COPYRIGHT (C) 1994                         ALL RIGHTS RESERVED

Disclaimer:   LOTTERY CONCEPTS makes no claims or warranties, 
expressed or  implied regarding the fitness of the information      
contained in this report.  The author assumes no liability for
damages or losses which may result from the use of this 
report.  Furthermore the author makes no claims to any part of
any winnings the reader may receive.

The Florida Lotto held its first drawing May 7Th., 1988.  From 
that day forward, I have been a student of the lottery.  Over 
the years I've acquired over a dozen books by Experts.  Any 
number of reports,  hundreds of issues of Lottery magazines, 
all sorts of toys, gimmicks and gadgets,  as well as two 
different computer systems and over a thousand dollars worth 
of Lottery software.

I have spent thousands of man-hours testing concepts and 
systems.  I take the software and play it against the history 
of the lottery, starting at game one.  Week after week, game 
after game, I test the possibilities.  Would it have won?  
Would it have played at a profit?

What do you think I discovered?  Do you think, if someone knew 
how to win, that they would tell us and  you could buy such 
information for a few paltry dollars?  Of course not.  They 
would play and win for themselves.  I often wonder, why don't 
we ever hear of the same person, winning over and over again?  
Is one win enough?  Are people paid extra not to talk?  Are 
they asked/told to say they played the family birthdays?

So, what are we to make of this?  Why is this material out 
there?  Well, there are two reasons.  The first is to take 
money from people who should know better.  We are offered  
Dream Books, 900 numbers, Lucky Number Tip Sheets, Lucky 
crystal pendants and Telephone Psychics.  Q. "If you know the 
numbers for LOTTO, why haven't you won it yourself?"  A. "Well 
That's the funny thing about my powers.  They're only good if 
I help out other people.  If I ever used my insights for my 
own personal gain.  I would lose them forever."  Claire Voyant 
March 92, Lotto Retailer.   

The second group, is made up of people who are developing 
working winning systems.  They have incomplete systems that 
work sometimes.  They do what they promise.  They promise to 
help.  They promise one part will work if you get the other 
part right.  They promise to improve your odds of winning. 
This is easy.  Just watch as I wave my wand and tell you how 
to double your odds of winning the Lottery.  JUST BUY TWO 
TICKETS INSTEAD OF ONE!  If the odds were one in 14 million, 
two tickets lower the odds to one in 7 million.  You have 
taken the first step toward winning.

No fooling.  I key up one Shareware computer program and it 
says the secret of winning is to put your money back into your 
pocket until you have enough to buy a T-Bill.  Then buy one 
and repeat.  It could work!

I have talked to four of the EXPERTS and several more 
assistants and software programers and tec. support for Lotto 
Programs.  I always ask, "Have you won yet?"  Pick 3 yes.  
Four out of five, yes.  Four out of six, yes.  Even five out 
of six. yes.  Some have won smaller top prizes years ago,  
when odds were better.    Sorry to say, none have retired with 
millions.  Some of their customers have. 

As one tests those systems and concepts,  you begin to realize 
that each has something to offer.  If only you could combine 
what works and dump the rest. 

                   DO ANY SYSTEMS WORK?

The strange thing is, they all work, to an extent. 
Mathematicians would tell you that each number has an equal 
chance of being drawn.  Therefore, any six number combination 
you come up with is as good as any other.  Or so they say. ie:
On the day before the drawing all number sets are equal.  How 
many times have you bought a Quick Pick.  Looked at it and 
known that it wouldn't win.  This is because you already know 
what a winning ticket should look like.  You simply didn't 
have the tools to construct one.

Most available systems show you the numbers in several 
different reports, but the reports disagree with each other.  
You can find good reasons why every single number should be 
played.  Then there are Wheeling systems to wheel the numbers.  
Millions of people play the systems, in different ways,  in 
dozens of different games.  Someone almost has to win.  But, 
they don't win often enough.  You would think a program 
costing over one hundred dollars, would provide a four number 
ticket at least once a month, and that you would get a five 
number ticket, two or three times a year.  Well, it doesn't 
happen.  It is suggested that you provide some magic intuition 
in the selection process.

Some systems are set up to "predict" a winner in the "past" 
but not for the "future".  The system creator took winning 
draws and worked backwards to find the patterns that created 
them.  It works perfectly until you use it.

Most systems suggest that the Lottery balls are in some kind 
of race.  Now, it is true that charting may help you win at 
the track.  Past performance  may help you judge future 
performance of horses, dogs, stocks and race cars.  If the 
Lottery balls were in a race,  if the balls were lined up at 
the top of a fifty foot ramp and released.  If the first  six 
balls to hit bottom were winners,  then you would chart the 
balls to find future winners.  There would be factors that 
would effect the rate of roll.

Lottery balls in a tumbler have no discernible  factors to 
effect them.  The proof is that all balls win.  Some numbers 
have come up more often then others so far.  But, if one was 
heavy or sticky or no longer perfect, then it would never win.
Though often ignored, so called cold numbers, are one, two or 
three of the winning numbers, in most drawings.
                         THEN WHY PLAY?

One Expert figured the odds and said it was not worth playing 
until the prize was over ten times the normal weekly prize.  
I'm sure he would turn down a lesser prize!

Playing Lotto is challenging, entertaining and fun.  Each 
ticket gives us hope, which brightens our daily lives and 
keeps alive the positive side of our natures. You need to play 
because of the dreams that could come true.  Having that 
ticket, helps you dream.  Knowing you have an improved chance 
to win helps make that dream brighter.  Bright dreams help us 
determine what we want from life.  You should try to make your 
dreams come true.  The Lottery is only one of many methods you 
can try.  You only lose when you stop trying.

                    GAMBLERS VS PLAYERS

If you put a dollar down on the Quick Pick, you are a gambler.  
If you do anything to justify your choice of numbers, then you 
are a player.  (This is my definition.)  The more you do to 
intelligently improve your chances, the better player you are.


If you are a gambler,  I suggest you find a game with better 
odds than the Lottery.  This is really a game for players.  
But at least you help to keep up the pot for the rest of us.


I have no idea how much you already know.  I don't know how 
much of what you already know may be wrong.  With Lotto, a 
fact that was right, up to today, may be wrong tomorrow.  When 
the Florida 6/49 Lotto drawing was headed for 100 million, on 
12/05/91 a well known  Lottery Expert was a guest on Radio 
Station W.F.T.L.  She stated correctly that at no time in the 
history of the Florida Lottery, did all six numbers come up 
all odd or all even.  It was suggested that this was a bad 
bet.  Need I say the drawing on 12/07/91 was 9-11-31-35-39-47.

What I will tell you in this report is useful information that 
I have dug out of tons of information.  But, this is not a 
report on other reports,  nor is it a condensed compilation of 
other  works.  The information I offer  you, will be the same 
information you will see, for yourself, in your Lottery's 

                         LOTTO LOTTERY

Even though we interchange the terms Lotto and Lottery, they 
are different.  The Lottery is really the Pick 3 and Pick 4 
games.  They have ten balls 0 - 9 and as each number is drawn 
it is returned to play so it might be drawn again.  Some games 
just put the ball back in.  Others have a different set of ten 
balls for 1st. 2nd. and 3rd. position.  Pick 4 is the same 
only with a fourth drawing for 4th. position.

Lotto can be five or six or seven balls drawn from a field of 
twenty five numbers to fifty four.  The numbers may only be 
drawn once and their order does not matter.  Some states draw 
an extra ball called a bonus or powerball.  The rules vary on 
when it is to be counted and from where it is to be drawn.

Keno is offered by some states.  This is from 10 to 20 numbers 
from a field of from 56 to 99.

                         PAY OUTS

It is smart to play in a state/game that pays more often on 
less.  See if it would be reasonable to play another states' 
game.  In Lotto, some states pay on three correct numbers.  
Florida averages $4.50 for three correct numbers.  On the 
other hand, Florida only pays $30 to $60 for four numbers in 
5/26 or 6/49 games.  Lotto in some states is only 50 cents a 
play. In  most states one Lotto play is $1.00.  You would need 
to balance travel against price against odds against prize.

