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Code 4 - Broken, Mangled and Tripped out

Started by woods101, Jul 08, 09:39 PM 2011

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woods101

Hi People,

Ok my take on this matrix system seems strong(er) to me but early days and not enough testing yet so see what you think..

We make a matrix but we play four different types of dozens- the two obv ones (doz and cols) 123 and ABC but also two others which I call EFG and HIJ.

With these other two we split the board into tetris type shapes- two L shapes and a diagonal.

EFG:

E nos are 13,16,19,22,25,26,28,29,31,32,34,35. (L shape)

F nos are 1,4,7,10,14,17,20,23,27,30,33,36. (the diagonal)

G nos are 2,3,5,6,8,9,11,12,15,18,21,24. (other L shape)

HIJ is EFG inverted so...

H nos are 1,2,4,5,7,8,10,11,13,16,19,22.

I is the other diagonal running from top right to bottom left and J is the bottom L shape of nos in the bottom right of table layout.

(Just a thought but these dozens could be useful if playing other dozen systems and looking for triggers maybe)

You can split the board however you like of course but for me, these shapes are easy to visualise and reference quickly mentally when tracking.

The order for the matrix is 123, ABC, EFG, HIJ,
so a line could look like this : 3 C F H.

The matrix is slanted (don't ask!) so each line is like so:

  3 A G I
     B F J 2
        G I 2 A
           H I A G

We bet against the line immediately above so with the above example our first bet is against col A so we bet B and C. B wins.
Next bet is against dozen G so we bet F and E. F hits so we win.
The last figure in the line? We bet against the first figure in the line above so we bet against the number 3 at the beginning of the top line. We bet 1 and 2. 2 hits so we win.
           
If your not sure what to bet next just look at the line above!

The only thing that has been a problem (so far) is zeros so maybe cover the zero accordingly.
If a zero hits just write it down and carry on: ex: 3 C 0 J.

Which leads us on to betting...

Standard 3 stage prog- 1,1; 3,3; 9,9; but...

...we've got to cover those weird shapes on the board so one unit has to be 6 units effectively. Using six units you can cover each shape with 6 splits accordingly. So your prog is actually gonna be 12, 36, 108 in total. A table with low denomination chips helps.

This is easier to bet than you might imagine as depending on where you are in a progression, each split is either 1, 3 or 9 chips.

Is this strong enough for continuous play? Prob not but... So far against actuals the only thing that has caused a fourth level crash has been zeros so either jump out the game as soon as a zero has hit (take the loss) and wait for it to pass along (6 spins or so so you don't have to bet against it on the line above or... cover it with a modest stake).
If not continuous then possibly strong enough to risk a longer hit and run game for maybe a 10/15 unit game???)

BR - I dunno. Maybe 100 units? In all tests so far I've played thru a crash and still managed a profit...BUT.. early days (about 300 actuals - I know- nothing really) so see what you think.

This is for real wheels only (not RNG) and obv a single zero wheel would be better.

Any thoughts or questions then feel free.

Resect to all, spesh JL and AMK.

Thanks
Woods


         

woods101

As always - I'm a little bit hasty. just hit the inevitable.
Hold fire on this for now.

superman

QuoteAs always - I'm a little bit hasty

We've all been there mate
There's only one way forward, follow random, don't fight with it!

Ignore a thread/topic that mentions 'stop loss', 'virtual loss' and also when a list is provided of a progression, mechanical does NOT work!

woods101


amk

Hello Woods101,

If I understand correctly you are splitting the table into 3 more dozens........

You are dividing the 36 inside numbers into three groups of different shapes, L etc.......

Now you possibly have 6 different dozens??.......

We might need Bayes for math help............

If we now indeed do have 6 different possibilities for each point in the 4 stage progression then our chances our 1296 too 1.........

Seems to good.....  Something might not be adding up but I think there might be something there...

woods101

HI Amk.

I find that it all evens out to same odds whichever and how ever many dozen groups you play. Have looked at various combinations.
Am intrigued by this idea though- playing two different matrix at the same time based on dozens ...x 4 vs x3 or x5 say, and switching. It's possible to create two that don't clash too often. It's when losing streaks overlap to join if hopping from one to another- it's not good if playing a prog. I think there is something to be gained with this though. I found it was possible to have in my head both matrixs by referring to the 4th previously drawn number. One crazy one x4 as above and on of just the dozens x4. Tracking can become quick visualizing different shapes on the table.

Cheers
Woods

amk

Woods101:

"Am intrigued by this idea though- playing two different matrix at the same time based on dozens..."

It is amazing to see different combinations of CODE 4 patterns repeat...........

I feel that somewhere there is a combination which VERY rarely loses...............

How would two matrix's work visually?...........



woods101

-any way you like. You feed both matrixs the same sequence of numbers and write them down side by side. One could be the four dozen groups explained above and the other could be just the standard dozens- 1-12, 13-24 etc. You run them at the same time and parallel to each other - when one starts to lose and you go into a progression then skip to the other. Or play them alternatively. You could have on that is four wide vs one that is six wide. One that plays against the fourth line above vs one that plays against the last line etc. Dozens vs streets say? There's infinite possibilities but I've yet to find a working combination that is trust worthy, tho I've only explored dozens vs dozens so far....

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