Playing 4 Keeps

Gaming Newsletter for Winners

Celebrating Eleven Years!

 

Playing 4 Keeps

A Gaming News Letter For Winners

September 2006

Volume 8 Issue 9

Copyright ©2006 Michael Vernon

 

"Luck Has Nothing To Do With It When You Are Playing 4 Keeps!"

 

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In This Issue:

Publisher's Note

Can You Have Your 6 and 8 Too?

The Dumbo Paradox...

Short Cuts for Dice Setting

Coming Events

Recommended Links

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Dice Coach and Pablo Present

A Craps Tournament Qualifying Clinic

Want To WIN $50,000?

click here http://www.dicecoach.com/50kinfo.asp

 

When There's Something Wrong With Your Craps Game,

Who ya gonna call?   Dice Busters

Make your plans to join Soft Touch, The Professor and the Dice Coach in fabulous Las Vegas. Click the link or Call Beth now. Toll Free 866-342-3626 or go to www.dicebusters.com

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Publisher's Note

Family developments have precluded my time at the keyboard this past month. That may not be a bad thing after you read the fascinating articles I have gather for this issue. I have an overview especially good for those of you new to dice sets and setting dice by Gary Lorig.

I am very excited to have two excellent articles that I have permission to publish about the game of dice. I have a feeling that once you understand the information digested from the D.C. Wizard and Mike from Hawaii, you will have a greater understanding for the game of dice and perhaps other games of chance. Because of the length of this newsletter, I am going to make you wait for "On The Coat Tales of a Gambler", the adventures of Sailor and Scarpone.

So, be on the edge of your seat for the October issue of Playing 4 Keeps. I promise something very different and to my knowledge, it has never been presented for the game of craps. With the help of Mike from Hawaii, I plan to share the math behind the metaphysics and the quantum physics as I now understand how to better explained  "perception" in the game. You will not want to miss the October issue. The Who-Doo-Voo rides with the numbers. A study of over 600,000 actual random rolls and you will see it here! As Brian Little, an Irishman I once knew, liked to say, "Head for the Gap!"

Find out about the Gap, in next month's issue of Playing 4 Keeps. Of course Brian was a bit of a drinker and the Gap he headed for was the one between the hedge rows on the narrow Irish lanes.

See you at the tables Playing 4 Keeps™!

Michael Vernon

Author and Gaming Instructor

 

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Can You Have Your 6 and 8 it Too?

 

Some new place-betting systems for the 6 and 8? It was raining here. I must have been bored. So, this weekend I decided to take another look at the collection of place-betting systems that I have in my library.  Then, I compared these systems to some of the place-betting systems that have been written about here. I discovered nothing new. As expected, I found mostly run of the mill "up and pull" systems that have sustained casino profits for years.

 

With place betting, “winning” more bets than pass-line bettors comes at the cost of greater risk and larger losses. The “fuzzy math” that I’ve seen to support 6/8 systems misses this unpleasant fact.  Yes, if one bets both the six and eight, chances are that either the six or the eight will hit before a seven is rolled. However, when the seven does roll, (and it will roll on average once in every six rolls no matter how many bets are on the table), the player who places both the six and eight is going to lose both bets (or 2 units).  Likewise, the player, placing all six numbers is going to lose 6 units to the seven out while the largest possible win is limited to 1.8 (9 to 5 which is paid when hitting either the four or ten).  In my opinion, it is much better to risk (and to lose) 1 unit rather than to risk 2 or more units.  And, if he confines himself to betting the pass line and the pass line alone, 1 unit is the most that the pass-line better will ever lose on one roll of the dice.

 

From time to time, I hear place bettors suggest that their increasing the number of bets helps overcome the nasty seven. For example, place both the 6 and the 8 … Ten ways to win and 6 ways to lose…Sounds good to a novice player, I am sure…However, here is the skinny.  Placing more than one number increases both the chance of winning a little and of losing a lot.  No place-betting system can rectify this. 