                  LOTTERY PICK 3 AND PICK 4  

The Lottery in Florida and most other states, will pay out 
$250. for three correctly positioned digits on a 50 cent play. 
This is called a straight play.  Three out of position correct 
digits pays $40. on a 50 cent play. This is called a box play.  
The Pick 4 will pay out $2500. for four correctly positioned 
digits on a 50 cent play.  Four out of position correct digits 
pays $100. on a 50 cent box play.  Most players bet the same 
number 50 cents straight and 50 cents boxed for best coverage. 

Don't ignore the Pick 3 and Pick 4 because they don't pay ten 
million dollars.  They have winnable odds.  Their prizes are 
much better then the lower tiers of the play five, six, or 
seven.  You can use Pick 3 and Pick 4 prizes to finance your 
Lotto play.

                    HOW TO WIN AT PICK 3

There are one thousand possible combinations of three, 0 
through 9 digits, in all their possible orders.  You cannot 
buy a win.  One thousand combinations at 50 cents each would 
cost $500 and you would win only $250.  If you were to put the 
numbers into numeric order instead, there would be 220 sets of 
numbers.  Of these 120 would contain three different digits 
(234) and come up about seven out of ten drawings.  90 would 
contain two digits that are the same and one digit different 
(117) and come up about three out of ten drawings.  10 would 
contain all three digits the same (777) and come up perhaps 
once a year.  Again, you cannot buy a win.  At 50 cents a 
play, 220 combinations would cost $110 and you would win only 

TOOLS  You must try to get a recent copy of your game's 
history.  Then you need to update it to the most recent 
drawing.  Ask, where you buy your tickets.  Most Lottery 
vendors have some information or know where to send for it.  
If necessary, you can get by with only the last three weeks 
worth of winning numbers.  You should also have a pen or 
pencil and paper.  If you're not neat, use  graph paper.

THEORY  The best number sets to play are those where the 
digits are all different (234), as these are expected to be 
drawn about seven out of ten times.  A view of your games 
complete history will confirm this.  

THEORY  One of the three digits from yesterdays drawing will 
be drawn again in today's drawing.  This will happen 50% to 
75% of the time.

THEORY  One of the three digits from the day before yesterdays 
drawing will be drawn again in today's drawing.  This will 
happen 25% of the time.

THEORY  Two of the three digits from yesterdays drawing will 
be drawn again in today's drawing.  This will happen 10% of 
the time.

THEORY  The best digits to play are ones that are hitting NOW.  
Rather a week ago or a month ago.

METHOD  Write down, in a row, the seven most recent sets of 
drawn numbers, in the date order they were drawn, how they 
were drawn.  This is an example from the Fla. Pick 3.

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

Now add up the number of times each digit was drawn.  The 0 
was drawn three times so ... 0 three, 1 three, 2 one, 3 four, 
4 three, 5 one, 6 three, 7 zero, 8 three, 9 zero.

Now we know one of the three digits from yesterdays drawing 
should be drawn again, so write them down. 1-4-8.  

The digit that has hit the most is 3 and it has hit four times 
so we combine the digit three with the digits 1-4-8 and get 
3-1, 3-4 and 3-8.  We have now used our four strongest 3-1-4-8 
to make three partial sets.   Some lotteries allow you to play 
front and/or back pairs and pay $25 on a 50 cent play.  These 
would be good for front or back pairs.

Two other digits are strong.  the 0 three and 6 three.  So we 
add them to the sets we are building, and get 3-1-0, 3-1-6, 
3-4-0, 3-4-6, 3-8-0, and 3-8-6.
                                     3 1 0
                                       4 6
On 11/09/93 the Fla. Pick 3 winning draw was 3-1-6 and paid 
$500 for a straight $1.00 play or $290 if played 50 cents
straight and 50 cents boxed.

THEORY  Digits that have not hit for a long time may come up 

THEORY  Number sets with two like digits are expected to come 
up about three times in ten drawings.  Or every third or forth 
drawing.  The time to begin playing them is when they are 
double or triple overdue.  

Now let us look at the numbers again.  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

Adding up the number of times each digit was drawn.  The 0 was 
drawn three times so ... 0 three, 1 three, 2 one, 3 four, 4 
three, 5 zero, 6 four, 7 zero, 8 three and 9 zero.

The strongest digits are 3 and 6.  Strong digits are 0, 1, 4, 
and 8.  Digits that have not been drawn for a long time are 7 
and 9.  Put the strongest out front.  The best choices would 
be to play 3-7-7, 3-9-9, 6-7-7, 6-9-9.  Secondary choices 
would be 0-7-7, 0-9-9, 1-7-7, 1-9-9, 4-7-7, 4-9-9, 8-7-7 and 

On 11/10/93 the Fla. Pick 3 winning draw was 4-7-7 and paid 
$500 for a straight $1.00 play and $330 if played 50 cents 
straight and 50 cents boxed.

THEORY  Once a double digit has been drawn it should not come 
up for at least two or three drawings.

THEORY  A strong digit, a digit from yesterdays draw, and a 
digit that has not been drawn for some time will combine to 
make a winning set.

Now let us look at our seven most recently drawn numbers 

11/4/93   11/5   11/6   11/7   11/8   11/9   11/10/93
#3-4-6   1-3-0  6-8-0  8-4-0  1-4-8  3-1-6  4-7-7

Adding up the number of times each digit was drawn.  The 0 was 
drawn three times so ... 0 three, 1 three, 2 zero, 3 three, 4 
four, 5 zero, 6 three, 7 two, 8 three, 9 zero.

The strongest digit is 4 and also a digit from yesterdays 
draw.  The strong digits are 0, 1, 3, 6 and 8.  The digits 
that have not hit for some time are 2, 5 and 9.  Our first 
choice would put the 4 and then the 7 out front of the five
strong digits and then the digits that have not hit.  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, 7-8-2, 
7-8-5, 7-8-9.

On 11/11/93 the Fla. Pick 3 winning drawing was 2-6-7 and paid 
$40 for a 50 cent boxed play.  You would have invested thirty 
dollars playing thirty sets of numbers for 50 cents straight 
and 50 cents boxed.  I wanted to show you how it is done.  
When there are too many choices it is often better to wait for 
a day with fewer choices.

There is an old saying among gamblers.  "If you bet the rent 
money, you'll never win."  The idea is that a gambler's play 
needs to be free loose and easy for the wins to come.  The 
harder you try to force a win,  the more often you will lose.  
To the player, this is partly true.  You certainly don't want 
to spend the rent money.  On the other hand, only a tight 
playing budget will force you to devote the time and effort to 
build winning tickets.  When you have too much money to play 
with,  your playing techniques get sloppy and you will lose. 

                    SOME OTHER PICK 3 METHODS

Playing on paper, can be very frustrating.  Especially, when 
you win on paper and can't collect any winnings.  On the other 
hand, we don't all have the extra cash to play with while we 
learn how to win. 

These are some ways to play that don't require such a major 

THEORY  If you have too many number sets that look good, try 
playing only half of them.  Or play them straight instead of 
straight and boxed. 

THEORY  If you find you have too many digits that are strong 
try looking at the six most recent days or the five most 
recent days.

THEORY  If none of the digits stand out.  See what happens if 
you add an eighth day or a ninth.

THEORY  Play the two strongest digits with each of the three 
digits from yesterday's draw.  Only three games.  Say 1-2-3 
hit yesterday.  The two strongest digits are 6 & 7.  Play 
6-7-1, 6-7-2, 6-7-3.  

THEORY Play 50 cents straight sets until you get a hit.

THEORY (The Single Ticket Game) Play only the three strongest 
digits if one is from yesterdays' draw.  Good method if you 
have exhausted your playing budget and are squeezing fifty 
cents from your lunch budget.

