Thursday, 13 December 2012

Wheel Construction - How Wheels Are Built


("A wheel is a net of numbers woven to catch a prize." R.P.)

Wheels are the most powerful tool lottery players have to
lower the odds and improve their chance of winning a lottery
prize.

It is possible to buy hundreds of random number generated 
Quick Picks / Lucky Dips and win little or nothing and not 
even have the minimal satisfaction of finding all the winning 
numbers scattered among the plays. 

Wheeling improves the odds of having the winning numbers among
those we select to wheel by virtue of allowing a larger field. 

Wheeling can guarantee a prize when conditions are met. We have 
to be a little careful here because there are all kinds of wheels 
for various purposes some of which offer a fractional guarantee 
or percentage of guarantee less then 100%.

When it comes to "lottery experts" there are a multitude of camps,
those Pro- and Anti-Lottery, among both the competent and incompetent. 

Not everything written about wheeling is 100% accurate, be wary of 
those whose agenda appears mainly to sell their lottery related 
product by attacking the obvious advantages of quality wheels they 
are incapable of constructing.

There are those so-called "experts" who delight in telling us there 
is nothing we can do to improve our chances of winning what-so-ever. 
They proclaim wheels do not improve our chances, that wheels are a 
waste of money, etc.

Nothing could be further from the truth, because . . . 

"The only way to improve the odds of winning a lottery is to 
buy more unique tickets." 

This is precisely what wheeling accomplishes, the creation 
of unique tickets with the added benefit of a conditional
win guarantee.  

It can not be denied. Playing 9 numbers instead of 6 takes
6/49 odds from 1 in 13,983,816 to 1 in 166,474 a reduction
of 13,817,342 combinations.   

Unfortunately one cannot take Lottery Science in school. Not
even the match book school offers a degree in lottery. There
aren't even solidly defined agreed upon terms for the lotto 
strategies industry, some of which are Trademarked to specific
authors so no one else can use them.

