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Roulette the romantique holygrail roulette system

Discussion in 'Roulette Forum' started by tasos007007, Jun 16, 2022.

  1. tasos007007

    tasos007007 Member

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    only 3 players
    1st spin A player bet
    2nd spin B player bet
    3rd spin Cplayer bet
    4th spin A-B-C players bet

    each player bet in parachute way . after a win we keep 1c as profit and we use the rest gained chips to reduce the debt of A player[=biggest debt]

    lets see some bets lets say A=19c debt B=13 C=9 so next spin

    write 20 bet 1c to straight [lose] so next spin
    write 14 bet 1c to split [lose] so next
    write 10 bet 1c to 3numbers [lose]so next
    write 21-15-11 bet 1c to straight 1c to split 1c to 3numbers [3numbers win ]so we won 12c so we keep 1c as profit and we reduce the debt 21-11=10 so now the debts are A=15 B=11 C=10

    you re going to fall in love with this system just test it and reach your dreams!
     
  2. tasos007007

    tasos007007 Member

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  3. tasos007007

    tasos007007 Member

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  4. tasos007007

    tasos007007 Member

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  5. thereddiamanthe

    thereddiamanthe Well-Known Member

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    Ahem .. getting smarter.
     
  6. thereddiamanthe

    thereddiamanthe Well-Known Member

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    Now, why don't you try:

    • rather than players, put exposition in fore
    • rather than cycling through coverage from minimum to higher coverage over several spins = one block;
    instead alternate coverage instead over two blocks, where activating switching the 2nd block
    is contingent on a hit realized
    = maintaining the wider coverage (2-3 players) until the hit
    = using the gains made with ↑reinvested into a block of several spins
    ~ switching from wider (2-3 players, perhaps cycling through both .. 2-3-2-3,
    or use 2-2-2-2-..-3-3-3-3 style)
    ~ on hit switching to focused (1 player only, perhaps cycling through various reduced coverage type)
    ~ maintain the focused block (1 player) for as long as the 1st hit gains are depleted,
    in other words .. once arriving at the ≈same exposition amount as before the 1st hit,
    or slightly exceeding it
    = hit on any spin in the focused block of spins, or no-hit & the ↑ ≈same exposition (1 player),
    switch back to wider coverage (2-3 players)
    • for wide use (DS, Q, ST)
    • for focused use (ST, SP, SU)

    .

    ⁿ = numbers played/position (/player)
    DS (6ⁿ) = double street, line
    Q (4ⁿ) = quad, corner
    ST (3ⁿ) = street
    SP (2ⁿ) = split
    SU (1ⁿ) = straight-up
     
  7. thereddiamanthe

    thereddiamanthe Well-Known Member

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    Now, why don't you try:

    a) rather than players, put exposition in fore
    • so that players are structured according to the hit
    • that the vertical progression, starting at the reduced coverage block first, & the only if necessary on the wider block as well -- according to the exposition (or how much games asks to close the game in positive)
    b) rather than cycling through coverage from minimum to higher coverage over several spins = one block;
    instead alternate coverage instead over two blocks, where activating switching the 2nd block
    is contingent on a hit realized
    • maintaining the wider coverage (2-3 players) until the hit
    • using the gains made with ↑reinvested into a block of several spins
    • switching from wider (2-3 players, perhaps cycling through both .. 2-3-2-3, or use 2-2-2-2-..-3-3-3-3 style)on hit
      • switching to focused (1 player only, perhaps cycling through various reduced coverage type)
      • maintain the focused block (1 player) for as long as the 1st hit gains are depleted, in other words .. once arriving at the ≈same exposition amount as before the 1st hit, or slightly exceeding it
    • hit on any spin in the focused block of spins, or no-hit & the ↑ ≈same exposition (1 player), switch back to wider coverage (2-3 players)
    c) payouts
    .. or position/player depth
    • for wide use (DS, Q, ST)
    • • for focused use (ST, SP, SU)
    .

    ⁿ = numbers played/position (/player)
    DS (6ⁿ) = double street, line
    Q (4ⁿ) = quad, corner
    ST (3ⁿ) = street
    SP (2ⁿ) = split
    SU (1ⁿ) = straight-up
     
    Last edited: Jun 17, 2022

  8. thereddiamanthe

    thereddiamanthe Well-Known Member

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    This will give you a more efficient fundamental structure (dynamic), performance-wise.
     
  9. thereddiamanthe

    thereddiamanthe Well-Known Member

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    Exposition
    = how much (the game asks) to profit'

    • play 2-3 players (vertically) flat for as long as possible
    • rather 'push' (vertically) on 1-player
      • adjusted on each of its block of spins, according to the player type (payout) & exposition (=profit)
    • restart on a new high (when a game is in plus, or positive)
     
    Last edited: Jun 17, 2022
  10. thereddiamanthe

    thereddiamanthe Well-Known Member

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    See the improvement in drawdowns & game length overall;
    = lower bankroll.
     
