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Highlighted => Vic's Ideas => Blogosphere => Meta-selection => Topic started by: VLS on June 17, 2014, 12:40:42 AM

Title: CYCLE-PAIRING play
Post by: VLS on June 17, 2014, 12:40:42 AM
Straightforward methodology:

Cycles are considered in couples/pairs.

First cycle = collection.

Second cycle = bet for recurrent patterns.




Example: "FULL SQUARE IN FELT":

Spins 1-37: collection cycle.

Spins 38-74: bet every possible number which could complete a realized full square as seen on previous cycle.
Title: Re: CYCLE-PAIRING play
Post by: VLS on June 17, 2014, 12:41:32 AM

If you continue betting then the new cycle always pairs with immediate former one:


Spins 38-74: collection.


Spins 75-111: bet for any number which completes a full corner as seen in immediate previous cycle (38-74).


Same concept goes for streets, splits, etc.
Title: Re: CYCLE-PAIRING play
Post by: VLS on February 21, 2016, 09:24:00 PM
As it seems with everything in the game, events in the cycles "clump" too.

This means the events you collect in your timeline can appear in clusters of cycles if you track them in this way. For instance, take a look at the shortest cycle in roulette, the even chance = 2 spins.

When you see a run of 10 reds, it means the same "cycle tendency" has been repeating for 5 times (2 spins x 5 cycles). Observing players will expect to see at least a small bounce-back of blacks in the future,

Uner this cycle-pairing framework, the savvy player would ride the cycle-clump event(s) without a limit, until it stops. Then go in wait mode for the next tendency.

Nothing new -and something even expected in the cyclical game-, but people tend to focus their attention away from the most obvious things.