LOTTERY CONCEPTS 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. GAMBLERS 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. PLAYERS 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 history. 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 $40. 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 8 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 double. 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 9-7-7. 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 again. 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 investment. 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 9 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 win. OR 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. LOTTO 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. NOTHING A NUMBER HAS EVER DONE BEFORE OBLIGES IT TO REPEAT 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 sixth. Your five 03-06-15-23-24 You also like #13. So you play 03-13-15-23-24 06-13-15-23-24 03-06-13-23-24 03-06-13-15-24 03-06-13-15-23 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 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 you. 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. * THIS SYSTEM IS SO GOOD YOU HAD BETTER ORDER TODAY BEFORE THEY ARE FORCED TO SHUT DOWN THE LOTTERY* *WE DON'T KNOW HOW MUCH LONGER THE GOVERNMENT WILL ALLOW US TO KEEP SELLING THIS SYSTEM* *LOTTERY SECRETS OF THE ANCIENT (YOUR CHOICE) 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 ignore. 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 numbers. 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 time. 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 06-08-14-16-26-28-33-35-37-39-43-45 Then write out the numbers that appeared in the last three or four or five drawings. Whatever works best for your Lotto. 02-05-06-07-12-15-17-23-25-26-27-30-34-36-38-39-40-41- 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. 01-03-04-09-10-11-13-18-19-20-21-22-24-29-31-32-42-46-48-49. On scratch paper break down the last winning draw. 07 15 27 34 38 44 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. 07-47 15-45 27-37 14-34 08-38 14-44 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). 07-23-30-47 06-15-39-45 02-05-27-37 the 2&5=7+20 from zero hits = 27. 12-14-26-34 08-12-23-38 12+23=35 from zero hits. 14-17-31-44 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. 05-07-23-30-42-47 06-10-15-16-39-45 02-05-20-27-37-42 12-14-23-26-34-49 08-12-23-35-38-48 03-14-17-31-44-45 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 low. 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 11/06. 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 numbers. SYNERGY 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 05-------30-------06-------16-------02-------27 07-------42-------10-------39-------05-------37 23-------47-------15-------45-------30-------42 05----23----42----06----15----39 06----15----39----02----30----37 05----23----42----------------------02----30----37 07----30----47----10----16----45 10----16----45----05----27----42 07----30----47----------------------05----27----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 01-------04-------07-------10-------13-------16 02-------05-------08-------11-------14-------17 03-------06-------09-------12-------15-------18 01----03----05----07----09----11 07----09----11----13----15----17 01----03----05----------------------13----15----17 02----04----06----08----10----12 08----10----12----14----16----18 02----04----06----------------------14----16----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 1.....4.....7.....10.......13.......16 7.....10.......13.......16.......19.......22 1.....4.....7.......................16.......19.......22 2.....5.....8......11.......14.......17 8......11.......14.......17.......20.......23 2.....5.....8........................17.......20.......23 3.....6.....9.......12.......15.......18 9.......12.......15.......18.......21.......24 3.....6.....9.........................18.......21.......24 1...3...5...7...9....11 7...9....11....13....15....17 13....15....17....19....21....23 1...3...5..................13....15....17 1...3...5....................................19....21....23 7...9....11......................19....21....23 2...4...6...8...10....12 8...10....12....14....16....18 14....16....18....20....22....24 2...4...6...................14....16....18 2...4...6.....................................20....22....24 8...10....12......................20....22....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 better. 01----03----05----07----09----11----13 01-02-03-04-05-06-07 08-09-10-11-12-13-14 02----04----06----08----10----12----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. SQUARES 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 17-19-28-38-48/08-27-29-38-48/04-10-20-30-39-41/04-14-24-34-43 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." FROM ... STATE OF FLORIDA DEPARTMENT OF THE LOTTERY 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.Return to Lotto-Logix