HERE IS SOME INFORMATION MAYBE IT CAN HELP OTHERS ON HOW TO HELP OTHERS WITH LOTTERY INFORMATION....EVERYONE IN THIS POST ACTS AS THOUGH I WANT TO REACH INTO THEIR POCKETS OR SOMETHING...I ASK FOR SOME ADVICE OR REALLY GOOD PREDITIONS WITH OUT HAVING TO LOOK AT THE PREDICITONS SITE FOR SOOO MANY NUMBERS...INSTEAD I ASK OF YOU....YES ALL OF YOU AT THE LOTTERY POST WHO'S MAIN REASON FOR BEING ON THE SITE IS TO HELP OUT....A PERSON...WITH ADVICE ON PLAYING OR EVENING PROVIDING A FEW GOODS HITS.....WELL HERE MAYBE I CAN HELP YOU GUYS WITH SOMETHING AND MAYBE FOR MY GOOD WORK I WILL GET SOME REWARD """"BY MY SELF THANK YOU...""""YES I WON FROM THIS ALSO BUT BECAUSE I HAD TIME TO DO IT AT THE TIME, AT HOME WITH CHILDREN AND NOW IM OLDER LOOKING FOR NEW IDEA ALSO AND FAST WAY...I'LL STICK TO WHAT I ALREADY KNOW..I HAVE GOTTEN GOOD RESULTS FROM THIS ALLOWING A GOOD AND COMFORTABLE LIFE WITH MY BUSINESS AND HOME TO RUN...NOW I MUST SAY AFTER LOOKING THROUGH THIS FORUM IT IS NO WONDER I NEVER JOINED ONE TO BEGIN WITH....BUT THANKS GUYS FOR THOSE WHO TOOK THE TIME TO REPLY BACK FOR MY QUESTIONS...

LOTTERY CONCEPTS

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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.

TRUE ODDS

If there were one set of 49 balls and one machine to draw

them. Some unknown factor might reduce the number of times

certain numbers come up.

However, the Florida Lottery for the 6/49 has seven complete

sets of balls (one for testing) that they rotate among three

drawing machines. The FL 5/26 has thirteen sets of balls and

there are twenty-one ball sets for the Pick 3 and Pick 4.

Most lotteries are set up in much the same way.

On the back of the play slip, it is stated that the odds of 6

of 6 from 49 is 13,983,816. These are not the odds. This is

only the number of possible combinations. You need to

multiply this figure times the number of ballsets (6) and

machines (3).

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.

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. 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.

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.

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

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

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.

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.

Play 4 number 4756

paying $5,000 for a $1.00.

truecritic- October 30, 2006, 1:03 pmYou should post this in the Lottery Systems Forum. It is so easily missed in the Blog section!