Here is Our Working Terminology for Lottery Wheeling

The quantity of numbers being wheeled is a Field or a Pool, i.e.: 49 numbers. The amount of numbers the game draws is the Pick. i.e.: Pick-6. Pick plus Field or Pool equals game size, i.e.: 6/49. The Prize the Wheel is intended to win is the Match, i.e.: Match-3. The amount of winning numbers necessary to be among the Field or Pool to guarantee a Match are the Hits. Lottery Wheels are also called Covers or Cover Designs. The actual Wheel or Cover Pattern is called a Number Matrix. The construction of Wheels can be referred to as Combinatorics, Combinatorial Analysis or Combinadic Math. Wheel Matrix positions are located / identified by Pointer or Place Holder numbers or letters. The formed Combinations of a Wheel may also be referred to as Lines, Plays or Tickets. Someone using the term Permutations may be talking about a Wheel or just random lines made by making up combinations of numbers from a larger field without a guarantee in mind. Guarantee refers to the mathematical certainty of winning numbers appearing together on a line when conditions are met. Not to be confused with a warranty of merchantability. A Full Wheel contains every possible combination of the field of numbers being wheeled thus guaranteeing a jackpot when conditions are met, such as all the winning numbers being among those in the Pool being wheeled. An Abbreviated Wheel contains only the combinations necessary to guarantee a lower tier prize, though the potential of any one of those combinations winning a jackpot is always in there. A Cover is generally considered Closed for its guaranteed prize tier meaning 100% as opposed to an Open Cover Design with less than a 100% prize guarantee. Wheels that are not Full Wheels are generally Closed Cover Designs for a designated prize tier and Open Cover Designs for all higher prize tiers. A 100% 3if6in24 numbers Closed Cover may also be a 35% 4if6 Open Cover meaning an average of one time in three when all 6 winning numbers fall among our pool of 24 the Wheel may return a 4-number prize. A 3if6in24 numbers 21 combinations/lines wheel means a 3-number prize is guaranteed when all 6 winning numbers fall among the 24 numbers being wheeled. The above wheel may also be expressed as (24,6,3,6)=21. The first number (24) is the Field or Pool - the amount of numbers being wheeled; the second number (6) is the draw or Pick -- the amount of numbers in a combination or line; the third number (3) is the prize match guaranteed; the fourth number (6) is the amount of winning number Hits that must fall among the first number (24) Field or Pool being wheeled to guarantee the match; and the fifth number (21) is the amount of combinations or lines in the Wheel. When the Cover Is Open a percentage may be placed ahead of either description to denote an Open Cover Design. ie: 90%(24,6,3,6)=21 A Key Number Wheel will have one number the same in every combination. A 2 Key Number Wheel will have two numbers the same in every combination. There can be up to 6 Key numbers in a line for Pick-7 Wheels. There can be up to 5 Key numbers in a line for Pick-6 Wheels. There can be up to 4 Key numbers in a line for Pick-5 Wheels. There can be up to 3 Key numbers in a line for Pick-4 Wheels. Key numbers are also commonly referred to as Banker, Front, King, Leverage, Monarch and Power numbers. A Pair Wheel has 6 number combinations formed by 3 Pairs of Numbers from a Pool of number pairings. A Pivot Wheel wheels a larger group of Key numbers than may normally be played against multiple fields of numbers. One Group of numbers (more than Key) takes sub-wheel positions in all combinations, shared with other Groups of numbers taking the remaining combination positions. A Triple Wheel has 6 number combinations formed by Triplets of numbers wheeled in all their possible pairings. A Zone Wheel has number combinations formed by pulling numbers from various user established zones to targeted areas. A Front Loaded Wheel is made by starting with a strong Closed or Open Cover and generating a lower tier prize wheel around it. Provides better coverage for the better numbers when loaded with numbers ranked from better to worse. Care must be taken to ensure Front Loaded Wheel construction does not accidentally create a split wheel. A Group Wheel has Pool numbers divided into Groups. The guarantee is conditional based on how many winning numbers fall among each Group. A Positional Wheel is like a Group wheel only the numbers in the Groups are assigned by the Place Holder Pointer numbers to specific locations in the Combinations. i.e.: The numbers in the First Group will only appear in the First Position of the Wheeled Combinations. The guarantee will be conditional on the winning numbers falling into the correct groups, ergo the correct positions. A Split Wheel is two or more totally independent wheels being played side by side to create an overall lower tier prize guarantee. This method is commonly used to offer inferior lower cost wheeling, but drastically reduces the opportunity for a jackpot. A Super Wheel is a ramped up Front Loaded Wheel that begins with a strong wheel and tapers off by building around it a series of lower tier prize wheels and/or conditional Group or Pair wheels until all the numbers in the game are put into play. Care must be taken to ensure Super Wheel construction does not accidentally create a Split wheel.

Advantages of Wheeling

Wheeling allows us to put more numbers into play than may be played as a single combination. Wheeling is exactly the same as the lottery allowing us to purchase a combination with more the the usual 5, 6 or 7 numbers. Playing more than the minimum number of numbers dramatically improves the odds of having winning numbers among those being played. Wheeling can improve the odds of/or guarantee winning a prize. All lotto strategies that involve the purchase of more than one unique ticket are a form of wheeling regardless of what their author chooses to call the method. The system combinations can be loaded into a wheel tester and a quality of coverage determined. Wheeling does exactly what it promises to do. A properly constructed wheel must return the prize guaranteed when conditions are met. Prediction + Wheeling = Winning To use a car metaphor: Prediction is the engine and wheeling the transmission or gearing. If you can get the prediction engine working the gear box will take you where you need to go.

Where to find Wheels

In the past wheels were rare, expensive and hard to come by. There were a handful of lottery wheel authors whose works never achieved wide dissemination among the lottery playing public. With the advent of computers, lottery software and the internet lottery wheels are now readily available from a variety of sources both free and commercial. Most quality lottery software programs include an in-depth menu of wheeling options. One such source we highly recommend is Lottery Director, a commercial program you'll find links to on the Lotto-Logix lottery software page. The free LD demo comes with over 900 wheels you can use for as long as you like absolutely free.

Wheel Construction

There are a number of free and commercial lottery software programs that make wheels to user specifications. These include: Advanced Lotto Tool CoverMaster Ininuga Jade's Lottery Number Generator Lottery Director Professional Lotto Architect Lotto Designer Lotto Expert Lotto Hat LotWin Lottery Line Builder Maybells Lottery Quik Wheels Open Cover Links to these software tools may be found on the Lotto-Logix Lottery Software Directory while online Or Lottery Wheeling Resources while online The obvious advantage to making your own custom wheel is in not playing the same default numbers on the same wheel as everyone using the same system.

