## Larry Blair, The Lotto Black Book .pdf

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**Larry Blair, The Lotto Black Book.pdf**

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**The Lotto Black Book™ PDF by Larry Blair « ✔Truth & Facts ✔Real Results ✔Real Experiences ✔FAQ ~ ✘Reviews ✘Opinions ✘Scams**

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**How to Win the Jackpot 3 Times in a Row**

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THE LOTTO BLACK BOOK

LARRY BLAIR

"I Was Hitting Close - Now I Won $1,000,000.00!!!"

"Before I won, I was hitting pretty close. I'd get

four and then sometimes I'd get five. I hit three

fives in one game using the same system twice. I

played two complete systems when I won the

$1,000,000 Jackpot.

I'm still playing the lottery twice a week. Thank you

so much for the The Lotto BlackBook."

Marion Cornelius

Washington, US

"I Won the Power Ball Jackpot"

"It is my pleasure to write to tell you I have

been lucky in winning a Power Ball Jackpot of

$100,000 using your BlackBook.

Larry, I appreciate your help and, above all, I

give you gratitude that words cannot express.

I am eternally indebted to a new wonderful

friend."

Alberta M. Worth

Oregon, US

"I won $340,708"

"Your system is awesome! Using your secret

pattern I won $240,708 in the Illinois CASH-5

lottery. It took less than 30 days after I put your

system into use. I made the front page of my

neighborhood paper. It was a great feeling and I

owe it all to you, Paul."

Thomas J. McGill

Illinois, US

“Investing in this course is like investing in Microsoft at $10 per share:

it's guaranteed to yield tremendous winnings.

You can spend years without winning anything at lotto and losing

thousands of dollars in the lottery tickets.

But doesn't it make a lot more sense to start right now with a proven

plan that made miracles for other people? “

Larry Blair

Table of contents

I. GLOSSARY

II.STRATEGY

2.1. On to Systems

2.2. Do Any Systems Work?

2.3. Then why Play?

2.4. Gamblers vs. Players

2.5. Lottery

2.6. Lottery Pick 3 and Pick 4

2.7. Tools

2.8. Pick 3 Wheel

2.9. Computers

2.10. The Balance of Nature

2.11. The Balance of Lotto Balance

2.12. How to Create a Winning Ticket

2.13. How I Play

2.14. When You Have to Wheel

2.15. Single Ticket Plan

2.16. Running a Lottery for Beginners

2.17. The Smaller Prizes

III. WHEEL SYSTEMS

3.1. What is a Lottery Wheel?

3.2. A Beginner’s Look at Wheeling

3.3. Advanced Wheeling

IV. MATHEMATICS OF LOTTERY

4.1. Frequency Distribution

4.2. Delta Lottery Number Reduction

4.3. Decade Reduction Strategy

V. MONEY MANAGEMENT

5.1. Money Management Systems

VI. PSYCHOLOGY OF GAMBLING

6.1. Winners and Losers

6.2. Think for Yourself

6.3. Common Sense

6.4. Top 10 Myths about Lottery (and why they are not true)

2

I. GLOSSARY

1.

Adjacent Numbers - Numbers in a bet that are one digit apart. Example: in the bet 02, 08, 15,

16, 31, 49 - 15 and 16 are Adjacent Numbers.

2.

Agent - A place to purchase lottery tickets. A retail outlet.

3.

ANN - Abbreviation for the term Announced Number(s). Also referred to as Trailing Numbers.

contributed by Brad

4.

Announcers - A number or set of numbers that are predictors for numbers arriving in the next

draw.

5.

Annuity - A non-lump sum lottery payout that is paid to the winner in installments over many

years.

6.

Antipode Draw - A draw result having extreme numbers. Example: 01-02-03-47-48-49 or any

set of winning numbers having only numbers at both ends of the lowest or higher possible decades.

Example: 01-38-40-42-45-48.

contributed by Dennis Bassboss

7.

AW - Abbreviation for the term Abbreviated Wheel.

contributed by Brad

3

8.