THEORY Play the strongest digit and two of the numbers from 
yesterday's draw.  Only three games if you play all three of 
yesterday's digits in their three combinations with one strong 
digit.  1-2-3 = 1-2, 1-3, 2-3. plus the strongest.  For 
example, say it is 6.  Play 6-1-2, 6-1-3, 6-2-3.

THEORY Play the three or four strongest digits in turn with 
the two digits from yesterday's draw and do not use the digit 
that repeated from the day before yesterdays' draw.  1-2-3 
hits,  the next day 4-2-7 hits.  Play the 4-7 with your three 
or four strongest numbers and discard the two.

THEORY Play the three or four strongest digits in turn with 
two of the digits from yesterday's draw, one of which should 
be fresh and the other has already repeated once.  For 
example.  1-2-3 hits.  The next day 4-5-2 hits.  Your 
strongest digits are 3 & 8.  Play 3-2-4, 3-2-5, 8-2-4, 8-2-5.

THEORY Play the two strongest digits in combinations with the 
two worst digits.  1 & 2 are best and 4 & 5 are worst.  Play, 
1-2-4, 1-2-5, 1-4-5, 2-4-5.

THEORY Notice when the Lottery has re-shuffled the deck.  The 
newest drawn numbers will have zero relationship to numbers 
that were drawn before.  Sometimes the new digits will begin 
to repeat right away.  Sometimes it takes a few draws for new 
patterns to develop.

Everyone's Lottery draws a little differently.  You need to 
learn where the wins come from.  What factors bring them on?  
Every time you play, use  a page in a loose leaf binder (like 
the children use for school) to record the numbers you are 
playing and write yourself a short note why you chose them.  
Take any drawing you didn't win and figure out if there was 
any method you could have used.  Write that down.  Once a 
week, review your notes.  The trick isn't to chase the numbers 
around.  You want to find out where they come from and set out 
a trap for them to fall into.  Soon you will discover where 
the wins come from.  

                         PICK 3 WHEEL

Sometimes you have four digits that look so good you must 
combine them.  There are two simple methods.  You may 
substitute the fourth digit for each digit in turn.  1-2-3 4 
1-2-3, 4-2-3, 1-4-3, 1-2-4 Good when all digits are equally 
strong.  Or you may play the digits in their order. 1-2-3, 
1-2-4, 1-3-4, 2-3-4 Good when some are stronger.  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.  Six digits make 
twenty-eight combinations.  It would be better to wait for a 
day with fewer sets.
                         ALL TEN DIGITS

1 2 3     1 3 5     1 4 6     1 3 6     1 4 7
    4     2 4 6     2 5 7     2 4 7     2 5 8
    5         7     3   8       5 8     3 6 9
    6         8         9         9         0
    7         9         0         0
    8         0

1 2 3     1 3 5     1 4 6     1 3 6     1 4 7
1 2 4     1 3 6     1 4 7     1 3 7     1 4 8
1 2 5     1 3 7     1 4 8     1 3 8     1 4 9
1 2 6     1 3 8     1 4 9     1 3 9     1 4 0
1 2 7     1 3 9     1 4 0     1 3 0     1 5 7
1 2 8     1 3 0     1 5 6     1 4 6     1 5 8
1 2 9     1 4 5     1 5 7     1 4 7     1 5 9
1 2 0     1 4 6     1 5 8     1 4 8     1 5 0
          1 4 7     1 5 9     1 4 9     1 6 7
          1 4 8     1 5 0     1 4 0     1 6 8
          1 4 9     2 4 6     1 5 6     1 6 9
          1 4 0     2 4 7     1 5 7     1 6 0
          2 3 5     2 4 8     1 5 8     2 4 7
          2 3 6     2 4 9     1 5 9     2 4 8
          2 3 7     2 4 0     1 5 0     2 4 9
          2 3 8     2 5 6     2 3 6     2 4 0
          2 3 9     2 5 7     2 3 7     2 5 7
          2 3 0     2 5 8     2 3 8     2 5 8
          2 4 5     2 5 9     2 3 9     2 5 9
          2 4 6     2 5 0     2 3 0     2 5 0
          2 4 7     3 4 6     2 4 6     2 6 7
          2 4 8     3 4 7     2 4 7     2 6 8
          2 4 9     3 4 8     2 4 8     2 6 9
          2 4 0     3 4 9     2 4 9     2 6 0
                    3 4 0     2 4 0     3 4 7
                    3 5 6     2 5 6     3 4 8
                    3 5 7     2 5 7     3 4 9
                    3 5 8     2 5 8     3 4 0
                    3 5 9     2 5 9     3 5 7
                    3 5 0     2 5 0     3 5 8
                                        3 5 9
                                        3 5 0
                                        3 6 7
                                        3 6 8
                                        3 6 9
                                        3 6 0

These sets lock numbers into positions.  They may look more 
tempting then they deserve as they have limits.  The digits 
have to fall "just so" to produce winners.  Save these for 
that right moment.
                    PICK 3 BONUS METHODS

Theory, often the winning numbers will have paired off 
together in the past two or three weeks.  Example...
4/05/94 3-7-0  4/06 1-7-8  4/07 3-5-9  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

On 04/17/94 8-0-7 was drawn.  Look for examples of this in 
your past history.  Combine this with your other methods to 

You might try working with the power of the magic square.
     :4:9:2:  This was created centuries ago.  The digits 1 to
     :3:5:7:  9 are set so the sum of 15 is realized no matter
     :8:1:6:  how they are added together.  Up or down, side 
to side or crisscross.  Look in your game history for examples 
of the digits adding up to 15.  Look for examples where, not 
only were the numbers drawn as shown but, they were forecast 
by one or two of the winning digits, hitting the day before.
                    HOW TO WIN THE PICK 4

Despite the similarity, the Pick 4 does not play like the Pick 
3.  There are 9000 more possible combinations.  The odds on 
picking four digits in the correct order is ten times as 
difficult and that is why the prize is ten times as large.

THEORY  Drawings with all four digits different hit about 
fifty-fifty with drawings with one digit doubled.  1234vs1224. 

THEORY  the only way to play the pick 4, with fair odds of 
profit, is to select two sets of four digits.  One set should 
be in consecutive  order (4567).  Then mix up the natural 
order, i.e. (4657) or (4756).  The other should have three 
digits with one doubled (6474).  You just have to pick sets 
that feel right and keep playing them straight, till the cows 
come home.  It may take years. 

Why wait years, if years are not in your time table? Get a 
complete list of your Pick 4 drawing history,  you can find 
out what numbers have not been picked so far.  Pick your 
numbers from these as they are still due to hit.  This method 
works for the Pick 4 because the prize is so good.  The prize 
is to small to play the Pick 3 this way.  And the wait would 
be too long to play the Lotto this way.


Every classified has at least one ad offering to help you win 
at Lotto.  Some offer traps to help you snare the numbers.  
Others offer numbered playing cards to deal yourself a winner.  
Some offer a container full of numbered balls, so you can 
shake yourself a winner.  There are numbered dice, so you can 
throw yourself a winner.  What is really unbelievable, is that 
every so often, someone wins this way.

Lotto Experts offer two basic approaches to win.  In their 
books and their software you will find methods to track 
numbers and systems to wheel numbers. 

You track numbers by entering the history of your Lotto game 
onto different charts or computer screens.  The finished 
charts then tell you...Which numbers have hit the most...Which 
numbers have hit the least...Which numbers have hit in 
combination with other numbers...Which positions do the 
numbers land.  How many games does a number skip between 
hits...etc.  The problem is,  you are not looking at useful 
information.  You might as well try to drive an automobile 
forward by looking out the rear window.

THAT HISTORY.  Look, look the experts say, the number 4 and 
the number 10 have been drawn together ten times.  Isn't that 
important information?  Isn't it likely they will be drawn 
together again?  Let's say the number 4 has been drawn a total 
of 28 times and the number 10 has been  drawn 31 times.  This 
means, they were NOT drawn together, 39 times.  Which, do you 
think, is more likely to happen next?