 

Another serious problem with place betting is that when the place bet does win, it pays less than the true mathematical odds. (In the case of the 6 and 8, the pay-out is 7/6 instead of 6/5). Bad player odds and increased player risk explain why the casinos best customers are place bettors. Hits on the six or eight, are only going to pay about 1.17 units (7 to 6), while a hit on the seven is going to cost 2 units.  On the other hand, while pass-line bettors who parlay naturals and take the odds "win" less often than place bettors, pass-line bettors lose much less money to the inevitable seven.

 

Equally important, when the pass-line bettor does win, he wins more money than he has put at risk.  Following our pass-line system, a win on the pass line will either represent completion of a parlay (that parlay will pay either 3 or 7 times the original amount put at risk), or payment of a pass-line bet in which we have taken double odds.  In either case, the payout will always exceed the amount put at risk to a seven-out.

 

So why do so many players find place betting alluring?  As a pit boss once told me, "all systems work some of the time".  And, when place betting is working, everyone knows it!   When the seven disappears for 15 to 30 minutes, it is almost like an all-you-can-grab money buffet.  Hot tables are certainly a memorable event, one where place bettors are making more than almost anybody else at the table...Including, pass-line bettors...My estimate is that during hands where there are say 20 to 30 box numbers between sevens, the place bettor will make 3 to 5 times to that of a pure pass-line bettor.

 

The trouble is, hands with 20 or 30 box numbers between sevens, don't occur often enough for the place bettor to keep his head above water. One can go days without seeing such a hot table. The seven is a diligent worker that rarely takes much time off. More often than not, the seven is showing, and when the seven is showing, the place bettor is going to lose far bigger than pass-line bettors.

 

A friend of a friend of mine has coined a term he calls “selective memory”.  In my opinion, "selective memory" is the perfect term for what goes on in the mind of a place bettor. It's easy to remember everything about the hot shoot…The guy who placed all the numbers could well make 50 or 100 times his original buy in. Or, how about the guy who parlayed the hard eight three times?  Why that paid over 500 to 1!!!

 

"To the moon" systems, however, seem much less inviting when we consider how much cash the place bettor blew through either waiting for that hot hand, or over-betting a hand that he thought was hot. The old song "Memories" comes to mind.  Specifically, memories "too painful to remember we simply choose to forget...".  [Gosh to think I'm quoting Barbara Streisand. I really am old!!!]

 

Here’s a bit of the math. Most everyone that has ever read a book on craps must have seen this somewhere. It’s the old cumulative probabilities that most every beginning craps book offers. See the table below for the probabilities of each number and each number expressed as odds. It is the wins to losses that I want to focus on.

 

 

Number

Expectation Out of 36

Chance of

Rolling

Expressed

as Odds

Number of

Wins    To    Losses

2

1

1/36

35:1

0

1

3

2

2/36

17:1

0

2

4

3

3/36

11:1

1

2

5

4

4/36

8:1

1.6

2.4

6

5

5/36

6.2:1

2.27273

2.72727

7

6

6/36

5:1

6

0

8

5

5/36

6.2:1

2.27273

2.72727

9

4

4/36

8:1

1.6

2.4

10

3

3/36

11:1

1

2

11

2

2/36

17:1

2

0

12

1

1/36

35:1

0

1

Total

36

36/36

--

17.74546

18.25454

 

Now, for the fun part.   Add up the total ways to win and the total ways to lose.

 

Total Ways to Win in 36 Rolls = 17.74546

 

Total Ways to Lose in 36 Rolls   = 18.25454

 

Player’s Negative Expectancy

Without Odds                         (18.25454 – 17.74546)

36          = 1.41%

 

Have you ever seen that percentage?

 

Here is a little secret tid-bit. The great Sam Grafstein recognized the play, but I am sure any math he did was done on his fingers. Still, the math affirms the greatness of the Dice Doctor’s system.  See if this adds up?

