to get a `True` or `False`. I did like your comment but still not working:

```from dice import D6

class Hand(list):
def __init__(self, size=0, die_class=None, *args, **kwargs):
if not die_class:
raise ValueError("You must provide a die class")
super().__init__()

for _ in range(size):
self.append(die_class())
self.sort()

def _by_value(self, value):
dice = []
for die in self:
if die == value:
dice.append(die)
return dice

class CapitalismHand(Hand):
def __init__(self):
super().__init__(size=2, die_class=D6)

@property
def doubles(self):
if self == self:
True

@property
def ones(self):
return self._by_value(1)

@property
def twos(self):
return self._by_value(2)

@property
def threes(self):
return self._by_value(3)

@property
def fours(self):
return self._by_value(4)

@property
def fives(self):
return self._by_value(5)

@property
def sixes(self):
return self._by_value(6)

@property
def _sets(self):
return {
1: len(self.ones),
2: len(self.twos),
3: len(self.threes),
4: len(self.fours),
5: len(self.fives),
6: len(self.sixes)
}
``` Specifically, by using `reroll()` within the `doubles()` method it will raise an error since "reroll()" is not defined. Properly, it would be `self.reroll()`. But refactoring is the better approach. You can directly compare the values of the two die using :
`self.value == self.value`