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System DETECTOR

Started by JLP, September 24, 2024, 03:02:39 AM

0 Members and 5 Guests are viewing this topic.

JLP

This method was lost on old roulette sites.
Now I have recovered from the dust.

DETECTOR
Created by Bob Gordon, PO Box 1107, Wangara, Western Australia, 6027
Email address: rgordon@servcom.net.au


The purpose and aim of this method was to detect as early as possible any sort of bias in the wheel, and get on the good numbers before they came out. Going through 100's of old scorecards, there were certain trends that I noticed, prior to certain numbers coming out on good runs.

What I finally did was to draw up certain rules, so that a definitive plan could be followed.

RULES
1. Record the results of 60 spins off 4 different tables.

2. When you have recorded approximately 50, start to mark a score card with the results, as in Fig 1 (click).

3. Do your final update after 60 spins, then quickly select the wheel which you will be playing.
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4. Select one of the wheels where at least 4 numbers, together on the wheel, have come out at least twice.
They must be bordered, both sides by numbers that have only been out a maximum of once.

5. You may have only 4 numbers in a group like this or even 7 or 8 numbers together.
You may also have 2 groups like this, on the same wheel.
What you do is bet on all the numbers in the group, or groups, straight up for the next 30 spins.

6. Do not select a table where there are more than 2 groups.

7. Each group must include at least 1 number that has been out at least 3 times. If you have a group of 4 numbers and they all have been out just twice, avoid this one.
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8. A group that has 6 or 7 numbers must have at least 3 numbers that have been out at least 3 times.
A group with 8 or 9 numbers must have at least 4 numbers that have been out at least 3 times.

9. Do not go past 30 spins, because this has been calculated so that if you are playing 4 numbers, as an example, and they each come out just once, you will still be up in profit. And should there be a possibility of a bad run developing then this will prevent too much damage to your bank.

10. Put all your winnings back into your bank.

11. Start with a $500 bank, with a backup of $500 if you are starting off playing with $5 chips
If you are starting off playing with $2 chips then you would need a bank of $200, with a backup of $200.
This backup is just incase you hit a poor run during your initial start up. Later on, your ever increasing bank, should cover any slip ups.

12. Every time you double your bank double your bet.
When your bank has reached $3,000, play every game thereafter with $25 chips, unless the bank drops below $2,500 after the 30 spins have been played, in which case go back to $20 chips.
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RESULTS OF 15 GENUINE CASINO GAMES.
Game | Numbers | Chosen | Result    | Units     | Profit   |  Bank
     |         |        | Units +/- | value ($) | Loss ($) |  $500
-------------------------------------------------------------------
 1        4        5         + 55         5         + 275      775
 2        5        5         + 30         5         + 150      925
 3        7       10        + 150         5         + 750     1675
 4        5        7        + 102        10        + 1020     2695
 5        6        5            0        20             0     2695
 6        5        4          - 6        20         - 120     2475
 7        5        8        + 138        20        + 2760     5230
 8        4        4         + 24        25         + 600     5830
 9        9        7         - 18        25         - 450     5380
10        4        6         + 96        25        + 2400     7780
11        4        4         + 24        25         + 600     8380
12        5        5         + 30        25         + 750     9130
13        6        5            0        25             0     9130
14        4        6         + 96        25        + 2400    11530
15        4        4         + 24        25         + 600    12130
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RESULTS OF 24 GENUINE CASINO GAMES.
Game | Numbers | Chosen | Result    | Units     | Profit   |  Bank
     |         |        | Units +/- | value ($) | Loss ($) |  $500
-------------------------------------------------------------------
 1        7        9        + 114         5         + 570     1070
 2        8       14        + 264        10        + 2640     3710
 3        4        7        + 132        25        + 3300     7010
 4        4        3         - 12        25         - 300     6710
 5        6        8        + 108        25        + 2700     9410
 6        9        6         - 54        25        - 1350     8060
 7        4        6         + 96        25        + 2400    10460
 8       10        9         + 24        25         + 600    11060
 9        4        0        - 120        25        - 3000     8060
10        9        7         - 18        25         - 450     7610
11        6        4         - 36        25         - 900     6710
12        9        8         + 18        25         + 450     7160
13        4        3         - 12        25         - 300     6860
14        5        4          - 6        25         - 150     6710
15        4        4         + 24        25         + 600     7310
16        4        2         - 48        25        - 1200     6110
17        5        4          - 6        25         - 150     5960
18        4        2         - 48        25        - 1200     4760
19        5        5         + 30        25         + 750     5510
20        4        4         + 24        25         + 600     6110
21        4        2         - 48        25        - 1200     4910
22        4        5         + 60        25        + 1500     6410
23        7        6          + 6        25         + 150     6560
24        5        5         + 30        25         + 750     7310

JLP

Image Formatted.