 

Wins Due to

Naturals  =  8  (22.22222% of total occurrences and 45.08% of total wins)

 

Natural 7  =  6  (16.66667% of total occurrences and 33.81% of total wins)

 

Natural 11 =  2  (5.555556% of total occurrences and 11.27% of total wins)

 

Wins Due to Shooter Making

the Point  =  9.74546  (26.5959 % of total occurrences and 54.92% of total wins)

 

Adds up: 8 + 9.74546 = 17.74546

 

Losses Due to Crap Rolls = 4

 

Losses due to the 7-Out = 14.25454

 

Adds up: 4 + 14.25454 = 18.25454

 

So, now you know where those numbers come from and why the house advantage is what it is. Wadda mean? No!

 

Okay, here is how it comes about. The blue numbers refer to the number of times over 36 rolls that a decision will be won and the red numbers represent decisions lost. This is the mathematical break down for any individual number that can be rolled on a come out.

 

Let's look first at the six. As we know, 5 times out of 36, the shooter will establish six as a point.  If he does roll a six for a point, there are 5 ways to roll a six before a seven (the shooter wins) and 6 ways to roll a seven before a six (the shooter loses).  So the chance over 36 rolls of a shooter winning on a six is (5x5/11), or, 2.27273 times.

 

The chance that a shooter will seven-out (having established six as the point) is (5x6/11). Or, 2.72727 times.  Note that 2.27273 + 2.72727 = 5 and recall that 5 is the number of times over 36 rolls that a shooter will establish 6 as a point. Cool?

 

The math for the eight is, of course, the same as the math for the six.

 

As for the five and nine, we expect to roll both the five and nine 4 times each over 36 rolls. When a five or nine is rolled, there are 4 ways to make the point, and six ways to lose to a seven. So, the number of decisions over 36 rolls that will be won on a five or nine is ((4x4)/10) or 1.6.  The number of times over 36 rolls that a shooter will lose on a five or nine is 2.4 ((4x6)/10).

 

I trust by now, you can figure out the math for the four and ten. There are 3 ways in 36 rolls to establish either the four or the ten. Having rolled the four (or a ten) as the point, there are 3 ways for the shooter to roll a four (or a ten) before the seven, and six ways for a shooter to roll a seven before a four (or a ten).  So over 36 rolls, there will be 1 decision won with four or ten as the point (3x1)/3, and 2 decisions where the shooter sevened out with four or ten as the point (3x2)/3.

 

Lastly, there are come out naturals and craps. A come out seven or eleven will occur 8 times (six times on the seven, two times on the eleven). So, 8 out of 36 rolls will be instant pass-line winners. A come out crap will occur four times. (1 in every 36 rolls for both the two or twelve), and 2 in every 36 rolls for the three.) So 4 out of 36 rolls will be immediate pass-line losers.    

 

I originally developed the chart as a tool to demonstrate the power of naturals, and to illustrate the number of pass-line decisions that are won by seven and eleven.  (Many crap players are unaware of this, but naturals, on average, account for just over 45% of pass line wins!) This chart, however, could also help your understanding of place betting.

 

Place bettors get no benefit from come out sevens or elevens while sharing all the risk from the shooter sevening out. And, place bettors get shorted more on the payout than do pass-line bettors. For example, instead of getting 6 to 5 odds on the six, place bettors receive 7 to 6. Over 36 rolls, if a place bettor bets $12 on the six every roll, he will win 2.27273 times. He should receive a payout of $14.4 ($12 x 1.2). Instead, however, the place bettor gets a payout of $14.00. Over 36 rolls this amounts to a ($0.4 x 2.27273) or $0.91 tax for the $12 place bettor on the six or eight... Do you see how it is a game of numbers? Do you see how over a lifetime career of playing craps the house-advantage works against the player on every roll?? The higher the house odds, the higher the tax the player pays. Even though I live and make my living in the land of big government (Washington DC), I still cringe when I hear the word tax! At least when I am the guy paying the tax.  How about you?

 

D.C. Wizard

© Copyright 2006     

  

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The Dumbo Paradox

 

How is it possible to win with any consistency at craps? How can there be any system that "works"? House advantage is against you at a banked table game.