Beer As a noun - Cool exalting beverage stemming from the University Dark Ages and used

primarily when thinking about the Lottery, when playing the Lottery, when losing at playing the

Lottery and when winning at playing the Lottery. As a verb - Transitive, infinitive; used only on

occasions when you have won the Lottery and your best friend has not, you may say to them, "Hey,

best friend, let's go out tonight. I'd like to Beer with you." From Latin roots and herbs.

contributed by daleks

9.

Bonus Ball - The seventh ball drawn in a 6/49 type lottery. Matching 5 numbers and the

Bonus Ball returns the second highest prize which is disproportionally small when compared to the

top prize. Also the eighth ball drawn in a Super 7 (7/47) type lottery where the Bonus Ball is

combined with the second prize payouts (6/7 + B) and the sixth level prize (3/7 + B).

10.

Boxed Bet - A method of betting a three or four-digit number that will win if the numbers

come in any sequence. For example a boxed 735 would win if the winning number was 537. *

Boxed bets are commonly used in horse racing as well as in the daily type lotteries.

11.

Breakopen - An instant-win ticket where the player tears open a flap to see if the ticket is a

winner. Also called Pulltabs, Nevada Tickets, etc. Breakopens are often sold by charities as well as

lotteries.

12.

Cash Cow - A jackpot winning prize.

13.

Cold Numbers - Overdue numbers that appear less frequently than would be

normally expected over the last "X" number of draws. "X" is a hotly debated variable

amongst lottery predictionists. * don't let the "overdue" part fool you.

14.

Combo - A method of betting a three or four-digit number that covers all possible

combinations of the sequences. Also a short form for "Combo Maniac".

15.

Daily Games - Pick 3 and Pick 4 games held daily and run by the state or province.

16.

DN - Abbreviation for the term Designated Number. Used in a lottery wheel. Also referred to

as a Power Keeper or Lock.

17.

Double - A Pick 3 or Pick 4 digit number that contains two numbers of the same digit.

Example 355.

18.

Double-Double - A Pick 4 digit number comprised of two doubles. Example 3553.

19.

Exotic Numbers - An unusual or infrequently drawn set of numbers.

20.

Free Lotto - Lottery games that are played online. They usually require the player to view

advertisements in order to play for free.

21.

FW - Abbreviation for the term Full Wheel.

22.

Group Play - A group of lottery players who combine their bets and equally share the burden

of the cost of playing. Often referred to as a Lottery Pool.

23.

Hanging Ghost - A number that is due to hit but does not appear. It is still a strong contender

for many future draws.

contributed by Dennis Bassboss

24.

Hints Hints - A term coined by Dennis Bassboss and used successfully by many

other members at Lotto 649 Players Club to define a small group of numbers (no more

than 3) which have an exceptional propensity of hitting in exactly the next draw

4

25.

Hopper - A globe shaped container that continually rotates to mix the lottery balls until all the

numbers are drawn.

26.

Hot Numbers - Numbers that appear more frequently than would be normally expected over

the last "X" number of draws. "X" is a highly debated variable amongst lottery predictionists.

27.

Instant Game - A "Scratch and Win" lottery ticket where the player scratches off the surface

of the ticket to discover if they have instantly won a prize.

28.

Jackpot - The top prize paid out for any lottery game. If this top tier prize is not won, it is

added to the next draw making the jackpot ever bigger until there is a winner.

29.

Keno - Lots of numbers are drawn in this daily type of game. Usually 20 numbers are drawn

from a total set of 80. Players select from 3 to 10 numbers to win various prizes.

30.

Last Digit - Numbers with the same last digit. Example 20, 30, 40.

31.

LD - Abbreviation for the term Last Digit.

32.

Lottery Draw - The results of a specific lottery outcome.

33.

Lottery or Lotto - A game of astronomical odds where players select a small group of

numbers from a large group of numbers to win prizes of various levels determined by the amount of

winning numbers selected.

34.

Lottery Wheel - A method of combining a pool or group of numbers into a series of bets.

35.

Lucky Dip - A random selection of lottery numbers made by the lottery terminal's computer at

the point of purchase. Also called a Quick Pick. A bet not preferred by lottery predictionists.