Selecting a Wheel

Choosing the right wheel means factoring in budget, prediction skills, quantity of predicted numbers, prize tier desired, etc. Playing a full wheel becomes very costly very quickly. Even the abbreviated wheels become expensive as the amount of numbers goes up generally forcing the user to lower the prize tier or coverage quality to put more numbers into play. Optimal strategy is to get the amount of numbers predicted down to an affordable field size that allows a good prize guarantee. In my opinion it isn't a stretch to say most lottery authors have lost sight of the target, to win a jackpot. Most systems and software are built around the process of winning lower tier prizes in the hope the wheel will play above its guarantee and return a jackpot. As we've seen, a wheel is only likely to play one tier over its guarantee a fraction of the time. Some of the wheels below walk around the lower tier prize guarantee to target a higher prize or jackpot. Playing this way requires evolving a personal playing strategy to pick and position numbers on the wheel with a jackpot in mind.

Extreme Wheeling

While most players prefer to limit risk to prediction thus keeping wheeling a sure thing, some players spread risk across prediction and wheeling by using more extreme wheels whose prize tier coverage is more conditional such as Open Cover Designs, Pair, Triple, Group, Pivot and Positional Wheeling.

Now to Make a Full Wheel Design

A full wheel is every number in the Pool played against every other number in the Pool. If our game is Pick-6 and we want to play 7 numbers our place holder pointers will look like this. 01-02-03-04-05-06-07 01-02-03-04-05-06 01-02-03-04-05-07 01-02-03-04-07-06 01-02-03-07-05-06 01-02-07-04-05-06 01-07-03-04-05-06 07-02-03-04-05-06

How to Make an Abbreviated Wheel Design

To construct most Abbreviated wheels will require wheel making software like CoverMaster. To make a Pick-6 3if6in16 numbers 5 lines abbreviated wheel in CoverMaster (16,6,3,6)=5 open the software and select . . . Pool-16 Pick-6 Match-3 Hits-6 [Generate][TimedRandomSearch][1 Second][Optimize][Start] Reset and Repeat until wheel is made in 5 lines [Finished] Everyone get a wheel similar to this one? 1 3 8 10 12 14 2 4 5 11 15 16 3 6 7 9 12 13 6 7 9 10 11 13 6 7 8 9 13 14 If not, try again. Wheel making in CoverMaster is fun. cover master

How to Make an Open Cover Wheel Design

Constructing an Open Cover Wheel Design properly requires wheel maker software like CoverMaster that allows the user to halt the wheel build process at a preselected number of lines or percentage of coverage. Watching a wheel being built, it quickly becomes apparent the majority of coverage takes place at the start where each line covers a sizable percentage. At the end of the build many lines may be necessary to Close the cover from 99% to 100%. With larger wheels, 90% coverage can be achieved with half the number of combinations necessary for 100% coverage of the prize tier guaranteed. Hmmm, 10% risk versus 50% cost to play savings. The savings can be equal to winning a 3-number or 4-number prize every draw. The reason this works is redundant combinations in the wheel where as many as five of the six numbers in a combination may be the same as another combination. Early in the wheel build combinations are unique with all numbers different. The next step in the build is combinations with two numbers in common, (two numbers already used together in a previous combination) then 3 in common, etc. Toward the end of the wheel build we find combinations are added with 4 and 5 numbers in common to close the final fraction of a percent. The drawback to removing combinations is this: removing even those providing fractional percentage of cover also removes opportunities for multiple prizes and for playing above the guarantee. Also, simply applying fewer total combinations against the game reduces the odds improvement of buying more unique combinations. One might be tempted to strip every other line out of a standard abbreviated wheel. Unfortunately this method also strips out half the coverage as well unless incredible luck is involved. The object of the exercise is to knowingly remove combinations that contribute the least coverage to the targeted prize tier. To this end CoverMaster can sort lines by Dependency (their contribution to the wheel's coverage). Lines can be removed one at a time and the wheel re-optimized for optimal coverage at the new cost to play.