 

Selective memory causes people to remember the hits and suppress the memory of the losses. They like to talk about how they hit SEVEN with three blacks! Anyone would. To make a crazy bet like that and have it pay off and the expression on everyone's face as it goes from contempt for the idiot betting on SEVEN to envy as that stack of blacks gets pushed over.

 

So many systems appear to feature lots of bets to create lots of action. Many systems seem to try to use the high payback bets in some way because when they hit they really ratchet you forward. If you get lucky before you get seriously hurt, they can really throw you into the plus column fast. As opposed to systems that grind along with the lower return safer bets.

 

Higher volatility systems are attractive because they hit big! The system I looked at unraveling recently involved betting the SEVEN when "sevens were due". That is a big 4:1 payout when it hits. You really scoop up the chips when you are lucky. Of course it is a killer on the downside. Unfortunately "sevens are due" is a totally bogus concept, at least mathematically;

 

If someone has the discipline to quit while they are ahead, high volatility systems can even appear to work.  If one has the discipline to quit when you reach "the threshold of pain" loss level and step away, you can limit your downside sessions and have some nice upside sessions. With fuzzy book keeping, forgetting a nice percentage of these small loss sessions, and emphasizing the big lucky sessions, one might even become convinced that overall you have a winning system.

 

The ONLY winning system is one that manages your money and your betting patterns, is very conscious of house advantage, taps into some kind of (OK I like Metaphysical) metaphysical sense of the flow of the game or similar guidelines, uses iron discipline to step away when the Karma of the game says it "ain't your time" and sharply limit losses, and ratchets forward profits when lady luck is your personal guest. Finally, realizes when she leaves or changes partners and your personal session "maxes out".

 

All of my reflection on systems has come down to that.

 

Math says professional gamblers cannot exist!  Not those which play banked casino games, Nope they cannot exist, anymore than elephants can fly.  But yet they do exist! Call it the Dumbo Paradox. So the above paragraph summarizes the only explanation I have been able to come up with to start resolve this paradox.

 

Finally the theory of large numbers.

 

The gambler's loophole!  It is in the theory of large numbers that professional gamblers can exist. But virtually everyone mistakes the implication that creates the loophole.

 

1. Given an infinite craps game we know the math. We know it with absolute, God like precision of any number of decimal places. Casino's approximate this somewhat because they look out on an ocean of players at multiple tables operating extended 24/7 periods.

 

2. The real world is NOT infinite. In fact with 36 outcomes, the number of rolls of the dice to get the numbers to zero in on the "correct" math from statement #1 is almost beyond belief! Think in terms of well over 1 million rolls of the dice. How long is that at one roll per minute?

 

Ergo, a given real session of craps is as likely to be lopsided as it is to be mathematically accurate. In one session how many hands?  Assume one per minute and a four hour session. We have not even snuk up on 1000 by a LOOOONG shot.  The averages from that session can be off by a mile in any direction. You could easily see a shooter crank out a dozen hardway fours while holding the dice for half an hour. Or any other major deviation.

 

So sessions will be "Hot" or "Cold" or more specifically lopsided far more often than they are mathematically square, often by a large amount.  When viewed from the individual player's viewpoint.  In fact the theory of large numbers actually says the longer you play, the more extreme sessions you will see.

 

So if you want to win, if you want to be a professional, there is one simple task and any "system" design has to take it into account.

 

Identify "what is wrong with this picture" as soon as possible and then apply a betting strategy to capitalize on the current session's deviation from mathematical norm.

 

There is no need for dice memory in this. There is no "sevens are due".  It is just a realization that any given session contains WAY!!! too few rolls to give good math.

 

Metaphysics is something I can believe in because I believe we have two sides to our brain. One side is digital and uses language. It yaks away at us all the time and explains everything in wordy detail. It also does calculator type math. It is where you learned to read and do arithmetic.

 

The other side of our brain is an art student and uses analog, about this big, and red, and fuzzy, and feels good and can only communicate in gut feelings, emotions, colors, shapes and pictures.  It knows and understands colors, pictures, feelings, urges, relationships. It can do certain kinds of math. It can do Geometry for instance, but cannot do Trig.

