ROULETTE 40
ROULETTE 40 (INSIDE)
*************
(DRAGU’s method)
Punct de referinta : ZERO ! {reference point: ZERO!} {point de référence: ZERO!}
Reluam impartirea celor 36 numere (sens invers trigonometric – clock), in 4 sub-matrici de cate 9 numere (step 4) :
{ We resume dividing the 36 numbers (reverse trigonometric – clock), in 4 sub-matrices of 9 numbers (step 4):}
{ Nous reprenons la division des 36 nombres (trigonométrie inversée - horloge), en 4 sous-matrices de 9 nombres (step 4) :}
S1. 32 – 21 – 34 – 36 – 23 – 16 – 14 – 18 – 12 (12 – 14 – 16 – 18 – 21 – 23 – 32 – 34 – 36)
S2. 15 - 2 - 6 - 11 – 10 – 33 – 31 – 29 – 35 ( 2 - 6 – 10 – 11 – 15 – 29 – 31 – 33 – 35)
S3. 19 – 25 – 27 – 30 - 5 - 1 - 9 - 7 - 3 ( 1 - 3 - 5 - 7 - 9 - 19 – 25 – 27 – 30)
S4. 4 – 17 – 13 - 8 – 24 – 20 – 22 – 28 – 26 ( 4 - 8 - 13 – 17 – 20 – 22 – 24 – 26 – 28)
Matrices :
M1 : S1+S2 (18 no.)
{2-6-10-11-12-14-15-16-18-21-23-29-31-32-33-34-35-36}
M2 : S1+S3 (18 no.)
{1-3-5-7-9-12-14-16-18-19-21-23-25-27-30-32-34-36}
M3 : S1+S4 (18 no.)
{4-8-12-13-14-16-17-18-20-21-22-23-24-26-28-32-34-36}
M4 : S2+S3 (18 no.)
{1-2-3-5-6-7-9-10-11-15-19-25-27-29-30-31-33-35}
M5 : S2+S4 (18 no.)
{2-4-6-8-10-11-13-15-17-20-22-24-26-28-29-31-33-35}
M6 : S3+S4 (18 no.)
{1-3-4-5-7-8-9-13-17-19-20-22-24-25-26-27-28-30}
Reprezentare grafica : {graphic representation:} {représentation graphique :}
M1 M2 M3
ZERO ZERO ZERO
0 0 0
============ ============ ============
| (x) 2 | | | 1 | | 3 | | | | |
----------------(x)-- --(x)---(x)---(x)-- ---------------------
| | | 6 | | | 5 | | | 4(x) | |
---------------------- --------------------- ---------------------
| | | | | 7 | | 9 | | (x) 8 | |
----------------(x)-- --(x)----------(x)-- ---------------------
| 10(x) 11 | 12 | | | | 12 | | | (x) 12 |
============ ============ ============
| | 14(x) 15 | | | 14 | | | 13 | 14 | |
--------------------- ---------(x)--------- --(x)----(x)--------
| 16 | | 18 | | 16 | | 18 | | 16 | 17 | 18 |
--(x)----------(x)-- --(x)-----------(x)-- ----------------(x)--
| | | 21 | | 19 | | 21 | | | 20 | 21 |
--------------------- --------------------- --(x)---(x)---------
| (x)23 | | | | 23 | | | 22 | 23 | 24 |
============ =====(x)===== =========(x)=
| | | | | 25 | | 27 | | (x)26 | |
---------(x)--------- --(x)----------(x)-- ---------------------
| | 29 | | | | | 30 | | 28(x) | |
---------------------- --------------------- ---------------------
| 31 | 32 | 33 | | | 32 | | | | 32 | |
--(x)---(x)----(x)-- --(x)---(x)----(x)-- --(x)---(x)----(x)-
| 34 | 35 | 36 | | 34 | | 36 | | 34 | | 36 |
============ ============ ============
M4 M5 M6
ZERO ZERO ZERO
0 0 0
============ ============ ============
| 1 | 2 | 3 | | | 2 | | | 1 (x) | 3 |
--(x)---(x)---(x)-- --(x)----(x)---(x)-- ----------------(x)--
| | 5 | 6 | | 4 | | 6 | | 4 (x) 5 | |
--------------------- --------------------- ---------------------
| 7 | | 9 | | | 8 | | | 7 (x) 8 | 9 |
--(x)----------(x)-- ---------(x)--------- -----------------(x)--
| 10 | 11 | | | 10 | 11 | | | | | |
=====(x)===== =(x)======(x)= ============
| | | 15 | | 13 | | 15 | | 13(x) | |
----------------(x)-- --------------------- ----------------------
| | | | | | 17 | | | | 17 (x) |
--(x)---------------- --------(x)--------- ---------------------
| 19 | | | | | 20 | | | 19 | 20 (x) |
---------------------- --(x)----------(x)-- --(x)---------------
| | | | | 22 | | 24 | | 22 | | 24 |
=(x)======(x)= ============ =====(x)==(x)=
| 25 | | 27 | | | 26 | | | 25 | 26 | 27 |
--------------------- --------(x)--------- --(x)----------------
| | 29 | 30 | | 28 | 29 | | | 28 | | 30 |
-(x)----(x)---(x)-- --(x)---------------- -----------------(x)-
| 31 | | 33 | | 31 | (x)33 | | | | |
---------------------- --------------------- ---------------------
| | 35(x) | | (x)35 | | | | | |
============ ============ ============
VAR. I
=====
HOW TO PLAY ?