How to Make a Key Wheel

A Banker, Key, King, Monarch or Power number is a number that appears in every combination. A six number combination can have up to five Key numbers. If the choice of Key number is correct, every combination has a winning number. If the choice of Key number is incorrect a jackpot is impossible, though a chance of a lower tier prize may remain viable. Why use a Key number wheel? We get Pick-6 wheeling for a Pick-5 wheel price and so on. The easiest way to make a Key number wheel is to select a wheel from a smaller game and add the Key number to every line. To make a full 6if6 Key number wheel, add the Key number to every line of a full 5if5 wheel. To make a 5if6 Key number wheel, add the Key number to every line of a 4if5 wheel. To make a 4if6 Key number wheel, add the Key number to every line of a 3if5 wheel. To make a 3if6 Key number wheel, add the Key number to every line of a 2if5 wheel made in CoverMaster. To make Key number wheels for Pick-4 and Pick-5 games requires making one number per line smaller wheels in CoverMaster. To make wheels with multiple Key numbers requires making wheels that much smaller in CoverMaster and adding the Key numbers to every line.

How to Make a 12-number 4if6 wheel with 2 Key numbers

Set CoverMaster to: Pool - 10 (because we will be adding 2 Key numbers) Pick - 4 (we make 4-number lines because 2-numbers will be Key) Match - 2 (we plan to match 2 because the other 2 will be Key) Hits - 4 (winning numbers we hope to have among the field) [Generate][Timed Random Search][1Second][Optimize][Start] When the wheel build is done, click [Finished] Everyone will get something a little different, I got: 02 04 08 10 03 06 08 09 01 05 07 09 cover master Now remember, these are place holder pointer numbers, not the numbers we will be playing. We want to make positions 1 and 2 our Key numbers, but they are already taken. There are two ways to handle this. The CoverMaster drop down menu item [Tools] offers a [Transpose] option. Transpose allows us to raise all the numbers up one number at a time. So we can raise 1-10 to 3-12, print and add our 2 key numbers to every line by hand. Or . . . We can raise the Pick-4 size to Pick-5. When we do so a box will open asking how we want to handle this. Select [Add Selected] and scroll to number1 [OK] the Pool size will go up from 10 to 11 and a 1 will appear in every line. Now raise the Pick-5 size to Pick-6 and again the box will open, [Add Selected][2][OK] the Pool size will now be 12 and every line will have a 1 and a 2 as Keys. 01 02 04 06 10 12 01 02 05 08 10 11 01 02 03 07 09 11 We can save the wheel by describing it as 4if6in12n2keysin3c.txt so we can find it again easily through CoverMaster's Open a Wheel feature. The CoverMaster [Configure] drop down menu allows us to [Set] (Exchange) our numbers for the place holder pointer numbers and [Display] them like this . . . the 23 and 35 are our keys. Keys 23-35: Numbers 01-05-07-12-27-33-38-42-46-49 05 12 23 35 42 49 07 23 33 35 42 46 01 23 27 35 38 46 A standard abbreviated 100% 4if6in12 number wheel requires at least 6 combinations. With 2 Key numbers we've cut the lines in half, but we have the greater risk because the 2 Key numbers have to be among the six winning numbers that fall among the 12 numbers in our Pool/Field.

How to Make a 21-number 3if6 wheel with 1 Key number

Set CoverMaster to: Pool-20 Pick-5 Match-2 Hits-5 [Generate][TimedRandomSearch][1 second][Optimize][Start][Finished] Everyone get something like this? 01 05 07 15 18 + 21 02 03 04 09 17 + 21 06 08 12 14 16 + 21 10 11 13 19 20 + 21 We can add our Key as the 21st number or have CM Transpose the numbers so number 1 can be the Key. K1 02 06 08 16 19 K1 03 04 05 10 18 K1 07 09 13 15 17 K1 11 12 14 20 21 A 3-number prize is guaranteed if the Key number is correct and 5 of the winning numbers fall among the 20. A straight up 3if6in 21 number wheel requires 16 lines more or less depending on source.