36.

Money - A term used to describe the end goal of playing the lotteries.

37.

Natural Selection - A selection of numbers made by the player as opposed to a computergenerated "Quick Pick" selection.

38.

Odds - The chance of winning. Example: The chance of winning a Lotto 6/49 game is 1 out of

13,983,816!

39.

Oneoffitis - A term used to describe the frustration of betting number(s) that are one off plus

or minus the winning numbers.

contributed by Brad

40.

OON - Abbreviation for the term One Off Number. Selecting number(s) for prediction +/- one

from the last set of numbers drawn.

contributed by Brad

41.

Overdue - A term used to describe numbers that appear less frequently than would be

normally expected over the last "X" number of draws. * While Overdue is a useful concept in

playing Pick 3/4 games, it is not very helpful in predicting numbers in Lotto 6/49 type games.

42.

OW - Abbreviation for the term Open Wheel.

contributed by Brad

43.

Pick 3 Pick 4 Game - A daily lotto game played with four digits between 0 and 9.

The numbers can be repeated.

44.

Playslip - The card with several boxes in which players select their number combinations and

wagering options. When completed, the playslip is processed through the lottery terminal to

generate the official lottery tickets.

5

45.

QP - Abbreviation for the term Quick Pick.

46.

Quick Pick - A random selection of lottery numbers made by the lottery terminal's computer

at the point of purchase. Also called a Lucky Dip. A bet not preferred by lottery predictionists.

47.

REP - Abbreviation for the term Repeating Number(s) from the last draw.

48.

Rollover - When a jackpot is not won, it is added or "rolled over" to the next draw's

jackpot, increasing the prize payment until the jackpot is finally won.

49.

Root Sum - A number from one to nine derived from the addition of all of the numbers in a

single bet. Example: The root sum of this bet 04, 20, 21, 37, 44, 49 is 4. Derived from

0+4=4+2=6+0=6+2=8+1=9+3=12+7=19+4=23+4=27+4=31+9=40 4+0=4.

50.

Shift in the Draw - A sudden change in draws results. Example: It could be from a high sum

trend to a low sum trend or highly announced to not so announced. It is generally associated with

the all of a sudden appearances of many cold numbers from more than 10 draws prior.

contributed by Dennis Bassboss

51.

Skip and Hit Pattern - The pattern of a specific number's appearances and

absences measured by an examination of "X" number of draw results.

52.

Spoiler - A term to describe a number that you thought about playing, didn't think it would

come logically but your instinct tells you that it will. You didn't play it and it hit anyway. Also a term to

describe a number which you never considered playing and had no business hitting – i.e. a longshot.

contributed by Beaker

53.

Straight - A Pick 3/4 bet outcome that is bet and won in exactly the same order. Example

bet was 372 and the draw result was 372.

54.

Sum - The sum of all numbers in the bet. Example: The sum of this bet 04, 20, 21, 37, 44,

49 is 175. Derived from 04 + 20 + 21 + 7 + 44 + 49 = 175.

55.

Ticket - The official lottery bet. A piece of paper issued after purchase, containing the

numbers bet for the upcoming draw(s). * always remember to sign the back.

56.

Underdrawn - Overdue or "Cold" numbers that appear less frequently than would be

normally expected over the last "X" number of draws. "X" is a hotly debated variable amongst

lottery predictionists. * don't let the "overdue" part fool you.

57.

Virgin - A term referring to a single number or combination of numbers that have not

previously been drawn.

58.

WinHunter - terrific free lottery software released under the GNU Open Source licensing,

authored by Andrew Reed.

59.

Winner - That state of being to which all lottery players aspire to become.

60.

X - A mark that the lottery player places in the boxes of the playslip to indicate their selection

of numbers and wagering options. Also an open variable to describe the number of draws from a

lottery's history that is chosen for analysis.

61.

Y? - Because it's all about the dream and you can't win if you don't play.

62.

Z zzzzzzzzz ... - numbers that have "gone to sleep". Also referred to as cold numbers

and underdrawn numbers.

