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Subject: Shooters - March07, 2007



Welcome to the March issue of SHOOTERS!

March Best Sellers from http://www.TheCrapshooter.com

1 $1 2007 Las Vegas Wall Calendar

2. 2007 $5000 Las Vegas Coupons

3. 2007 ACG w/$1000 of coupons!

4.The Everything Craps Strategy

5.Golden Touch Dice Control

6.Make Your Living Playing Craps

7.101 Ways to WIN at Craps!

8.Beat the Craps Out of the Casino

9. Pre-Setting The Dice!

10.John Patricks ADVANCED CRAPS

For details on the above, go to http://www.TheCrapshooter.com or call The Crapshooter Toll Free at 1-877-244-1814.

RHYTHM ROLLING - BY THE SHARPSHOOTER

Imagine walking up to a craps table and knowing in advance that you have a good shot at creating a hot table!

By using your own learned skills, you can expect to generate a 20 or 30-minute roll most times you touch the dice! If so, you're what people call a "rhythm roller". Some craps veterans have discovered, over years of play, that the right dice set coupled with a consistent delivery can tilt the edge in the player's favor. Many of these old timers do not understand the mechanics behind what they are doing, they only know (through trial and error) that they've found a way to garner an edge by playing this way. Well, you can too, because there is a real scientific basis for what is happening at the tables.

The game of craps cannot be beaten mathematically, of course. Any system that has you size your next wager based upon whether you lost or won the previous bet, or has you believing in "The Law of Large Numbers" or "Due Theory" in a game of independent trials (like craps or roulette) is a mathematical system. Save your time... and more importantly your bankroll. The way to attack the game of craps is by altering the physical phenomena of the event. By applying the laws that govern rigid body mechanics (found in any Newtonian physics or engineering dynamics handbook), you can eliminate certain degrees of freedom from the parabolic trajectory of the dice and effect some positive amount of control over the remaining degrees of freedom that the cubes experience. There are 3 translational and 3 rotational degrees of freedom (DOF) that the cubes, or any object, can possibly traverse.

Controlling the Dice

Think of it this way, if you could simply set the dice on the desired result without having to throw them, the dice will have gone through zero DOF. Congratulations, you have controlled the dice 100%. If you could set the dice and just slide them a few feet carefully down a Teflon surface, you would have the desired result, maybe 90% of the time. The dice are undergoing 1 translational DOF to get from point A to point B. Now envision the dice being lightly tossed through the air into a sandbox. As they land, they sink into the sand slightly and do not bounce. You can do this using only 2 translational DOF (a vertical and horizontal component). Under these circumstances, the dice can be controlled 70% of the time. Take into account the table surface that the dice must bounce and tumble over and the back wall and you add 1 rotational DOF, if the throw is executed properly. As you add DOF's (up to a maximum of 6), you very quickly relinquish your percent control over the dice. I have found that it is possible to eliminate 3 DOF's and greatly influence the remaining 3. Now, it's not quite that simple. There are issues regarding conservation of momentum, elastic collisions, angles of reflectance and some other sorted details, but I think that you get the basic idea.

In order to accomplish this, you need a consistent delivery system. You can liken it to playing just about any sport. Much like the pro-athlete who works on his delivery system for his particular sport, you should practice your dice sets, a carefully balanced grip and a soft release. After you release the dice, they travel side-by-side and go through identical motions. They land together, hitting the table flat, then taking what I call a "dead cat bounce" up just grazing the rubber pyramidal backing and quickly coming to rest. In fact, it looks as though only one die was thrown along the length of a mirror, and the second die is just its reflection. The key is to get both dice going through the same gyrations. You are developing and using your "muscle memory" to breed consistency. How you are able to handle the casino environment is also important. Like the athlete, you have to work on keeping the "zone" once you've found it... and maintaining a keen focus when you are shooting. I could give you the lecture about not playing while feeling tired, sick, hungry or depressed, or that proper money management and documentation is critical, but we'll save that for a future article.

Can you control the bones 100%? No, but with the proper methodology and a fair amount of practice, you certainly can influence the dice 10 or 12%! If you stick with the more intelligent wagers on the table, you can easily overcome the thin house edge in this game. Craps is the only game where you, as the shooter, deal your own fate. You can directly determine your own results.