 

It is just as reasonable and logical as the other side of the brain, but it cannot use language and words to explain itself. But it reasons very fast, it sees things the digital side of our brain does NOT and it is just as logical with its own tools.

 

If we open up, we can tap into what this other half of the brain is trying to tell us. When the gut tightens up, when suddenly something feels wrong, when colors seem to dim and grey out, or get vivid and clear, when the hand moves before the mind can think, when something starts "bumming you out" for no good "reason".  It is your other half of your brain "yelling at you" in its own way with its own communication tools.

 

Isn't it possible that "Metaphysics" is simply learning to view the game as the session progresses and listen to both sides of your brain? The digital "math guy" and the analog "flow guy"?

 

Mike From Hawaii

© Copyright 2006

 

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                                      Dice Sets and Combinations for the Do & the Don’t Shooter

                                   By Gary R. Lorig and Lifestyles International Inc. ©

 

Dear fellow crapshooters and dice setters,

 

Here is a chart that will help the new shooter understand each set for both the Do and the Don’t shooter. When we say Dice Set we mean that the two dice are facing each other like two magnets. After you set the dice you will not see the set numbers because they will be facing each other. You may have to turn the dice a ¼ or ½ turn to get all sides to line up with the numbers you want such as all 7’s all 6’s 8’s 4’s 10’s etc.

 

 The six major sets are as follows. There are four sets for the Do shooter and two sets for the Don’t shooter. 

                                                                     NUMBERS &

POINTS            SET NAME                       PROBABILITIES                         Total Combinations

 

 

All Numbers    RANDOM           2, 3, 4, 5, 6, 7,  8,  9, 10, 11 ,12

Ways to make each number          1,  2,  3,  4,  5,  6,   5,   4,    3,    2,    1                    = 36

 

DO SETS:                                               2,   3,   4,   5,   6,   7,   8,   9,   10,  11,  12

6/1-6/1 set  No Craps set (no 2,3,12)      0    0    1    2    3    4    3    2     1     0     0     = 16

6/1-5/2 set  When point is 5,6,8,9            0    1    1    2    3    2    3    2     1     1     0     =16

6/1-4/3 set  When point is 4,5,9,& 10      0,   1,   2,   2,   2,   2,   2,   2,    2,    1,    0     =16

5/2-4/3 set  Field, Horn, Craps set           1    1    1    2    2    2    2    2     1     1     1     =16

 

Don’t Sets                                               2,  3,  4,  5,  6, 7,  8,  9,  10,  11,  12

5/2-5/2 set   Seven out when point           1   0   2   2   1  4   1   2    2     0     1             = 16

                    is six or eight

 

                                                                2   3   4   5   6  7   8   9  10  11  12 

4/3-4/3 set   Seven out when the               1   2   1   0   4  2    0   1    2    1               =16     

                    point is 4,5,9, or 10     

 

 

 Here is a breakdown of each set & some tips for setting the dice and getting each number. 

 

No Craps or

Come out set (No craps)     2  3  4  5  6  7  8  9  10  11  12

6/1-6/1 set                           0   0  1  2 3  4  3  2    1    0   0  = 16 combinations

 

(This has been called the hard way set but remember it as the 6/1-6/1 set)

This gives the shooter four ways for a seven, three ways for a six or eight and two ways for the five or nine and one way for the four or ten.. That is fourteen out of the sixteen combinations. You also get one way for the four or ten (both hard ways) TIP: In that this is a come out roll and a seven wins set the die A 6 facing the 1 from die B=7 Your point is 7 and your set is 7. Easy to remember. Good set for the basic pass line better who wants a seven or a point number.

 

If point is 6 or 8, 5 or 9         2,  3   4  5  6   7   8   9   10  11  12

6/1-5/2 set                            0  1   1  2   3   2   3   2    1    1    0  = 16 combinations

 

(This has been called the 3V set but remember it as the 6/1-5/2 set)

This gives you three ways for the six or eight and two ways for the five or nine and only two ways for the seven. TIP: When the point is six or eight the set will be six or eight. For the six set Die A 1 facing die B 5= 6. For the eight point  face die A 6 facing die B 2=8. Your point is six or eight and your set is six or eight. If the dice twist and go off axis you still may get your point.