Wheeling systems are a method of forming number patterns from 
groups of numbers larger then the 5,6 or 7 you would play on a 
Lotto ticket.  Let's say you are about to play the Fla. 5/26 
Lotto. You can only play five numbers on a ticket.  There are 
six numbers you feel must be played.  You would play your five 
numbers six times.  Each time replacing one number with the 
                Your five  03-06-15-23-24  You also like #13.
          So you play      03-13-15-23-24
This is called a full wheel because it covers all your numbers 
in all their possible combinations.  Full wheels get very 
expensive very quickly.  They do promise if the five numbers 
drawn are among the six numbers you are playing  you will have 
one ticket with five correct numbers and five tickets with 
four correct numbers.  Covering six or seven numbers rather 
then five does not greatly improve your odds of winning.  In 
the broadest sense, buying two tickets instead of one, does 
lower your odds from one in 14 million to two in 14 million or 
one in 7 million.  As in all things that look good on the 
surface,  they are like a dead fish shining in the moon light.  
The cost increases exponentially, and even odds of a million 
to one are hard to beat.  Full wheels are generally played by 
Lotto Clubs.  Clubs will play full wheels because they tell 
their members what numbers will be played.  If the club plays 
14 numbers and the winners are all among the 14 numbers.  The 
members expect to win.  They do not want to be told the wheel 
was not complete.

Partial or shortened wheels are incomplete wheels that cost 
less and promise less.  The full wheel required six tickets to 
cover six numbers.  Suppose you only played four of those 
tickets?  What if you only played two?  They would cost less.  
What about the odds?  You lose the promise of a five number 
winning ticket.  Instead you get a four in six chance of a 
five number ticket and a promise of a four number ticket.  If 
you only played two.  You would have a two in six chance of a 
five number ticket and a promise of a three number ticket.

One Lotto computer program will wheel 30 numbers into 105 six 
number sets.  These  would cost you an investment of $105 to 
play.  If you get all six winning numbers within your 30, then 
the promise is one three number ticket worth $4.50.


Computers are very nice when you want to find out how many 
times the six was drawn in the last two hundred drawings, not 
that it will help you to know.  Just how far can computers go?

Computers use a form of math called linear programing 
(planning).  The formula is called an algorithm.  Algorithms 
are in common use by industry and the military.  Algorithms 
are used because they can handle up to 10,000 variables.  The 
Fla. 5/26 has 65,000 variables and the Fla. 6/49 has 
13,983,816. variables.  

Most Lotto computer programs use a simple algorithm with a 
single variable (such as the time of day) to change the six 
most drawn numbers into six other numbers - not likely to help 

Here is a better way to play like a computer.  Write down all 
the numbers your system uses.  Flip a "lucky" coin (If you 
don't have a lucky Lotto coin, you may order one through the 
classified.) for each number.  Heads, keep it.  Tails, cross 
it out.  When you have done a flip for all 49.  Then begin 
again with those remaining.  Continue until reduced to the 5, 
6, or 7 needed for play.  Repeat for each ticket.

Computer method with weight factor.  Write down all the 
numbers your system uses.   Star all numbers that hit in the 
last four or five drawings.  Double star all numbers that hit 
in the last drawing.  In the first round, bypass all numbers 
with stars.  In the second round, only bypass numbers with 
double stars.  From here on, heads, keep it and tails cross it 
out. Continue until reduced to the 5, 6, or 7 needed for play.
Repeat for each ticket.

REVEALED*    Really?  (From my collection of Headlines.)

A final word on Expert method and system.  Chart A says 
01-04-09-24-31-42-45-48-49 looks good.  Chart B says 
02-07-12-18-34-44-46-47-49 looks good.  They disagree, on all 
but the last number.  Which is right? Is either right?  Should 
I wheel one or the other or both together?  Will the wheel 
create balanced sets that respect the interaction of the 
numbers with each other?  Or will the wheeled sets simply be 
collections of numbers forced together?  These questions are 
not answered.  They are left for you to lose with.  

                    THE BALANCE OF NATURE

Like Lotto, all living things are made up of millions of 
combinations.  Our combinations are DNA factors and can be 
expressed as numbers.  Nature has had millions of years to 
draw the winners.  Observe, nature's perfect balance.  If you 
have one feature, then it is centered, like your nose.  If you 
have two features, then they are in balance, one on either 
side and at the same level.  If you have ten of something, 
like fingers,  then you have five on each side - not six and 
four, or two thumbs on one hand and none on the other.  In 
nature, things that are far out of balance are rare errors and 
do not survive.

Lotto has not had millions of drawings to balance out. In 
Lotto, many drawings are too far out of balance.  Though these  
are all too common, they do not belong.  You need to know 
which drawings are representative of your Lotto and which to 
My method does not use the Lotto history except for proof that 
it works.  If you now use a system that does chart the drawing 
history,  try setting up the system a second time with all the 
"out of balance" games eliminated.  Now track the two results,   
without the wild extremes to throw you off,  you may find a 
well balanced Lotto within your drawing history. Later I will 
show you the requirements for building  balanced tickets.  

                    TOOLS FOR LOTTO

The necessary tools are the same as they are for the Pick 3.  
A history of your game (for proof, not use).  The last ten 
most recent drawings.  Pen and paper.

                   THE BALANCES OF LOTTO

BALANCES.  The following are examples of balance in number 
drawings.  When you have fewer numbers as in the Fla. 5/26 the 
percentage of occurrence is higher.  The same balances occur 
in the larger games - just not quite as often, but enough to 
be very significant.                  
HIGH AND LOW.  If your drawing history is listing the winning 
numbers from lowest first digit to highest last digit.  Then 
you should be able to draw a line down the history between the
third and forth number. (In a six number game.) for example.
               10/09/93  05-14-18-|-26-28-39
               10/16/93  04-15-16-|-28-31-40
               10/23/93  02-19-22-|-27-34-47
               10/30/93  02-05-09-|-14-30-34
As you see in this 6/49 example,  the mid point would be at 
24/25 or 25/26, which is half of 49.  You should find that in 
better then fifty percent of the drawings, half of the numbers 
are below  the mid point and half are above.  The next two 
events most likely  to happen would be 2/4 (2 high, 4 low) or 
4/2 (4 high, 2 low).              

THIRDS.  Say you were to break the drawings down into thirds.  
Forty-nine divided by three is three parts 16,16 and 17.  The 
first third would be 01-16, the second 17-32 and the third 
would be 33-49.  In 25 to 33 percent of the drawings you can 
expect the drawn numbers to fall into the three groups 2-2-2.  
In 25 to 33 percent expect a 1-2-3 pattern or a variation of 
it such as 1-3-2, 3-2-1, 2-1-3, 3-1-2, 2-3-1.  Again, expect a 
balance.  If some games start to hit in the higher numbers, 
then they balance with some games going more into the lower 

ODDS AND EVENS.  Odd numbers are 1,3,5,7, and Even numbers are 
2,4,6,8.  Close to 50 percent of the winning number sets will 
have 3 Odd numbers and 3 Even numbers.  40 percent of the rest 
will have 2 Odd and 4 Even or 4 Odd and 2 Even.

REPEATERS.  Repeaters are numbers that were drawn in last 
week's drawing and are then drawn again in this weeks drawing.  
About 40 to 50 percent of the time, this week's drawing will 
have a number that repeated from the last week's drawing.  
About 40 percent of the time there will be 0 zero numbers 
repeated.  About 10 percent of the time, two or more numbers 
will repeat.  In the history of the Florida Lotto, the largest 
group of numbers that ever repeated was four and it only 
happened once.  This was the 07/24/93 and 07/31/93 drawings 
when 14-24-34-44 repeated.  If you had been investing a $1.00 
a week playing last weeks winning numbers in the new drawing,  
you would have invested $273. to win $60.  Not a good bet.