Editor's note: "Sharpshooter" is a featured writer for The Crapshooter Newsletter and the co-author (with Jerry Patterson) of the #1 Best Selling Gambling Book, "Casino Gambling." WANT TO LEARN RHYTHM ROLLING? Sharpshooter will send you a free info pak on Rhythm Rolling, Setting the dice, and the Rhythm Rolling Classes that are available in Las Vegas and Atlantic City! Just send your name and address to jpe21@aol.com and ask for their free info pak!

The Everything Craps Strategy Book $14.95 Autographed by Larry Edell

This huge oversized book will teach you - 1. What craps is all about! The basic odds and theory overview. 2. Pass and Come Strategies! Pass/Come with no odds and multiple odds. 3. Don't Pass and Don't Come Strategies! Don't side flat and odds betting. 4. Do Side Strategies! Martingales, Five-Count, Ponzer, Come Hedge. 5. Don't Side Advanced Systems! Ricochet, Don't Martingale, 410 Again, 31, 3 Way Seven. 6. Buy and Lay Bets! Buying and Laying the 4, 5, 9 and 10. 7. Proposition Bet Systems! 3's & 11's, 2's and 12's. Craps, Horns and Hops. 8. Other craps bets! Puts, Don't Hops, Any Craps, Fields. 9. Do Side Systems! Come Balance, Fibonacci, Rotating Field, Paroli, LaBouchere 10. Don't Side Systems! Parlay, Crossout, Oscars, 4x4, Progressive Don't 11. Regression Systems! 6&8, 5&9, 4&10, Inside and Outsides 12. Progression Methods! 6/8, 5/9, 4/10, inside, outside 13. Combination Systems! Hedging, Partners, Hoyles, Come Converting, Before Come out 14. Other Methods and Systems! 2 level Doey-Don't, 3 Level regression, 4 level regression, Trends, Dont Hop Hedges 15. Things You NEED to know! Remembering odds, Crapstress, Insurance, Tipping, Blood Typing, Gamblers Fallacy 16. Craps Stats! Odds, Advantages, Pass Edge, Two roll bets, Unweighted pass line, one roll place bets 17. The Set, Grip and Throw! Setting, Gripping, Throwing, Going Away, Controlled Betting and Attitude 18. How to Keep What You've Won! Win goals, loss limits, credit, qualifying, Discipline, success 19. How to WIN at Tournaments! Basic, Starting out, Middle and End Game theory, Memorizing dice rolls 20. Comps and How to Get then! Choosing a casino, Your Advantage, comps, junkets and free trips, monster rolls 21. Other Good Dice Games! Crapless craps, sic bo, electronic craps, Internet craps, California craps 22. How YOU Can Play to WIN! Superstitions, Imagineering, Planning a table, Charting a table, Knowledge and Success! A1. Glossary Craps, from Action to Yo! A2. Additional Resources Top Ten videos, classes, web sites and books A3. Best and Worst Bets Top Ten Best and Top Ten Worst A4. Charts and Tables All the probability and odds charts A5. Index From Across Bets to Win Goals You'll also learn dozens of new systems and methods in this oversized, illustrated 277 page reference book!

For more information, go to http://www.TheCrapshooter.com or call The Crapshooter Toll Free at 1-877-244-1814.

AMERICA'S TWELVE FUNNIEST STICK CALLS

Here are some of the funniest stick calls I've heard in my fifteen years at the tables. There are more, and I'm sure you can add to this list, but these are the ones that still make me smile -

TWELVE - All the spots, all the dots!

ELEVEN - Yo Field Yo Come, Both Gonna Get You Some!

TEN - Ten's the point in this gambling joint!

NINE - Who shot Jessee? A 45 I guessee!

EIGHT - Ozzie and Harriet (the square pair)

SEVEN - Front Line Winner, Back Line Skinner!

SIX - The Lumber Number (2 x 4)

FIVE - Thirty Two Scadoo!

FOUR - Baskin Robbins (3-1 Flavors)

THREE - Acey Deucy On The Loosey

TWO - You got Aces in both Places

ONE - (no roll) - In the Sequoias, Can't Call it For Ya's!

Be sure to check out the FOURTEEN FREE ITEMS at http://www.TheCrapshooter.com !!






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