 

If the point is 4, 5, 9, or 10           2   3   4   5   6   7   8   9  10  11  12

6/1-4/3 set (16 combinations)       0  1    2   2   2   2   2   2   2    1    0  = 16 combinations

 

This set gives the shooter two ways to make the 4,5,6,8,9, & 10 and only two ways for the seven .It is a 50/50 bet. TIP: When the point is four set Die A with the 1 facing the 3 from Die B=4 When the point is 10 set the six from die A facing the 4 with die 6 with die B =10. Point is four or ten and your set will be four or ten. If the dice twist and go off axis you still may make your point.

 

Field, Horn and crapless craps set

 

5/2-4/3 set                 2    3   4   5   6  7   8  9  10  11  12            

                                  1    1   1   2   2  2   2  2   1    1    1  = 16 combinations

 

When you want a lot of field numbers try this set. TIP: Set Die A 5 facing Die 4 =9. Nine is a field number and your set is a field number. If the dice twist you still may get the nine. Some people call this the cross 6 set or the T set. You can get the sixes to look like a cross T but I like to think in numbers and not strange names. Remember you want to throw a field number your set will be a field number in this case 9.

  

POINT IS 5 or 9

When your point is a 5 or 9 you can use any of the Do sets. You will always have two ways to roll a 5 or 9 and only two ways to roll a 7. The odds are now 50/50. The set you chose would depend on what other place bets or field numbers you are trying for. Do you want more inside or out side numbers? Example use the 6/1-5/2 set and set Die A with the 5 facing Die B 6 (yo) you will get fives and nines on all sides. Use the 5/2-4/3 set and face the five for Die A facing the 4 from Die B=9 Point is nine and the set is nine (Also called the cross 6 set) You can also do this with the three from Die A facing the 2 from Die B =5 Set is five and the point is five. You are still using the 5/2-4/3 set.  

 

 DON’T SETS

 

This is a powerful way to play because after you get a point the sets turn in your favor from 4/1 for the 6 & 8 , and  4/2 in your favor if the point is 4,5, 9 or 10.

 

Don’t set:  If point is 6 or 8 and you want to seven out.

5/2-5/2 set      2   3   4   5   6   7   8   9   10  11   12   

                       1   0   2   2   1   4   1   2    2    0     1   = 16 combinations

 

When your point is 6 or 8 use this set to seven out. The odds are 4/1 in your favor.

TIP: You want to roll a seven and your set will be seven. Set die A with the 5 facing die B 2=7

Set is seven and  you want to roll is seven.

 

 If point is 4,5,9, or 10 and you want to seven out use the 4/3-4/3 set:

 

4/3-4/3 set      2   3   4   5   6   7   8   9   10   11   12

                       1   2   1   0   2    2     1     2     1      = 16 combinations

 

When your point is 4,5,9, or 10 and you want to seven out use this set. It gives you only ONE way for the 4 & 10 and ZERO ways for the 5 & 9. The odds are 4/1 or 4/0 IN YOUR FAVOR. It does not get much better than this. TIP: Set the 4 from die A facing the 3 from die B=7  The set is seven and the point you want  is 7 Easy to Remember!

 

 Don’t shooting:  When the table is cold or there are not many players at the table try the don’t set after you get your point. Start with the 6/1-4/3 set and try for a point of 4,5,9, or 10. You could stay with the 5/2-4/3 set and get a few Don’t Come and field bets and then switch to one of the don’t sets and seven out. You will choose the set depending on your point number. (5/2-5/2 or 4/3-4/3 set) This way you win on your don’t pass bet and all of your don’t come bets in just one roll, The 7 and they have to pay you 100% on each bet. (Do not lay odds on your don’t come bets.) This is a very powerful way to play and if the dice go off axis you still have up to six ways to seven out.

