Hello Folks. This is my small contribution to all the great people on this site.This is for the Pick 3 system. Pick 4 will be done later. The workup takes 15 minutes. With a small program, it'll take seconds.

My method is called DSUM as in 'dee-some'. No kidding-It works 100% of the time. Let me repeat, ****100%****. I have used it and I whave won on Betslips everytime I have played. Its been $37.50, $75.00, $300.00, etc...everytime I have played. The only time I don't win or don't win consistently is when I try other systems and start experimenting.

I win every draw that is held. The small problem is filtering just a little bit more. Just a little. Maybe you guys can help refine. Its not complicated. Here it goes:

The DSUM method starts out with the base 10, which is the source from which all numbers spring. The base is the wrap method.ou know, you take the last draw and add 1 to each number until the number wraps around to itself. For example take the number 472--

"D" is for down. You only **ever** need go down by **1 digit only**. Example is 7 goes to 6, or 9 goes to 8.

"S" is for Same. The number stays the same.

"U" is for Up. You only **ever** need go up by **1 digit only**. Example is 7 goes to 8 or 9 goes to 0.

"M" is for Mirror. You put in the mirror of a number. Example is 9 goes to 4 or 6 goes to 1.

You only have to go up and down by 1 digit only.

Now each 3 digit number in a draw has only 64 possible permutations. 16 for "D", 16 for "S", 16 for "U" and 16 for "S". Using the draw **472. **You just have to **permutate 472 through D-S-U-M** and then wrap down that permutation. Take a look and notice how you will get many duplicates. All but one can be eliminated. Again, its not complicated. Stay with it. Here's the formula

** DSUM**

** of 4 7 2**

**The D's**

** 1 2 3 4 5 6 7 8 **

**DDD** ** DDS DDU DDM DSD DSS DSU DSM **

361 362 363 367 371 **372** 373 377

472 473 474 478 482 483 484 488

583 584 585 589 593 594 595 599

694 etc... etc... etc... 604 605 etc... etc...

705 **Wrap each of these 8 columns** **down.**

816

927 ETC

038

149

250 251 252 256 260 261 262 266

** **

** 9 10 11 12 13 14 15 16**

**DUD DUS DUU DUM DMD DMS DMU DMM**

381 382 383 387 321 322 323 327

**Wrap each of these 8 columns down. **

**Now we do the S's for "472"**

** 17 18 19 20 21 22 23 24**

**SDD SDS SDU SDM SSD SSS SSU SSM**

461 462 463 467 471 472 473 477

572 573 574 578 582 583 584 588

** Wrap each of these 8 columns** **down.**

**25 26 27 28 29 30 31 32**

**SUD SUS SUU SUM SMD SMS SMU SMM**

481 482 483 487 421 422 423 427

**Wrap each of these 8 columns** **down.**

**Now the U's for 472**

** 33 34 35 36 37 38 39 40**

**UDD UDS** **UDU UDM USD USS USU USM**

**561 562 563 567 571 572 573 577**

**Wrap each of these 8 columns** **down. **

**41 42 43 44 45 46 47 48 **

**UUD UUS UUU UUM UMD UMS UMU UMM**

581 582 583 587 521 522 523 527

** Wrap each of these 16 columns** **down.**

** Now the M's for 472**

**49 50 51 52 53 54 55 56**

**MDD MDS MDU MDM MSD MSS MSU MSM**

961 962 963 967 971 972 973 977

**Wrap each of these 16 columns** **down.**

** 57** **58 59 60 61 62 63 64**

**MUD MUS MUU MUM MMD MMS MMU MMM**

981 982 983 987 927 922 923 927

**Wrap each of these 16 columns** **down.**

The number of the next draw will absolutely be found in the above wraps.

There will be about 38 - 40 columns that will be duplicates and those can

eliminated. You will have 20 columns of the 64 that will used to find the next

draw. You can look at the numbers by columns or by rows. Rows are

interesting , because **one** number in the **original **base 10 can **always** be

permutated by one of the DSUM manipulatins to find the winning answer.