SEQUENTIALS.  Sequentials are consecutive numbers appearing in 
the same drawing.  Such as ... 6 & 7 or 15 & 16 or 42 & 43.  
Sequentials appear about 20 percent of the time in larger 
games.  In smaller games they may appear 50 percent of the 
time and even form triples 21-22-23 about 10 percent of the 

SEQUENTIALS ODD/EVEN.  This is when you get two consecutive 
odd or two consecutive even numbers in a row.  Such as 26 & 28 
or 47 & 49.  They may also form the front and back of a 
triple.  You will be surprised at how many of these you find.
SEQUENTIAL LEAP FROG.  This is when the number just before or 
after the number drawn, is drawn in the next drawing.  Such as 
... 07-15-19-25-39-44 is drawn.  the possible leap froggers 
would be 06, 08, 14, 16, 18, 20, 24, 26, 38, 40, 43, and 45.  
Just as a number will repeat 50 percent of the time,  you will 
get one or more of these leap froggers in the next drawing.  
In all Lotto games, the first and last numbers are considered 
Sequential. In a 6#, 01-49 game the 49-01 are Sequential, etc.

CENTERED SEQUENTIAL LEAP FROG. This is when the number between 
a Sequential Odd/Even pair hits in the next drawing.  Such as 
... 07-09-16-29-32-34 is drawn.  The Sequential pairs are 
07-09 and 32-34.  Centered numbers, that could come up in the 
next drawing,  would be 08 and 33.  Look for examples of this, 
in your game's history.  
PAIRS.  Some players like to think numbers have friends that 
they like to be drawn with.  I suspect this is a form of 
repetitive coincidence that cannot be relied upon.  I would 
not use any so called pairs unless they are also part of the 
balances in the number set I'm building.

LAST 3-6 GAMES.  Study your Lotto's drawing history.  How many 
times can you find three or more of the winning numbers in the 
three previous three games?  20 or 30 percent of the time?  
How about the previous four games?  40 or 50 percent of the 
time?  Does it stop working after four games back?  After 
five?  Work your history until you know just how much recent 
history you should use.  You want to get the most out of the 
fewest number of games going back.  Note:  To point out the 
obvious, if you know that three numbers will come from the 
numbers in the last four games.  Then you also know that three 
numbers will come from the numbers that are NOT in the last 
four games. 

LAST DIGITS.  This is when two numbers, in the same drawing, 
have the same last digit.  Such as 04 & 24, 15 & 45, 17 & 27.  
About 50 percent of the drawings will have two numbers with 
the same last digit.  Many will have two and two or (more 
rare) three last digits the same.  Fla. 6/49 10/23/93 
02-19-22-27-34-47.  Most draws will have two numbers with the 
same last digit.  If one or two drawings do not have any same 
last digits then, the next drawing will very likely contain 
two sets.  Also the next drawing will often contain one or two 
numbers with the same last digit as the previous draw.  Next 
week FL 6/49 10/30/94 02-05-09-14-30-34 is drawn, note 19 is 
follow by 09, 34 is followed by 14 and 34.  Check your history 
for examples. 
   26         39             49               54

01 11 21  01 11 21 31  01 11 21 31 41  01 11 21 31 41 51
02 12 22  02 12 22 32  02 12 22 32 42  02 12 22 32 42 52
03 13 23  03 13 23 33  03 13 23 33 43  03 13 23 33 43 53
04 14 24  04 14 24 34  04 14 24 34 44  04 14 24 34 44 54
05 15 25  05 15 25 35  05 15 25 35 45  05 15 25 35 45  
06 16 26  06 16 26 36  06 16 26 36 46  06 15 26 36 46                                      
07 17     07 17 27 37  07 17 27 37 47  07 17 27 37 47
08 18     08 18 28 38  08 18 28 38 48  08 18 28 38 48
09 19     09 19 29 39  09 19 29 39 49  09 19 29 39 49
10 20     10 20 30     10 20 30 40     10 20 30 40 50

DOUBLE DIGITS.  This is when the same digit is front and back.  
Examples would be 11, 22, 33, 44, 55.  Though few in number 
they may be found in  more drawings then would be expected.  
About ten percent of the time they will be drawn with a same 
last digit (13-33) or with another double digit (33-44).  
Rare, the second double digit it is drawn with is half or 
double the other (11-22 or 22-44).
ADDITION.  This is when two or three of the numbers drawn can 
be added together to make a third.  Fla. 6/49 01/01/94
07-10-12-22-47-48.  Notice how the 10 and the 12 are not only 
sequential evens.  They add together to make the number 22.  
Also note the 12 and 22 and the 07 and 47 have the same last 
digit.  The odd/even is 2/4.  The 48 repeated from the 
previous draw.  The 47 and 48 are sequential.

HALF OR DOUBLE.  This is when one number is the half or the 
double of another in the same drawing.  Fla. 6/49 12/25/93
14-16-19-28-39-48.  Note how 14 doubled makes 28.  Or how 28 
halved makes 14.  Also note how 14 & 16 are sequential evens.  
How, 19 and 39 and 28 and 48 have the same last digit.  The 48 
repeated from the previous draw 12/18.  Also, on 12/18, 29 and 
49 were drawn so the 28 and 48 were sequential leap froggers.

REVERSE DIGITS.  This is when two numbers in the same drawing 
are the reverse of each other.  Examples would be 14 and 41, 
23 and 32, 04 and 40.

  26          39               49              54

01 10    01 10  12 21    01 10  12 21    01 10  12 21  
 02 20    02 20  13 31    02 20  13 31    02 20  13 31
  12  21   03 30  23 32    03 30  14 41    03 30  14 41  
                            04 40  23 32    04 40  15 51
                                    24 42    05 50  23 32
                                     34 43           24 42
                                                      25 52
                                                       34 43
                                                        35 53
                                                         45 54
Some times these are repeated by their opposite  in the next 
drawing.  02 is drawn today and 20 is drawn next week.  Or 02 
is drawn today and next week 02 and 20 are drawn.  Check your 
drawing history for examples of this phenomenon.
MULTIPLE. (RARE) This is when two numbers can be multiplied to
make a third number in the set (03x06=18).

DIVISION. (RARE) This is when a number can be divided by 
another to make a third number in the set. (03 into 18 = 06).
(06 into 18 = 03).

POSITION.  The vast majority of numbers like to cluster within 
fixed ranges for each drawing position.  In a 6/49 drawing 
most numbers in the first drawing position will fall between 
01 and 13.  The second position, between 05 and 21.  Third 
position, between 16 and 29.  Fourth position between, 26 and 
38.  Fifth position between, 31 and 44.  Sixth position 
between, 41 and 49.  Overlap is to be expected.  Some numbers 
don't seem to know where they belong.  Ignore the wanders.  
The extreme out of balance drawing are to throw you off the 
scent.  Ignore the tricks and follow the strongest patterns.  
In some Lotto games, most drawing have one or two ranges 
without any numbers and one or two ranges with two numbers 
that are often sequential.  Sequentials also like to join two 
ranges together. 

BINGO  Play enough tickets to cover all the numbers in your 
game.  If your game has 49 numbers.  Then play at least eight 
or nine tickets with all the numbers different.  The odds are 
then 100% that all six winning numbers will be spread over 
your tickets.  I look at this like the free space in Bingo.  

                    TO BUILD A WINNING TICKET

Please do not expect all of the above to occur in one ticket.  
It is enough that several do.  Therefore, there is no need to 
attempt complex number matrixes.  Instead, try for simple 
natural balance.  Please, practice some of these from the 
drawing history, before you play for real.

Start by writing the last winning draw. 07-15-27-34-38-44  
They could repeat.

Then write out the numbers that could leap frog.  The numbers 
from either side of the numbers from the last draw.  I like to 
write H (HOT) above the ones from the last few drawings and C 
(COLD) above the ones that have not been drawn recently.

 H  C  C  C  H  C  C  C  C  H  C  C                                  

Then write out the numbers that appeared in the last three or 
four or five drawings.  Whatever works best for your Lotto.