 

 When we do this dealers look very confused but they pay us just the same. We hope this will help in learning how to set the dice and how to set them quicker with the short cut tip. (Set is same as the point for 4,6,7,8, & 10) Now go to part two and learn each combination for each set.

 

Remember you will always win more when you are “On the Money” that is when your astrological chart in is time with the day you want to play. We publish astrological and psychological charts on players called “On Your Game” and timing charts for players and students. For more information email us at lifeintl@wwnet.net or visit our web site at www.lifeintl.com. Good luck at the tables!

  

END OF PART ONE 

 

Part two: Dice combinations for each set. After you learn the sets you may want to know the combinations for each set. This is the breakdown and what numbers that is in each set. There is a total of 16 combinations for each set (4X)

 

H= Hardway   Both Dice=A/B (example 2/4=6)  All sets have 16 combinations (4 sides x 4 sides=16 combinations)

 

6/1-6/1 set

 

2/2=4H   2/3=5        2/4=6       2/5=7      Numbers =   4,5,6,7   

3/2=5      3/3=6H     3/4=7      3/5=8                           5,6,7,8,

4/2=6      4/3=7        4/4=8H   4/5=9                           6,7,8,9

5/2=7      5/3=8        5/4=9      5/5=10H                      7,8,9,10

                                                        

Totals =1 four, 2 fives, 3 sixes, 4 sevens, 3 eights, 

             2 nines and 1 ten =16 numbers

             ( 4 hardway combinations)             

 

 

6/1-5/2 set

 

1/2=3      1/3=4     1/4=5     1/5=6         Numbers = 3,4,5,6

3/2=5      3/3=6H   3/4=7     3/5=8                         5,6,7,8,

4/2=6      4/3=7      4/4=8H  4/5=9                         6,7,8,9,

6/2=8      6/3=9      6/4=10   6/5=11                       8,9,10,11

                                                        

  Totals= 1 three, 1 four, 2 fives, 3 sixes, 2 sevens, 3 eights,

               2 nines, 1 ten, 1 eleven, zero 12 = 16 numbers

               ( 2 hardway combinations)

 

 

6/1-4/3 set

 

1/2 =3   1/3=4   1/4=5       1/5=6            Numbers = 3,4,5,6,

2/2=4H  2/3=5   2/4=6      2/5=7                          4,5,6,7,

5/2=7     5/3=8   5/4=9      5/5=10H                     7,8,9,10

6/2=8     6/3=9    6/4=10   6/5=11                        8,9,10,11

                                                             

Totals= 1 three, 2 fours, 2 fives, 2 sixes, 2 sevens, 2 eights,

             2 nines, 2 tens, 1 eleven = 16 numbers 

              (2 hardway combinations)

 

 

5/2-4/3 set

 

1/1=2   1/2=3   1/5=6   1/6=7           Numbers = 2,3,6,7,

3/1=4   3/2=5   3/5=8   3/6=9                             4,5,8,9,

4/1=5   4/2=6   4/5=9   4/6=10                           5,6,9,10

6/1=7   6/2=8   6/5=11  6/6=12                          7,8,11,12

 

Totals= 1 two, 1 three, 1 four, 2 fives, 2 sixes, 2 sevens, 2 eights,

             2 nines, 1 ten,  1 eleven, 1 twelve = 16 numbers  

             ( No hardway combinations)

 

Don’t sets

5/2-5/2 set

 

1/1=2   1/3=4     1/4=5      1/6=7       Numbers = 2,4,5,7,  

3/1=4   3/3=6H  3/4=7      3/6=9                         4,6,7,9,                        

4/1=5   4/3=7     4/4=8H   4/6=10                       5,7,8,10

6/1=7   6/3=9     6/4=10    6/6=12                       7,9,10,12

                                                   

 Totals= 1 two, 2 fours, 2 fives, 1 six, 4 sevens, 1 eight, 2 nines,

              2 tens, 1 twelve =16 numbers

              ( 2 hardway combinations)

 

 

4/3-4/3 set

 

