Any time a dice pool is reduced to zero dice, usually due to penalties applied to your pool, you may still make a chance roll. It's a “Hail Mary,” desperate, last-ditch effort that your character would seem to have no right to achieve. Maybe he squeezes off what seems an impossible shot or he tries to win the favor of a mob determined to kill him. Roll one die, called a chance roll. It has a target number of 10. Rolling 10 gets you a success and your character amazingly performs the feat attempted. Almost any roll other than 10 indicates failure. As always, you get to roll 10's again. You have a chance to perform a stunning success if you keep re-rolling 10's and accumulate successes.
Example: Your character tries to fire a shot at a target who is concealed and at long range. The penalties for those circumstances reduce your dice pool to zero, leaving you with a chance roll if your character attempts the feat at all. He goes for it. You roll a single die and need a 10 to get a success. You roll 10 for one success. The “10 Again” rule allows you to re-roll 10's to hopefully accumulate successes, so you get to roll again. Another 10 turns up, so you have two successes and get to keep re-rolling. Your third roll produces an 8, for a total 0f two successes on the chance roll. Your character hits his target against all odds.
Notice in the example that the roll of 8 was not a success on the chance roll. Whenever you make a chance roll, no matter how many times you roll 10 again, the target number remains 10. Rolls of 8 or 9 do not count as successes, not even on re-rolls.