6

II. STRATEGY

All players who want to design a strategy to win at any game should consider the rules of the

game. Lottery is not an exception. If you decide to play this game, you have to know that although

all the lotteries around the world have the same principles, with respect to the rules, they are very

different.

Many passionate players wrote this book to make you understand better the lottery system and to

give you more chances of winning. This step-by-step guide will carry you through all the stages of

the game so you can understand the rules. With the help of this guide you can develop another

style of playing the lottery, having more chances to win. My purpose is to provide you with the tools

to build your own system, and to change it when you consider that it doesn’t work anymore.

You will find here complete systems (but also tools to build your own system) and help to

understand why it’s working and why not.

If you are an experienced player, you have read a lot of books already, and if not, you may want to

do it. Experienced players have a long history of testing different systems, reading reports and

lottery magazines, but also using computer software.

7

They worked very hard to discover how to beat the lottery. Are you wondering why I’m offering my

results so kindly? Sharing my work with other people will push me to work harder and improve my

methods.

Your head is probably filled with the same questions that bother each lottery player. Has someone

found a system that works? Why don’t lucky winners win the second time? Are the organizers of

the lottery cheaters? And many other questions.

There are two groups of people that claim they could help you win the big prize: the psychics, who

can predict the result, and the system builders, who give you all sorts of systems, which will

hopefully work. The first group, holding supernatural powers, wouldn’t use their powers for

themselves for achieving such shallow goals. The second group is very suspicious because you

can’t know which method is true and which is not.

In this book, you will find the tools to understand the game, and build your own system, or you can

use one of our systems. In order to increase your chances the first thing you should do is to buy

two tickets instead of one. It is proven that people who win can’t keep their prizes. Some of them

won even five out of six, but they only have the technical competency and not the remote thought.

You are so concentrated on winning that you end up overloading your mind with negative thoughts

and then you can’t concentrate on what is really important when you want to win. A player who

loses thinks that nothing works, he or she gets discouraged easily and passes very quickly from

one state to another. In his or her subconscious mind, he or she wants to play and lose so he or

she could say afterwards that he or she gave a fair try but the system is impossible to beat. They

find all sorts of explanations why the system doesn’t work and they are willing to share their ideas to

everyone who is interested in learning how to become a loser. You should really stay away from

this kind of people.

2.1. On to systems

You have to understand that the systems work only if the player has the education and skills to

make them work. Mathematicians say that each number has the exact same chance to be drawn.

Any combination of six numbers that is being played has the same possibility to come out, just as

any other. If you look at the reports in the websites or in the letters you will see that players who

buy a quick pick, and then hope it will work, contradict each other. When you don’t know what you

are doing, you are going to find an explanation why every possible combination that you play will

work. This is the reason you are playing it: you think it is a winning combination. Another tool that

most players don’t know how to use is the wheeling system, playing it without knowing what it can

or can’t do for their strategy. Most of the systems work if you stick to them, but people want fast

results and don’t want to wait until the system works. When these systems pay results, people are

already playing other systems. Almost all people want unconsciously to stay in an “almost winning”

situation because it’s better for their emotions. There is no other explanation why people sabotage

themselves to stay on the losing side. Hundreds of dollars are spent on systems that can be built by

any player.

The creators of a system take the past data and then create patterns of them. If they use only a

part of the data, the system would be very different from the initial one and you would be playing a

totally different system. Even if data is added, the system should confirm the pattern. Most systems

are built that when this happens, it changes it completely. These are postdictive errors, i.e. they use

data to create the system that they wouldn’t have at the moment of draw. Their systems are built to

work in the past, but when you play them, they don’t stick. Some systems work only at the

beginning, so you stay 100% by them, but in fact they worked only because of

8

luck. Some people claim that any system can work, but they say this because they haven’t really

tested it to be sure. Other systems claim that the balls are in a competition one against the other to

get out. They say that if a number didn’t come in a period of time, it is due to come out, and it is

called a hot number. At the other spectrum there are the cold numbers. But, surprisingly, draw after

draw, cold numbers are coming out and not hot ones.