JLP

SYNTETHIC RULES

Track 60 spins
4 Numbers 1XXX 3XX
4 Numbers all 2XX No Play
6/7 Numbers must have 3N 3xxx
8/9 Numbers must have 4N 3XXX
If there are 3 groups of N No Play
Bet numbers for max 30 spins
If unit chip = 1 Base Game Bank = 100 plus 100 Reserve (Backup) Bank.


JLP

CONDITIONS TO BET

4 NUMBERS BET
14 31 9 22  18 29 7 28 12
 X XX X XXX  X XX X XX  X

6 NUMBERS BET
33 1 20 14 31 9 22 18 29 7 28 12 35
 X XX X XXX X XX X XXX X XX X XXX X 

7 NUMBERS BET
33 1 20 14 31 9 22 18 29 7 28 12 35 3   
 X XX X XXX X XX X XXX X XX X XX X  XXX

8 NUMBERS BET
16 33 1 20 14 31 9 22 18 29 7 28 12 35 3   26
XX X XXX X XXX X XX X XXX X XX X XX  X XXX X

9 NUMBERS BET
2  24 16 33 1 20 14 31 9 22 18 29 7 28 12 35 3   26
XX X  XX  X XX X XXX X XX X XXX X XX X XXX X XXX X

JLP


JLP

Above post #3 under review.

JLP

Let´s continue.I marked the previous post under review in relation to the Conditions to Bet because it´s not very clear how to select the sectors as there´s not an exact example on the original system.

The Detector system is based on the hot zones of the cylinder (2x and 3x) and the rule of thirds after having tracked 60 balls. The cumbersome part is the interpretation of the sector, but I think that after doing some tests, the sector to be considered should be closed, for example with 4 numbers, 3 repeated 2x and 1 repeated 3x, and the entire sector bordered by numbers on both sides that came out only once. And the same criteria for blocks of 5,6,7,8 and 9 numbers, but for 6 and 7 numbers there must be 3 3x numbers and for groups of 8 and 9 numbers there must be 4 3x numbers, the rest 2x, always bordered by numbers that have come out only once on both sides of each group. That's at least how I interpret it.

JLP

CONDITIONS TO BET (UPDATED)
CLOSED SECTORS

4 NUMBERS BET
 9 22 18  29 7 28                   3N 2X & 1N 3X
 X XX XXX XX XX X

5 NUMBERS BET 
31 9  22  18 29 7 28                 4N 2X & 1N 3X
 X XX XXX XX XX xX x

6 NUMBERS BET                        3N 2X & 3N 3X
 20 14  31 9  22  18 29  7
 X  XXX xX XX xxx Xx XXX X 

7 NUMBERS BET                         4N 2X & 3N 3X
 1 20 14  31 9   22 18  29 7   
 X Xx XXX xX xXX Xx XXX Xx X

8 NUMBERS BET                         4N 2X & 4N 3X
 33 1  20 14  31  9  22 18  29 7
 X XXX Xx XXX Xxx XX Xx XXX xX X

9 NUMBERS BET                         5N 2X & 4N 3X 
 16 33 1  20 14  31 9   22  18 29  7
 X  XX xx xX xXX xX XXX Xxx XX Xxx X

JLP

Tracking Blank Sheet.

JLP

Example permanence.

JLP

Another session.
Bear in mind you have to use some type of progression when the numbers are not hitting.
In this case most of the numbers hitted in cluster on the last steps of the 30 spins bet.
Note : Sector 24 16 33 1 20 14 confroms strictly to the rules exposed.
Now I have chosen that sector and the sector near to it that has the more hits : 10 23 8 11 13
Total bet on 9 numbers.

JLP

Another session.
Again some kind of progression is needed when the numbers are not hitting in the first stages.
Here 7 numbers selected.
There´s also a second set of numbers that could have been selected and the final result would be okay too.
In this last case 8 numbers selected.

JLP

Another session.
8 Numbers selected.
Try to select numbers from 1 closed block that conforms to the conditions and some other group next to it when the numbers have hitted 3X or 4X.That´s the hot sectors.And bear in mind that some type progression is needed, in this case again most clusters hit come almost at the end of the 30 spin cycle.At the start where 2 hits, but later there was a gap of 12 spins without a hit.

JLP

This session not so good but ended up with a tiny profit.
7 numbers selected.Again a gap with 12 spins with no hits.
Beware of that.

JLP

Another session.
9 numbers selected.Good number of hits.

JLP

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