- mod de joc : “martingale” (matrici opuse). Sunt posibile 2 moduri de joc :
1) – mod 1 : - intreg (conform numerelor din matrici);
2) – mod 2 : - jumatate (conform pozitiilor notate cu (x) – INSIDE).
- fiecare matrice joaca independent. In caz de pierdere, se dubleaza (tripleaza).
- la SUMA PROFIT>0, toate matricile active (necastigatoare), se reseteaza pe pozitia ‘’x1’’. Se trece la o noua sesiune de joc (NEW).
- se tine seama de vechiul numar extras (LAST) si se calculeaza numarul ZERO ;
- E=Engulf (apartine, cuprins in…) ; LAST=ultimul numar extras
{- game mode: "martingale" (opposite matrices). 2 game modes are possible:
1) – mode 1: - integer (according to numbers in matrices);
2) – mode 2: - half (according to the positions denoted by "X" – INSIDE).
- each matrix plays independently. In case of loss, double (triple).
- at the PROFIT amount > 0, all active (loses) matrices, reset to position ' ' x1 ' '. Move to a new game session (NEW).
- take into account the old number extracted (LAST) and calculate the number ZERO;
-E = Engulf (belongs, contained in...); LAST= last number extracted}
{- mode jeu: "martingale" (matrices opposées). 2 modes de jeu sont possibles :
1) - mode 1: - intégreur (selon les chiffres en matrices);
2) - mode 2: - moitié (selon les positions indiquées par (x)- INSIDE).
- chaque matrice joue indépendamment. En cas de pert, double (triple).
- au montant du PROFIT >0, toutes les matrices actives (qui perds), réinitialisent pour positionner ' ' x1 ' '. Passez à une nouvelle session de jeu (NEW).
- prenez en compte l'ancien numéro extrait (LAST) et calculez le nombre ZERO;
-E - Engulf (appartient, contenu dans...); LAST=dernier numéro extrait}
EX.(E.G.)
- – mod 1 |->NEW
SPIN 1. 2. 3. 4. 5. | 6.
M1 (-) (-) - (x1) (-) -
M2 - x1 x2 x4 (x8) -
M3 - x1 (x2) - (x1) -
M4 (-) (-) - (x1) - x1
M5 (-) (-) (-) (-) - x1
M6 - x1 (x2) - x1 x1
- LAST=15 E M1,M4,M5
- Play : 1xM2+1xM3+1xM6+LAST(15)=2+ZERO=2
LAST=35 E M1,M4,M5
- Play : 2xM2+2xM3+2xM6+LAST(35)=4+ZERO=4
LAST=13 E M3,M5,M6
- Play : 1xM1+4xM2+1xM4+LAST(13)=3+ZERO=3
LAST=31 E M1,M4,M5
- Play : 8xM2+1xM3+1xM6+LAST(31)=5+ZERO=5
LAST=32 E M1,M2,M3 – profit=62 (all active matrices on pos.”x1” - NEW session)
VAR. II
=====
HOW TO PLAY ?
- se considera serii de numere . Se joaca ‘’cicling’’ !
- se porneste cu (1xM1+ZERO=1) si se continua – secvential – cu urmatoarea matrice ;
- matricile necastigatoare, se dubleaza.
{- it is considered series of numbers. They play cicling!
- it starts with (1xM1 + ZERO = 1) and continues – sequential – with the following matrix;
- the non-dandruff matrices, doubles.}
{- il est considéré comme une série de nombres. Ils jouent au cicling !
- il commence par (1xM1 + ZERO = 1) et se poursuit - séquentiel - avec la matrice suivante;
- les matrices non-pellicules, doubles.}
RECOMANDARE : - daca profitul>(30-40)x(bet=1), parasiti sesiunea de joc
- folositi metoda SCALPING (taie motzul si fugi !)
{ RECOMMENDATION:-If you profit > (30-40) x (bet = 1), leave the game session
- use SCALPING method (cut the Motcheon and run!)}
{ RECOMMENDATION:-Si vous en profitez >(30-40) x (bet=1), quittez la session de jeu
- utilisez la méthode SCALPING (couper le Motcheon et courir!)}
EX.(E.G.)
- |->NEW |->NEW |->NEW |->NEW
SPIN 1. 2. | 3. | 4. | 5. 6. 7. 8. 9. | 10.
M1 x1 (x2) - x1 x2 (x4) -
M2 - (x1) - - (x1) - -
M3 - (x1) - - x1 x1
-------------------------------------------------------------------------------------------
M4 - (x1) - (-) (-) x1
M5 - x1 x2 x4 x8 (x16) -
M6 - x1 x2 (x4) - -
- Play : 1xM1 + ZERO=1 ; LAST=1
- Play : 2xM1+1xM2+ZERO=3 ; LAST=12 E M1,M2 – profit=33 (NEW)
- Play : 1xM3+ZERO=1 ; LAST=8 E M3 - profit=50
- Play : 1xM4+ZERO=1 ; LAST=7 E M4 - profit=67
- Play : 1xM5+ZERO=1 ; LAST=1
- Play : 2xM5+1xM6+ZERO=2 ; LAST=23
- Play : 4xM5+2xM6+1xM1+ZERO=4 ; LAST=3
- Play : 8xM5+4xM6+2xM1+1xM2+ZERO=8 ; LAST=9 E M2,M4,M6
- Play : 4xM1+1xM3+16xM5+ZERO=11 ; LAST=15 E M1,M4,M5 – profit=167
Comentarii
Trimiteți un comentariu