2.2. Do Any Systems Work?

All the systems work to an extent. Mathematicians claim that each number has an equal chance of

being drawn and every six combination you play is as god as any other. How many times after you

bought a Quick Pick, you looked at it and had the impression that it wouldn’t win? Do you know

why? Because you already know how a winning ticket should look like but you don’t have the tools

to construct one. Most reports show you the numbers, but they end up disagreeing. You usually

tend to find a very good reason why a number should be played (your lucky number, your birthday,

etc.). Another popular system that is played by millions of people in different games is the Wheeling

system. You may think that a program that costs $100.00 could provide you with a four number

ticket once a month or at least a five number ticket two or three times a year, but it doesn’t happen.

In the selection process it is suggested that you provide some kind of magic intuition. There are

some systems that can “predict” a winner only in the past and not in the future. The creator of the

system worked backwards, from the winning draws and worked to find a pattern and then he

created it. Another system says that the balls are in a race. This thing might help you win at a race,

but not at the lottery. The past performance might help you win at a car race or at future

performances of dogs and horses. Even if the balls were set on a fifty foot ramp and then released,

you would have small chances of guessing which ball will hit first, because there are a lot of factors

that influence the rate of roll. If you put the balls in a tumbler, there are no discernible factors to

affect them, and the proof is that all balls eventually win. Of course some numbers were drawn

more than others, because if a ball is heavier and no longer perfect, it can’t be a winning ball.

2.3. Then Why Play?

One expert claimed that it’s not worth playing until the prize is ten times the normal weekly prize.

As if he would turn down a lesser prize! People like to play because it is very challenging and fun. It

makes you optimistic and it gives you hope that all your dreams could come true. When you stop

trying, you will lose the chance of seeing your dreams come to life.

2.4. Gamblers vs. Players

My definition of a gambler is a person who puts a lot of money on the Quick Pick. A person who

justifies his or her choice is a player. You are a better player when you manage to improve your

chances.

Gamblers: If you are a gambler you should find another game, because the lottery is not for

you. You only help keeping up the pot for the rest of us. This is a game for true players.

Players: You may know a great deal about the Lottery or you may know nothing. The thing is

that at Lotto everything you know today may be wrong tomorrow. For example, at 6/49 Lotto

drawing in Florida, when the prize was $100 million, a well known expert said that never in the

history of the Florida Lottery did all six numbers came up all odd or all even, this was considered a

bad bet. Guess what numbers came out at the drawing on 12/07/91/?

9

They were 9-11-31-35-39-47. This guide is a very useful report, which is selected from tones of

information.

2.5. Lottery

Although we use the terms Lotto and Lottery in the same way, they are very different. The Lottery is

the Pick 3 and Pick 4. They have numbers from 0-9 and, as a number is drawn, it goes back into the

game so it can be drawn again. Other games have different sets of 10 balls for the first, second and

third position. Pick 4 is the same like Pick 3 but with just one exception: it has a fourth pick for the

fourth position.

Lotto is the game where from 25 or 54 numbers, 5, 6 or 7 balls are drawn. The order of the balls

doesn’t matter and they are drawn only once. So status draws a special ball, which is called bonus

or power ball.

Payouts: You should play in a game/ state that pays more often on less. Florida, for example,

pays $450 for 3 correct numbers, but it only pays $30 or $40 for four numbers in 5/26 or 6/49

games. A lotto play varies from 50 cents to $10.

2.6. Lottery Pick 3 and Pick 4

If you make for a straight play, you have to know that with a 50 cents ticket you can win 250$ for

three correctly positioned digits or 40$ for three out of position correct digits, which is called o box

play. The Pick 4 will bring you 2500$ for four correctly positioned digits on a 50 cent ticket or 100$

for four out of position digits on a 50 cent box. You shouldn’t ignore the Pick 3 and Pick 4 just

because they don’t bring you millions. You have to realize that they have winnable odds. And with

the prizes from Pick 3 and Pick 4 you can finance your Lottery play.