  11. tasos007007

    tasos007007 Member

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    lets add more players.if the 1st cycle of 3players has no win we add player so the cycle of 4 players is AB---C---D---ABCD similar if we have no win we add player so the next cycle is AB---CD---E---ABCDE etc it is obvious that after any win we go to cycle of 3players [A---B---C---ABC]
     
  12. thereddiamanthe

    thereddiamanthe Well-Known Member

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    The point is having the 'controlled descent' ... which is something newly noticeable in your graphs.
    That's great.

    But, what I am saying & somehow hasn't comprehended what I've written, so I'll say it differently.
     
  13. thereddiamanthe

    thereddiamanthe Well-Known Member

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    When you use on the wider coverage only DS, Q, & ST .. adjusting those payouts to the exposition of course .. with 2-3 players you already cover plenty of numbers per spin -- at a lower/lowest cost

    .

    (.. unlike cycling &or combining all the payouts till or for the first hit (that would be including SU, SP, ST) ..

    but with that, you would use more positions or players, to cover the ≈same amount of numbers per spin = thus units per spin .. which would make the descent more than necessary ≠ not minimized = less controlled).
     
    Last edited: Jun 18, 2022
  14. thereddiamanthe

    thereddiamanthe Well-Known Member

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    I found out that's it better ..

    to use those, now extra unspent, units .. on the focused coverage, or reduced number of players once you receive or realize a hit ..

    So 'push' rather with a smaller, now reduced coverage, over more spins ..
    • firstly, with a reduced number of players (1 player)
    • secondly, with deeper payouts (adjusted to the exposition)
    • thirdly, only if necessary! (rather use a deeper payout first) .. the vertical increase
    .

    With units reinvested from the wider coverage gains
    • this works like positive progression hidden or placed within the negative
    • that is, a press done with payouts (1-player only) without adding any extra units on top per spin (unlike EC press)
    • although you might add a few extra to the whole block of those several spins, as there are worth more to close the game
    Since you are using 1-player only (options SU, SP, ST) & deeper payouts (more return on hit) .. you can stretch the use of already gained units further, over (the block of) more spins .. thus the most cost-effectively facilitate the opportunity for the 'wheel to work in your favor' .. by producing more results to match your bet.
     
    Last edited: Jun 18, 2022

  15. thereddiamanthe

    thereddiamanthe Well-Known Member

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    To recap;

    so you see .. that you spend less till the first hit using higher payouts (DS,Q,ST) on fewer players (2-3), having the most controlled descent

    .. & in case of no-hit the lowest possible & most recoverable drawdowns, requiring the shortest in-favor variance to profit.

    .

    Activating & using the focused block's deeper payouts (SU, SP, ST) on 1-player only after the 1st wider hit, you again spend less & get in exchange more spin outcomes to match your bet = focused hit, thus close in positive.

    .

    Mostly with 2-3 hits only being sufficient enough.
     
  16. thereddiamanthe

    thereddiamanthe Well-Known Member

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    When the focused hit is received as well the game is closed = 1st wider hit + 2nd focused hit = combo (hit).

    .

    If no focused hit is received within the focused block of spins, the exposition gets/is at the ≈same point as before the 1st hit, & you switch back to wider coverage .. for the next first hit.

    So, you see, first hit establishes the 'jumping board to jump on the other side of the room (with the next step), & thereof either
    • focused hit realizes the combo .. closes the game
    • a series of wide hits only, allows you to travel the variance as cheaply as possible = generating the lowest drawdown recoverable with fewest numbers played+least units = also the cheapest & most cost-effectively
     
  17. thereddiamanthe

    thereddiamanthe Well-Known Member

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    So, if focused didn't hit
    • it cost you nothing .. playing those spins with the casino's money
    • since using 1-player only (payout adjusted to the exposition), the casino's money can be used over (many) more spins
    • after those maximized number of spins, it brings you to the same position level (as before the 1st hit), effectively incurring no additional cost, or the need to increase vertically on the wide side ... which both combined (2-3 players → 1 player) is the most cost-effective dynamic you can have ..
    • for another combo attempt = 'establish the board & jump' closing the game
     
  18. thereddiamanthe

    thereddiamanthe Well-Known Member

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    My email is in the profile .. I am willing to show you a practical example, if you so wish.
    But won't post that here for all the eyes to see,
     
  19. thereddiamanthe

    thereddiamanthe Well-Known Member

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    Till first hit .. AB(C) players
    On hit .. A player .. deeper payout(s)
     
  20. thereddiamanthe

    thereddiamanthe Well-Known Member

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    Combo as a fundamental building block;
    two hits close together/nearby = wide + focused.

    See this tiles video:
    variance as length & tiles as hits, close-by.

    Single wide hits only, traversing variance spins cheaply,
    pair of tiles = combo = closed game (in most cases, sometimes need two ..)
     
    Last edited: Jun 18, 2022

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