1/1=2   1/2=3        1/5=6          1/6=7         Numbers =  2,3,6,7

2/1=3   2/4=4H      2/5=7         2/6=8                             3,4,7,8

5/1=6   5/2=7         5/5=10H    5/6=11                           6,7,10,11

6/1=7   6/2=8         6/5=11        6/6=12                          7,8,11,12                    

                                                                

Totals= 1 two, 2 threes, 1 four, 2 sixes, 4 sevens, 2 eights,

             1 ten, 2 elevens, 1 twelve   16 numbers

              (2 hardway combinations)

 

Now you have all of the sets and all of the combinations for each set. This gives you all the information you need for dice setting, the key is to learn and work on the toss. Toss the dice as light as possible having them hit right behind the pass line where your odds bet is and have them hit the backboard and die. Try different sets and ways to play (Do- Don’t etc)

 

HOP BETS

After you know all the combinations for each set you can see what numbers come up in each set (both easy and hard) and can bet some hop or hard ways bets for that combination to win even more.

 

Example: If you want to use the basic come out set of 6/1-6/1 take $10.00 and hop the 5,6,8,9 this gives you every combination for those numbers (easy & hard) and if you roll one of those numbers you will win 15 to 1  lose $9.00 for a win of $5.00 or 50% and still get a point for your pass line bet. You have 10/16 combinations with this hop bet. (I have used this hop bet when starting a new game.) You could take the hard 4 & hard 10 for another two combinations giving you a total of 12/16 covered. If you hit ANY hard way on the hop you win 30/1.

 

You can sit down and work out the hops bets based on what set you are using. This is for the more advanced player but it can be worked out by looking at the chart. 

 

Remember when you want a 4,6,7,9, or 10 your set will be the same as the number. For the five and nine you have a number of different sets you can try. If you want fives and nines on all sides   use the 6/1-5.2 set and set the six facing the five (11-Yo) You will get fives and nines on all sides.

 Or use the 6/1-4/3 set or the 5/2-4/3 set. Each set will give you two ways for the five or nine and two ways for the seven. Bet is now a 50/50 bet. .

 

Getting started; Practice using the 6/1-6/1 set. Face the 6 from Die A facing the 1 from die B.(7) Now take five pairs of dice a toss them down the table. You want to keep the 1’s and 6’s on axis. After you throw all of the dice you should only see the numbers 2,3,4,5, but no 1’s or 6’s. If you see 1’s or 6’s you were off axis. Try this until you can throw 10 dice with less than 2 or 3 ones or sixes. (70-80%) After you get to the point were you feel you are throwing all the dice on axis then you can try the different sets. This is a good practice method and will show you how many dice are landing the way you want them to land. 

 

You will always roll better when you are “On the Money” That is when you and your astrological chart is on a good trend. Lifestyles International Inc. publishes both the players “On Your Game” astrological & psychological profile and your “On the Wheel” timing profile. For additional information call 1-800-987-5544 or email lifeintl@wwnet.net . Best of luck at the tables. ©

  

Sincerely

Gary Lorig, President

Lifestyles International Inc.

1691 Columbia Rd.

Berkley, Michigan 48072

Office 1-800-987-5544 email: lifeintl@wwnet.net

Fax 248-586-1093 Web site: www.lifeintl.com 

 

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Playing 4 Keeps™ enriches a player's experience to become a consistent winner. My commitment to you is empowerment. Learning to employ discipline creates confidence and strengthens intention through metaphysical lessons. I empower students by showing them how to avoid losing sessions. Most importantly I create metaphors that link the knowledge of casino games to winning ways in "the game of life". Michael Vernon

 

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Email professor@playing4keeps.com

 

Playing 4 Keeps™ Newsletter written and published by Michael Vernon. It is intended to be informational and entertaining. Do not consider the information a guarantee for supplementing or replacing income. Casino games are adult entertainment, games to be enjoyed. It is Michael’s intention to provide information so the reader may play with more enjoyment.

 

Copyright ©2006 All Rights Reserved Michael Vernon All rights reserved. Reproduction in whole or in part, without the consent of the publisher, Michael Vernon is prohibited.

 

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