How to Win at Pick 3

You must understand that you can’t buy a winning ticket because there are about 1 thousand

possible combinations of three (0 through 9 digits) in all the possible orders. For 1 thousand

combinations at 50 cents each, you would have to pay $500 and only win $250. If you want to put

the numbers into numeric order there would be 220 sets of numbers, from which 120 would contain

different digits (456) and come up seven out of ten drawings, 90 contain two digits that are different

(228) and come up three out of ten drawings, and ten contain all digits the same (333) and come up

probably once a year. If you decide to play 220 combinations with 50 cents a play, you would have

to pay $110 and only win $40.

2.7. Tools

You have to get a recent copy of your game’s history, update it to the recent drawing and then buy

your ticket. If you can’t get this information from the Lottery vendors, you can manage with the last

three weeks winning numbers.

THEORY:

10

•

•

•

•

•

The best numbers due to play are those with different digits (456) because these are

expected to be drawn seven out of ten chases.

50% to 75% of the time, one of three digits drawn yesterday will be drawn today as well.

25% of the time, one of three digits drawn the day before yesterday will be drawn today.

10% of the time two out of three digits drawn yesterday will be drawn today.

The best digits to play are the ones that are drawn now, and not a week or a month ago.

METHOD Write in a row the seven sets of numbers, which are the most recent, together with

the date, order and how they were drawn. For example: 11/2/93 11/3 11/4 11/5 11/6 11/7

11/8/93#5-3-1 2-6-3 3-4-6 1-3-0 6-8-0 8-4-0 1-4-8. Add the number of drawings for each digit: 0

three, 1 three, 2 one, 3 four, 4 three, 5 one, 6 three, 7 zero, 8 three, 9 zero. Now we have three

digits that will be drawn today and were drawn yesterday: 1-4-8. The digit that has hit the most is 3,

hitting four times, so we combine it with 1-4-8, getting 3-1, 3-4 and 3-8. There are some Lotteries

that allow you to play front or back pairs and play $25 on a 50 cents play. Now we add the other two

strong digits, 0 and 6, to the sets and get: 3-1-0, 3-1-6, 3-4-0, 3-4-6, 3-8-0 and 3-8-6. On 11/09/93

the Fla Pick 3 played $500 for a $1 play and $290 for a 50 cents play or 50 cents box, when the

winning draw was 3-1-6.

THEORY

• The digits that haven’t been drawn for a long time may come up double.

• Numbers, which have two like digits, may come up three times in ten drawings. You should

play them when they are double or triple overdue.

Let’s take another look at the numbers. These are the seven most recent: 11/3/93 11/4 11/5 11/6

11/7 11/8 11/9/93# 2-6-3 3-4-6 1-3-0 6-8-0 8-4-0 1-4-8 3-1-6. Now add up the number of times

each digit was drawn: 0 three, 1 three, 2 one, 3 four, 4 three, 5 zero, 7 zero, 8 three, 9 zero. The

strongest digits are: 3 & 6, followed by 0,1,4,8 and finally 7 & 9. The best play is: 3-7-7 3-9-9 6-7-7

6-9-9. You could also play 0-7-7 0-9-9 1-7-7 1-9-9 4-7-7 4-9-9 8-7-7 9-7-7. On 11/10/93, the Fla

winning draw was 4-7-7 and for a straight $1 pay the winning was 5$00 and for a 50 cent

straight/50 cent box it was $330.

THEORY

If a double digit was drawn, it is very probably not to come up for at least 2 or 3

drawings.

• A winning set is made of a strong digit (from yesterday’s draw) and from a digit that

hasn’t been drawn for a long time.

Look at the most recent drawn numbers again: . 11/4/93 11/5 11/6 11/7 11/8 11/9 11/10/93 #34-6 1-3-0 6-8-0 8-4-0 1-4-8 3-1-6 4-7-7. The strongest digit is 4 (it was drawn four times), the

strong digits are 0,1,3,6,8 (drawn three times) and the digits that haven’t been drawn are 2,5,9.

