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AAO (Against All Odds) from GG's archives

Started by VLS, January 07, 2013, 06:32:55 PM

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VLS

Author: TurboGenius
Topic: AAO-2007
Posted: 18-Aug-07 09:47

Used and abused at the casino and works very well.

*Bago disclaimer : this is not a holy grail, it will fail long term.
Do not risk money that you cannot afford to lose...
*end of disclaimer*
==============================================

AAO (Against All Odds) was a method that goes from location to locati
on - from the outside to the inside in an attempt to profit.
Some changes I've made since it was posted improve it slightly.
Instead - now I'm looking at finding a "temporary" hot location and
sticking with it, allowing the winnings to make up for the losing
spins from other locations.

Simple explanation :

Let's break the table down into sections, none of which are part of o
ne another :

Dozen 1 / 12 numbers
Line (13-18) / 6 numbers
corner (19/20/22/23) / 4 numbers
street (25/26/27) / 3 numbers
split (28/29) / 2 numbers
straight up 30 / 1 number

for a total 28 numbers covered during the progression.

Now - you can run off any number of spins and see that it is very ver
y rare to have each of these locations showing at - standard deviation
.

For example, I'll run 1,000 spins and post the results of each locati
on below.

Dozen 1 / +0.49 std dev
Line (13-18) / -1.55 std dev
corner (19/20/22/23) / +0.39 std dev
street (25/26/27) / +0.12 std dev
split (28/29) / +1.33 std dev
straight up 30 / +0.73 std dev

So, there are obviously profitable sections to play and not so
profitable ones  The key is getting off of the bad ones and staying
on the good ones to make profit during the progression.

==========================================

How it's played :

Allow each section to run through it's "expected" number of
spins to show. If it doesn't - then move on to the next.
But if it does, stay on it until either profit is made, or
it goes to the end and you need to move locations again.

How many spins for each location ?

Dozen (3 spins)
Line (6 spins)
Corner (9 spins)
Street (12 spins)
Split (18 spins)
Straight up (36 spins) <yes you could use 37 or 38.

==================================================

Progression is a simple +1 unit per move from location to
location.

Dozen = 1 unit each spin
Line = 2 units each spin
Corner = 3 units each spin
Street = 4 units each spin
Split = 5 units each spin
Straight up = 6 units each spin.

==================================================

Example of play :

note, we are on dozen 1 most of the time unless the
progression is needed.
5.00 chip used as a "unit"

spin...location...units used...win/loss...balance
1...dozen...1...win...+10
2...dozen...1...loss...+5
3...dozen...1...win...+15
4...dozen...1...win...+25
(note : dozen 1 is doing great and we are playing it - that's
the purpose of the method)
5...dozen...1...loss...+20
6...dozen...1...loss...+15
7...dozen...1...loss...+10
(note : 3 losses for the dozen so we move on)
8...line...2...loss...0
9...line...2...loss...-10
10...line...2...loss...-20
11...line...2...win...+30
(note: profit reached so we move back to the dozen)
12...dozen...1...loss...+25
13...dozen...1...loss...+20
14...dozen...1...loss...+15 (move)
15...line...2...loss...+5
16...line...2...loss...-5
17...line...2...loss...-15
18...line...2...loss...-25
19...line...2...loss...-35
20...line...2...loss...-45 (6 loss / move)
21...corner...3...loss...-60
22...corner...3...win...+60
(note: profit reached so we move back to the dozen)
23...dozen...1...etc

You should have the jist of it now.

Now, let's assume that the corner went 6 or so spins
and then showed up. The win wouldn't have been enough to
make profit - but as long as it won within 9 spins, we
stay on it at the same chip size and continue.

=======================================

What happens is - and it may take a while sometimes -
You end up on a location that is hitting above expected
and the multiple wins will pull the balance back up to
profit.
Email/Paypal: betselectiongmail.com
-- Victor

TwisterUK

Dozen = 1 unit each spin
Line = 2 units each spin
Corner = 3 units each spin
Street = 4 units each spin
Split = 5 units each spin
Straight up = 6 units each spin

After the Dozen bet how would you  know which one of the Line/Corner/Street/Split and finaly a single number to choose ?


AMK

Twister,


As I understand the method Turbo just randomly picked one of each section. Each line for example has the same hit expectancy so it doesn't matter which one you pick. I could be wrong though.

TwisterUK


Wildcard




Not really, mates !!  :no:


It is written above, let me quote:


QuoteLet's break the table down into sections, none of which are part of one another :

Dozen 1 / 12 numbers
Line (13-18) / 6 numbers
corner (19/20/22/23) / 4 numbers
street (25/26/27) / 3 numbers
split (28/29) / 2 numbers
straight up 30 / 1 number

for a total 28 numbers covered during the progression


You see, Turbo established these locations ... " none of which are part of one another ... for a total 28 numbers covered during the progression ".


Got it ?  :thumbsup:


AMK

Your right Wildcard (he's right Twister : )


I like how I interpreted the method though.


Turbo did have a fixed betting sequence, would a randomly picked betting sequence be different?


I like to think so.

Juiced91

he also use to follow the last split waiting for a repeat on that split/number

Ralph

It sounds as the walker (Phantom, Dragos) . Keep the betsize, progress using chance. It is not too bad, and it is not bad as all providing the player understand it.