44-47      *      *             *     *      *
*    Star any that were also in your repeater set.  Just so 
you know which are which.

Note the evenness of the spread from low to high.  Note 
evenness of odd/even.  Note abundance of same last digits and 
sequential numbers.

Then write out the numbers that were not in the winning draw 
or the previous several you are using as H or part of the 
leaper group.


On scratch paper break down the last winning draw.


Look to the numbers that could leapfrog.  Look for numbers 
that are half or double the above.  Look for numbers with the 
same last digit.  Look for reverse digits (34-43).  Add them 
to the above.


Look to the numbers that appeared in the last four to six 
drawings.  You want to have three or four numbers that have 
hit recently.  One number in each set comes from the most 
recent drawing.  The leap froggers may have come from the 
recently hitting or the zero hit group.  Look  for numbers 
that will keep you in the high/low spread.  Look for numbers 
that will keep you in the 3/3 or 2/4 or 4/2 odd even spread.  
Look for numbers that can be added with/or together to make
one of the numbers above, etc.  Note:  Two even numbers added 
together will always produce an even number (06+08=14).  Two 
odd numbers added together will always produce an even number 
(05+07=12).  Only an odd and an even number added together 
will produce an odd number (05+08=13).

               02-05-27-37 the 2&5=7+20 from zero hits = 27.
                          08-12-23-38 12+23=35 from zero hits.

Look to the numbers that have not been drawn recently.  Find 
numbers that complete the sets.  They should balance the 
high/low, odd/even.  Look for numbers that make sequential 
sets (14-15).  Or sequential odd sets (15-17). Or sequential 
even sets (14-16).  Look for numbers that might pair off with 
the same last number, from any group.


The interrelationships may not be instantly visible.  Look for 
them.  Look for many more in your drawing history.

This is how I started creating balanced sets.  Later, I found 
more success by being less methodical.  As you gain 
experience, you stop trying to force numbers to fit.  There is 
a natural flow to the winning draws.  You want to accept that 
flow and duplicate it in your sets. 
                         HOW I PLAY

When I plan to play the Fla. 6/49, I expect to play eight or 
nine sets of numbers.  I will try to use all 49 numbers.  This 
way I know I will have all six winning numbers within my sets.

I write out the numbers groups I will pick from.  Last winning 
draw; Numbers (potential leapers) from either side of the 
numbers, from the last winning draw. Numbers from the last 
three or four of five or six  sets of winning draws I am 
working with;  Numbers that have not hit in those last winning 
draws.  Just as in the example above.

I spread out the numbers from the last drawing.  I will play 
six sets with one each of these potential repeaters.  I will 
also play three additional sets for a total of nine.  One set 
will reuse two repeaters that have a relationship.  The other 
two sets will not have any numbers from the last draw but with 
one or two numbers that were before or after numbers (leapers) 
from the last drawing.  Four of the number sets will be 3/3 
high/low, two will be 2/4 high/low and two will be 4/2 
high/low.  Four of the sets will be 3/3 odd/even, two of the 
sets will be 2/4 odd/even and two of the sets will be 4/2 
odd/even.  Use what works out best.  Don't force it.  

I scan the four groups for patterns that might work together.  
Often I make up the patterns first and then look to see how 
they balance.  What it will take to "finish" them.

Picking freely from all groups.  I put together three and four 
number patterns that "feel" natural.

I then use the remaining numbers to complete the sets.  Now 
looking for High/Low, Odd/Even, reverse numbers, etc.  
Whatever is necessary to bring the sets into balance.  A 
partial set has all low numbers, I add some together or 
reverse digit to find higher numbers.  A partial set has all 
even numbers, I find two odd numbers with the same last digit 
one of which is also a addition, subtraction, multiple or 
division of a number already in the set.  If a set doesn't 
"feel right" then scrap it and start again.  Can't make a set 
without a number already in another set?  Use the number 
again.  It is okay, just not too often.  What is important is 
the "feel" of the set.  The idea is to  create a set that 
wins, not just sets that "fit".  Combine the best parts with 
other numbers that fit your pattern.  Say you create a set 
like 03-06-09-18-30-48.  The 03+06=09, 03x06=18, 03+06+09=18, 
09 doubled is 18, 03 & 30 are reversed, 18+30=48, 18 & 48 have 
the same last digit.  There are two odd numbers and four even 
numbers.  There are four numbers below the mid point (low) and 
two numbers above (high).  It looks good so try it another 
way.  Try 04-05-09-18-40-45.  Same idea with different 
numbers.  Say you like the 03-06-09-18 but, not the 30-48.  
Try 03-06-09-18-27-45, the 03x09=27, 18+27=45.

I often find myself creating number sets just for fun.  I save 
the best and wait for the correct time to use them.  Even 
though there are thousands of possible balanced sets.  They 
are far fewer then the millions of basic sets.  When you 
further reduce them to the ones that fit current criteria, the 
odds equal those of the Pick 3 Lottery.

When you get really good at this.  You will find the winning 
numbers from the last drawing will forecast  the next game for 
you and you will need fewer tickets.  Combine predicted 
numbers from two or more theories.  Say number 14 was in the 
last drawing.  It may forecast 04, 14, 24, 34, 41, and 44.  
Are any of these numbers also forecast as leapers?  Do they 
complete an addition? 
If you start to feel lost and you don't know what to do.  Take 
your game's drawing history.  Pick a block of any ten past 
drawings.  Look for the patterns.  Note how many times numbers 
repeat.  Note how many were neighbors of a previous winner.  
Note how many were the stuffing between two previous winners.  
Note how many sets have numbers with the same last digit.  
Note how many have numbers that can be added together to make 
a third number in the set (04-05-09).  Note how many numbers 
appear reversed in the same game (04--40).  Note how many have 
have two sequential numbers (04-05) odd (05-07) even (06-08).  
Every set will have at least one relationship.  Most will have 
three to five.  Some will have so many you won't believe it.  
Get the feel for what's happening here.  Art imitates nature.  
You are an artist imitating natural selection.  You need to 
practice your art as you would practice anything you want to 
excel in.  Once you master the method, you will never play 
another way.  It does take a little time and new thinking to 
become a master player.

                      EXAMPLES FROM FL 6/49

09/04/93 10-15-20-38-39-43
  10 & 20 have the same last digit.  38 & 39 are sequential. 
There were no repeats.  There were no leapers.  3 odd & 3 
even.  3 high & 3 low.

09/11/93 12-22-31-43-44-49 
  12 & 22 have the same last digit.  43 & 44 are sequential.
43 repeated.  12 plus 31 equals 43.  22 & 44 are double 
digits.  22 & 44 are half or double the other. 49 has the same 
last digit as 39 from previous draw. 3 odd & 3 even.  4 high & 
2 low.  There were no leapers.

09/18/93 10-16-26-28-41-47
  16 & 26 have the same last digit.  10 plus 16 equals 26.  
There were no repeats.  There were no leapers.  10 came from 
within the last two draws.  4 even & 2 odd.  4 high & 2 low.

09/25/93 14-18-31-39-45-48
  18 & 48  have the same last digit.  14 plus 31 equals 45.  
There were no repeats.  48 was a leaper from the side of 47 in 
the last draw.  31 & 39 came from within the last three draws.  
41 repeated as reverse 14.  31 has same last digit as 41 from 
previous draw.  3 odd & 3 even.  4 high & 2 low.

10/02/93 09-26-28-36-43-44
  26 & 36 have the same last digit.  44 is a double digit.  
There were no repeats.  26 & 28 are sequential even digits.  
43 & 44 are sequential digits.  44 is a leaper from the side 
of 45 in the last draw.  26, 28, 43, 44 all came from within 
the last three draws.   28 and 44 has same last digit as 14, 
18 and 48 from previous draw.  2 odd & 4 even.  5 high & 1 low 
is out of balance.