This are the choices: 4-0-2, 4-0-5, 4-0-9, 4-1-2, 4-1-5, 4-1-9, 4-3-2, 4-3-5, 4-3-9, 4-6-2, 4-6-5, 4-6-9,

4-8-2, 4-8-5, 4-8-9, 7-0-2, 7-0-5, 7-0-9, 7-1-2, 7-1-5, 7-1-9, 7-3-2, 7-3-5, 7-3-9, 7-6-2, 7-6-5, 7-6-9, 78-2, 7-8-5, 7-8-9. On 11/11/93 the Fla the winner was 2-6-7 and for a 50 cent box played the prize

was $40.

If you have too many choices, you should wait for a day with fewer choices, because if you force the

winning you will surely lose.

•

11

Some Other Pick 3 Methods

•

•

•

•

•

•

•

•

•

These are some ways to play without having to invest too much money

THEORY

If there are too many good-looking number sets, play only half or play them straight, not

straight and boxed.

Look at the 6 or 5 most recent draws if you have too many strong digits

Add an eight or ninth day if none of your digits stand up.

You should play the 3 digits from yesterday’s draw with the 2 strongest digits. Here is an

example: let’s say that 1-2-3 hit yesterday and the two strong digits are 5 & 8. These are the

choices: 5-8-1 5-8-2 5-8-3.

It’s best to play 50-cent straight sets until you get a hit.

If you don’t have any money left in your playing budget, you should use the last cents to play

only the 3 strongest digits if one is from yesterday’s draw.

Play the strongest digit and 2 from yesterday’s draw. For instance if you have 1-2-3 (= 1-2

1-3 2-3) and the strong digit is 9, you should play 9-1-2 9-1-3 and 9-2-3.

Play two digits from yesterday’s game (one should be fresh and the other should have

repeated once) with 3 or 4 strong digits in turn. Here is an example: 1-2-3 were drawn the

day before yesterday and 4-5-2 yesterday. The strongest digits are 3&8. The numbers you

should play are: 3-2-4 3-2-5 8-2-4 8-2-5.

Combine the best with the worst digits: say that 3 & 4 are the worst and 5 & 7 are the best. In

this case you should play 5-7-3 5-7-4 5-3-4 7-3-4.

2.8. Pick 3 Wheel

Sometimes, when you have 4 digits that look so good, you know that you just have to combine

them. There are 2 simple methods to do this. One of them is to substitute the digits: 1-2-3 and 4: 12-3 4-2-3 1-4-3 1-2-4 or you can play them in their order 1-2-3 1-2-4 1-3-4 2-3-4. Five digits are

best played in their order: 1-2-3 1-2-4 1-2-5 1-3-4 1-3-5 1-4-5 2-3-4 2-3-5 2-4-5 3-4-5. If you have

six digits, it’s best to wait for a day with fewer sets, because there are 28 combinations.

All Ten Digits

123 135 146

4

246 257

5

7 3 8

6

8

9

7

9

0

8

0

9

0

136 147

247 258

58 369

9

0

0

12

123

135

146

136

124

125

126

127

128

129

120

136

137

138

139

130

145

146

147

148

149

140

235

236

237

238

239

230

245

246

247

248

249

240

147

148

149

140

156

157

158

159

150

246

247

248

249

240

256

257

258

259

250

346

347

348

349

340

356

357

358

359

350

137

138

139

130

146

147

148

149

140

156

157

158

159

150

236

237

238

239

230

246

247

248

249

240

256

257

258

259

250

147

148

149

140

157

158

159

150

167

168

169

160

247

248

249

240

257

258

259

250

267

268

269

260

347

348

349

340

357

358359350367368369360

(Recommendation: guard these for the right moment.)

Pick 3 Bonus Methods

Theory: Some winning numbers have already paired off together in the past, so look in your past

history and continue this with the other methods to win. Example: 4/05/94 3-7-0 4/06 1-7-8 4/07 35-9 4/08 6-8-0 4/09 0-1-6 4/10 6-7-5 4/11 2-9-0 4/12 0-7-0 4/13 4-1-7 4/14 8-9-7 . 4/15 6-0-1

4/16 5-8-7, and 8-0-7 was drawn on 04/17/94.

13

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