Again I have laid out all the possible permuations. Since you don't know how

to exactly tweak or permutate the number you play the whole string across.

You will end up with 20 numbers. The problem I'm having is finding a good

strong pointer in one row of the **original** base 10 column. Remember, the

original base 10 is to take the last draw and do the wrap. Perform DSUM on

that number, and play the string of numbers in that row. If you're not sure

whcih number to pick, like I often am you will have to pick ad just not from

only 1 row, but all ten rows of 20 colums.

At this point I look at the last five draws to help me elimante the numbers

that will not probably come out. If playing by betslips it becomes very

profitable. I'll eventually try to end up with 50.

Anyone can apply any other method to help pull out the winning

number. You can use any other valid method on this site to filter out the

unlikely numbers, and come up with the winning draw. Remember the

winning number is there 100% of the time. The only problem is finding the

valid pointer. Another strong technique I combine with the above method is

to help find the next draw is to take the previous draw, and find the six

combos. For example, take 472 again. The combos are:

472

427

274

247

742

724

In the case of doubles you would have 3 combos. Now you take the

combos and divide each by pi - you know 3.14. Put the result in 4 columns.

In the 1st column is just the result from dividing by pi. In the 2nd column

you add 111 to the original result. In the 3rd column you add 666 to the

original result, and in the 4th and last column you add 888 to the original result.

I have found that you don't really need the 888 column. I just like to. Often

times you will see the numbers converging in a pattern, they will

converge on a certain number. Even if they don't I will merge this second

technique with DSUM. I always come out with the right number.

If you back-test DSUM you will find the winner is there

everytime. The system is very profitable online with betslips. I made about

$600 bucks in several days, by winniing incrementally in every draw. I just

don'y like playing many numbers. Can any brilliant mind find a somewhat

perfect way to filter? or simply or I guess rather not simply, find the way to

the row in the original base 10. If you can, oh boy--you will win everytime,

beacsue the permutaition willbe in that row. If you were to play all 64

'tweaks' you would hit **STRAIGHT WITHOUT FAIL!!!**

My pick 4 method is like the one above. Its just that there are a lot more

columns. It works just as well. I have done the Pick 5 work through as well.

Only thing is that I have to make sure that there is the same resonance with

the numbers that exist in Pick 3 and Pick 4. I'm trying to see how my DSUM

would work on the numbers. For example to go down a digit in Pick 5 would

I do 23 to 22 or 23 to 12. The same goes for the mirrors of these numbers.

I've beenavoiding it beacuse it will be a herculean effort. I needto leran

some programming.it wille done though, because the implications, at least

for me, is mouth-watering. This DSUM method works for me.

Oh by the way,

another much simpler way to always get the final draw it to forget the DSUM

Wraps, and just take the 6 combos of the last draw divided by Pi with 111,

666, and/or 888 added to them and perform a **DSUM string for eah **

**number without the ****Wraps** on them. Then filter out the duplicates and the

unlikely numbers. The winning draw will **always** be found there. I hope I

was somewhat coherent in my explanation. and I hope some people find

this very useful. I'm working on finding the strong pointer. Oncei get it. It

will be shown. Wouldn't it be great to play just 20 numbers, and know that

wiithout a doubt your winning number will always be found there. Until

later....Ciao.

Kola

**"In the Beginning was the Point". ** According to Lottery Lore, these are the only words written in the long-lost ancient Pick 3 Codex - **The Scroll of Harmony.** Those who came later, The Lottery LoreKeepers, intuited the rest of the riddle as they charted the Point's evolution through TIME by connecting periods that expose relationships to accurately predict the next draw(7th): **"The Point(1st draw) was born, began to grow and in its bold adolescence became the line(2nd draw), knew young adulthood in the triangle(3rd draw), stable maturity by the square(4th draw), older age as the pentagon(5th draw), and eventually embraced death(completion) in the hexagon(6th draw). Here lies the CIrcle(Pi) of a lottery draw's life and it is Immutable, for as the Point seeds, flowers and fruits, it is changed but essentially unchanged, as it forever rises in ReBirth(7th draw)"**.