10/09/93 05-14-18-26-28-39
  18 & 28 have the same last digit.  26 & 28 are sequential 
even numbers. 26 & 28 repeated from the last draw.  Note how 
no repeats were balanced by double repeats.  14, 26, 28, 39 
all came from within the last two draws. 14, 18 and 28 has 
same last digit as 28 and 44 in previous draw. 2 odd & 4 even.  
3 high & 3 low return to balance.

10/16/93 04-15-16-28-31-40
  15 & 16 are sequential numbers.  15 plus 16 equals 31.  28 
repeated from the last draw.  04 is a a leaper from the side 
of 05 in the last draw.  28 & 31 came from within the last 
three drawings.  16, 28, 31 came from within the last four 
drawings.  04 has same last digit as 14 from previous draw. 2 
odd & 4 even.  3 high & 3 low.

10/23/93 02-19-22-27-34-47
  02 & 22 have the same last digit.  27 & 47 have the same 
last digit.  22 is a double digit number. There were no 
repeats.  27 is a leaper from the side of 28 in the last draw. 
34 has same last digit as 04 from previous draw. 3 odd & 3 
even.  3 high & 3 low.

10/30/93 02-05-09-14-30-34
  14 & 34 have the same last digit.  05 plus 09 equals 14.  02 
& 34 repeated to restore repeat balance.  There were no 
leapers. 02, 05, 14, 34 all came from within the last three 
drawings.  14 and 34 has same last digit as 34 from previous 
draw.  2 odd & 4 even.  2 high & 4 low.

11/06/93 05-08-14-19-21-47
  05 plus 14 equals 19.  05 & 14 repeated from the last draw.  
08 is a leaper from the side of 09 in the last draw.  05, 14, 
19, 47, all came from within the last two drawings.  4 odd & 2 
even.  1 high & 5 low is out of balance.

11/13/93 04-07-22-28-34-45
  04 times 07 equals 28 (Rare).  04 plus 07 plus 34 equals 45.
22 is a double digit.  There were no repeaters.  04, 07, 22 
are leapers from the sides of 05, 08, 21 in the last draw.  
04, 22, 28, 34, all came from within the last four drawings.  
04, 07, 28, 34 and 45 all have same last digit as numbers 05, 
08,14 and 47 from previous draw.  2 odd & 4 even.  3 high & 3 

11/20/93 06-26-34-38-41-47
  06 & 26 have the same last digit.  06 plus 41 equals 47.  34 
repeated from the last drawing.  06 is a leaper from the side 
of 07 in the last drawing.  34 & 47 came from within the last 
two drawings.  34 and 38 has same last digit as 04 and 28 from 
the previous draw.  2 odd & 4 even.  5 high & 1 low balances 

11/27/93  02-05-15-17-31-40
  05 & 15 have the same last digit.  02 plus 15 equals 17.  15 
& 17 are sequential odd numbers.  There were no repeats.  05 & 
40 are leapers from the sides of 06 & 41 in the last drawing.  
02 & 05 came from within the last four drawings.  17 has the 
same last digit as 47 from the previous drawing. 4 odd & 2 
even.  2 high & 4 low.

12/04/93 23-25-36-39-41-44 Lotto reshuffles the deck.
  23 & 25 are sequential odd numbers.  There are no repeats.  
41 is a leaper from the side of 40 in the last drawing.  44 is 
a double digit number.  41 came from within the last two 
drawings.  25 and 41 has the same last digits as 05,15 and 31 
from the previous draw.  4 odd & 2 even.  4 high & 2 low.

12/11/93 06-12-27-30-36-41
  06 & 36 have the same last digit.  06 & 12 are half or 
double the other. 06 plus 30 equals 36.  36 & 41 repeated from 
the last drawing. 06, 36, 41, all came from within the last 
two drawings.  06 has the same last digit as 36 from the 
previous drawing.  2 odd & 4 even.  4 high & 2 low.

12/18/93 01-29-33-43-48-49
  33 & 43, 29 & 49 have the same last digit.  48 & 49 are 
sequential numbers. 01 has the same last digit as 41 from the 
previous drawing.  5 odd & 1 even is out of balance.  5 high & 
1 low is out of balance.

12/25/93 14-16-19-28-39-48                                    
  28 & 48, 19 & 39 have the same last digit.  48 repeated from 
the last drawing.  28 & 48 are leapers from the sides of 28 & 
49 in the last drawing.  14 & 28 are half or double the other.  
39 & 48 come from within the last three drawings.  19, 28 and 
39 have the same last digits as 29, 48 and 49 from the 
previous drawing.  2 odd & 4 even restores balance.  3 high & 
3 low.  On this date, Joseph Patrick Crowley of Boca Raton, 
Florida becomes the first person known to have won the Lotto 
grand prize twice.  In 1987, he won three million in Ohio and 
on 12/25/93 he won twenty million in Florida.  
                    WHEN YOU HAVE TO WHEEL

I don't care for wheels.  They cram large groups of mismatched 
numbers into mismatched sets.  Like a blind man with a shot 
gun, don't expect to bag a winner.  Pssst, secret ... every 
time you play two sets of numbers in the same game.  You have 
played the most basic of wheels.  If playing any five number 
game and you buy two tickets and all five winning numbers are 
among your ten numbers.  Then, you must have at least one 
three number ticket or better.  If playing any six number game 
and you buy two tickets and all six winning numbers are among 
your twelve numbers.  Then, you must have at least two three 
number tickets or better.  If playing any seven number game 
and you buy two tickets and all seven winning numbers are 
among your fourteen numbers.  Then, you must have at least one 
ticket with four numbers or better and one ticket with three 


If you play a third set.  Sets one and two could form 
combinations.   Sets two and three could form combinations  or 
sets one and three could form combinations.   

If you play a forth set.  Sets 1 & 2, 1 & 3, 1 & 4, 2 & 3, 2 & 
4, 3 & 4 can combine.  See why eight or nine balanced sets can 
be so powerful?

The Lotto has gone to 20 million.  You've made some extra 
sets.  What else can you do?  You could recombine your three 
strongest sets by ...

                    EIGHTEEN NUMBER WHEEL        

05-07-23-30-42-47 06-10-15-16-39-45 02-05-30-27-37-42


Here it is again using numbers 01 - 18.

01-02-03-04-05-06 07-08-09-10-11-12 13-14-15-16-17-18



 3  3  3  3  3  3  3  3  3  3  3  3  3  3  3  3  3  3

This wheel plays each number three times.  Four when you add 
in playing the three sets it is made from.  If all six winning 
numbers are among the eighteen you have chosen,  then,  you
would win, at least two three number tickets.  You could do 
much better if the winning numbers fall correctly.  Remember, 
the least expensive wheel to promise one four number ticket 
out of eighteen numbers played, would cost forty-two dollars.  
The four number prize in Florida has paid less then this 
amount.  It is not smart to wager more then you would 
reasonably expect to win.

                     TWENTY FOUR NUMBER WHEEL

1-2-3-4-5-6 7-8-9-10-11-12 13-14-15-16-17-18 19-20-21-22-23-24

5 5 5 5 5 5 6 6 6  5  5  5  5  5  5  5  6  6  6  5  5  5  5  5

The 5 and 7 games do not balance or wheel well.  The best 
wheel to use ...

01----03----05----07----09       You would play all four sets.    
                                 If all five winning numbers  
01-02-03-04-05 06-07-08-09-10    fell within your ten numbers
                                 you would win at least two 
   02----04----06----08----10    three number tickets or 


01-02-03-04-05-06-07 08-09-10-11-12-13-14


You would play all four sets.  If all seven winning numbers 
fell within your 14 numbers,  you would win at least two, four 
number tickets and two, three number tickets or better.


You may find the Magic Squares help you get started.  Simply 
write in the winning numbers from the last drawing from upper 
left to lower right.  Example, 07/17/93 09-18-28-40-44-46.

__________________________    _______________________________      
: 01 :    :    :    :    :    : 09 :    :    :    :    :    :
:    : 02 :    :    :    :    :    : 18 :    :    :    :    :
:    :    : 03 :    :    :    :    :    : 28 :    :    :    :
:    :    :    : 04 :    :    :    :    :    : 40 :    :    :
:    :    :    :    : 05 :    :    :    :    :    : 44 :    :
                              :    :    :    :    :    : 46 :
List all possible resulting numbers that you might be able to 
use, Leapers, reversed, same last digit.  08-10-19-29-39-49/08
45/06-16-26-36-45-47.  Notice how several numbers are forecast 
more then once?  04-08-10-19-29-38-39-48  These are often good 
side plays. Use all these numbers to fill up the square.  If 
you need more, select numbers that result when you plus or 
minus two of the above.  Or, you could wheel them instead.

Play the formed sets up to down, left to right, lower left to 
upper right.  Move numbers around within the square to create 
sub patterns to your liking.

The next winning numbers were, 07/24/93 08-14-24-34-41-46.        

                       SINGLE TICKET PLAN

Some of us consider the Lottery a form of taxation.  When we 
lose the tax is 100% and when we win the big one, the tax is 
50%.  There isn't any reason to pay more taxes then necessary.  

Remember, you don't have to play every game and you don't have 
to have a bet on every drawing in the games you do play.  If 
the numbers don't work out right for the next drawing, skip 
it.  You are in control, not the Lottery people.

The best time for single ticket success is  when you have a 
strong case for a number to appear.  Say you have two numbers 
one digit apart (44 & 46).  You have a strong case that 45 may 
appear in the next drawing.  Now pick numbers the same way you 
picked for the Magic Square above.  List your Leapers, reverse 
digits, same last digit numbers.  Make one or two sets from 
the numbers forecast most often to appear.  Create a set with 
the best balances, to include two numbers with the same last 
digit, three or four odd and/or three or four even numbers, 
(doing the opposite of the last drawing) and two numbers that 
add together to make a third.

Look to the past five drawings.  Were they mostly high 
numbers, or low numbers or full spreads?  Try to tell how the 
next drawing will balance the last two drawings.

Playing single ticket is an excellent way to learn the system.  
Often picking five to nine tickets becomes overwhelming.  I 
often build a single ticket and then one or two more and the 
win comes from the first ticket.                      

                    SOMETHING ELSE TO CONSIDER

There are some with the patience to consider this approach.  
If you were able to acquire some or all of your drawing 
history and if you went through it to determine how many past 
drawing must be considered to produce an average of half of 
the numbers for the next drawing.  You may have noticed an 
aberration  that may be used to advantage.  In maybe ten 
percent of the draws four or five or six numbers may come from 
only the last three drawings.  Or, in another ten percent of 
the draws four or five numbers or six numbers may not be found 
in the last three or four drawings.  If you don't mind playing 
for up to twenty plus games for a clean shot at a good set, 
try this.

Assume these are the last eight games in the FL 5/26.

               01/28/94 02-10-18-19-24
               01/31/94 01-04-10-18-20
               02/01/94 11-19-22-23-25
               02/02/94 02-08-14-16-25
               02/03/94 01-04-18-22-24
               02/04/94 10-11-12-18-24
               02/07/94 10-17-18-19-22
               02/08/94 03-15-21-25-26

Draw 02/03/94 numbers may all be found within the previous 
four drawings numbers. 01-02-04-08-10-11-14-16-18-19-20-22-23-
24-25.  Assume one or two repeats from 02/02 and drop the 
remaining three or four.  This leaves only eleven or twelve 
numbers to pick from for wheeling.

Draw 02/08/94 numbers may not be found within the last three 
drawings and only one in the last four.  By dropping the 
numbers from those last three games 01-04-10-11-12-17-18-19-22
24.  There are now only sixteen to pick from for wheeling.

                    SHRINK YOUR LOTTERY

Ever find yourself wishing your lottery didn't have so many 
numbers to pick from.  Well, contained within your larger 
Lottery are several smaller lotteries you may play.  As you 
scan your list of past winning numbers, you will notice that 
in about one out of five times, the winning numbers start at a 
higher number then ten.  Some players ignore all numbers from 
01 to 13.  How many times would this have still provided five 
or all six of the winning numbers within 14 to 49.  Consider 
how much better the odds are in a 36 number lottery.  Other 
smaller lotteries may be 01 thru 36. Or consider 14 thru 44.
                    DO YOU HAVE A COMPUTER?

If you have an I.B.M. compatible XT, AT on up, mono or color, 
the only program that I currently recommend to be used with 
this Lottery Concepts System is THE LOTTO CHALLENGER V3.7 by 
Data Solutions, 1529 Thistledown Drive, Brandon, Fl. 33510.  
It is Shareware (try before you buy) and can be found at most 
local computer stores that offer Shareware for around $3.00.  
If you like it and continue to use it, you should register it 
for around $30.00. 

This program takes you halfway into the number relationships 
you are  trying to build.  You can delete the programs' config 
file to allow you to limit the (hot) numbers to numbers drawn 
in the last three, four, five or six draws.  It comes preset 
at ten.  If you want to play two or more games using the same 
draw limit, you may do so on the same program.  If you want to 
play two or more games with different limits, you have to put 
the entire program into your directory a second time under a 
different name.  Normally at the C: prompt you would MD (make 
directory)LC. for Lotto Challenger.  The second directory MD 
LC2, etc.

The Lotto Challenger program will break down your preselected 
number of draws into (Hot) drawn within your selected group.  
Star the numbers from the last draw.  Divide the remaining 
numbers into (Cold) not from your preselected group and (Due) 
not from your preselected group but, formerly (Hot).  It will 
do a Drawing Summery of your choice from ten draws to all past 
draws in the game.  Based on this, it will tell you where most 
past draws have come from.  You must decide if they will 
continue to come from there.
LC has a Quick Pick feature.  It will pick based on the last 
Drawing Summary results.  It will break down the "PICK" by 
High/Low, Odd/Even, Hot, Cold, Due and repeater.

I only allow it to pick single sets, that I use parts of, for 
my sets.  It hasn't any sense of number relationships.  Any it 
produces are naturally random or accidental.  I will glean 
three or four balanced numbers and then finish the set by 
hand.  I may have to run off forty or fifty sets to get the 
eight or nine partial sets I can use.  If you were to use the 
Quick Picks as they are produced, you would have to play 
hundreds to get ones with proper relationships.  Needless to 
say, don't use the program's wheeling systems, they do not 
produce "natural" sets.

Other computer programs vary from simple data bases to 
complete Lotto research programs.  There is an answer to every 
question except, "What numbers are going to hit today?"

                    IN CONCLUSION

As I went further into Lotto/Lottery study, I began to realize 
the reliance upon past history was over emphasized.  Different 
ballsets and drawing machines made tracking trends a joke.  
The few computer programs that acknowledged ballsets didn't 
use them in the prediction runs.  Plus, the states take months 
to reply to requests for ballset information.  If they reply 
at all, it is outdated info on the day you receive it.  Some 
states only respond to a Lawyer's letter based on the Freedom 
of Information Act.

If the game is not to be won by tracking, then what else is 
there?  Mathematical relationships are to be found in every 
drawing!  This is a fact.  In this report a picture has been 
drawn of what the future drawings will look like.  They will 
have these relationships.  Number sets with relationships are 
drawn better then ninety percent of the time.  If you want to 
have any chance of winning, your number sets must be 
sympathetic to the winning draws.  They must be constructed 
with the same style of balances.  Your choice, you can play 
the cat and dog's birthdays again or you can sharpen your 
skills.  Don't just dream about it, do it.
                                             Good Luck
                                             Robert Perkis       

      10. Purchase of Lottery tickets by officers or empl-
          oyees, or any relative residing in their house-
          hold is strictly prohibited."

              EMPLOYMENT APPLICATION - DOL204-Eff. 5/89

On 04/07/94 the suggested Play 4 number 4756 on page 11 won
paying $5,000 for a $1.00.  I had stopped playing it to try
another strategy.

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