How to make a 10 number 5if5 Pick-5 wheel with 4 Key numbers

Five winning numbers (Jackpot) are guaranteed if all 4 key numbers and one of the Pool numbers are among the 5 winning numbers. Key numbers: 01-02-03-04 Pool numbers: 05-06-07-08-09-10 Pointer Key numbers: 07-12-23-35 Pool numbers: 01-04-11-16-24-36 Exchange Pointers Exchanged Sorted 01-02-03-04-05 = 07-12-23-35-01 = 01-07-12-23-35 01-02-03-04-06 = 07-12-23-35-04 = 04-07-12-23-35 01-02-03-04-07 = 07-12-23-35-11 = 07-11-12-23-35 01-02-03-04-08 = 07-12-23-35-16 = 07-12-16-23-35 01-02-03-04-09 = 07-12-23-35-24 = 07-12-23-24-35 01-02-03-04-10 = 07-12-23-35-36 = 07-12-23-35-36 Note: A 5if5in10 numbers Full wheel requires 252 combinations whereas a 4 Key 5if5in10 number Full wheel requires only 6.

How to make a 12 number 6if6 Pick-6 wheel with 4 Key Numbers

Six winning numbers (Jackpot) are guaranteed if all 4 key numbers and Two of the Pool numbers are among the 6 winning numbers. Key numbers: 01-02-03-04 Pool numbers: 05-06-07-08-09-10-11-12 Make all possible pairs of the Pool Numbers: 05-06, 05-07, 05-08, 05-09, 05-10, 05-11, 05-12 06-07, 06-08, 06-09, 06-10, 06-11, 06-12 07-08, 07-09, 07-10, 07-11, 07-12 08-09, 08-10, 08-11, 08-12 09-10, 09-11, 09-12 10-11, 10-12 11-12 Exchange Pointers with Chosen numbers and add a pair to each line of 4 Key numbers. 01-02-03-04-05-06 01-02-03-04-05-07 01-02-03-04-05-08 01-02-03-04-05-09 . . . through to 01-02-03-04-11-12 Note: A 6if6in12 numbers Full wheel requires 924 combinations whereas a 4 Key 6if6in12 number Full wheel requires only 28 and a 5 Key 6if6in12 number Full wheel requires only 7.

How to make a Pair Wheel

Some lottery players prefer to track and wheel repeating pairs rather than individual numbers. While there are many more pairs than numbers, the reduction in wheeling costs is hard to ignore. Every lottery drawing creates number pairs. Every Pick-7 draw contains 21 pairings. 01-02, 01-03, 01-04, 01-05, 01-06, 01-07 02-03, 02-04, 02-05, 02-06, 02-07 03-04, 03-05, 03-06, 03-07 04-05, 04-06, 04-07 05-06, 05-07 06-07 Every Pick-6 draw contains 15 pairings. 01-02, 01-03, 01-04, 01-05, 01-06 02-03, 02-04, 02-05, 02-06 03-04, 03-05, 03-06 04-05, 04-06 05-06 Every Pick-5 draw contains 10 pairings. 01-02, 01-03, 01-04, 01-05 02-03, 02-04, 02-05 03-04, 03-05 04-05 Every Pick-4 draw contains 6 pairings. 01-02, 01-03, 01-04 02-03, 02-04 03-04 To make a Pick-4 Pair wheel, select the pairs and play every pair against every other pair. ie: 02-11, 12-23, 15-45, 07-32, 05-38 02-11-12-23, 02-11-15-45, 02-11-07-32, 02-11-05-38 12-23-15-45, 12-23-07-32, 12-23-05-38 15-45-07-32, 15-45-05-38 07-32-05-38 A Pick-5 Pair wheel is made exactly the same way as a Pick-4 Pair wheel only a Key number is added to every line. A Pick-6 Pair wheel is made by using Daily Number Pick-3 box wheels as place holder pointer numbers for the pairs. A Pick-3 3if3 box wheel for 5 numbers requires 10 combinations. ie: 1-2-3-4-5 Box Wheeled: 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 10 Numbers as 5 Place Holder Pointer Pairs Box Wheeled: 1 2 3 4 5 (01-02)(03-04)(05-06)(07-08)(09-10) 01-02-03-04-05-06 01-02-03-04-07-08 01-02-03-04-09-10 01-02-05-06-07-08 01-02-05-06-09-10 01-02-07-08-09-10 03-04-05-06-07-08 03-04-05-06-09-10 03-04-07-08-09-10 05-06-07-08-09-10 Note: A full 6if6in10 number wheel requires 210 combinations while a full 3if3in5 Pair wheel requires only 10. 3 Correct pairs = JP! For the record: A full 3if3 box wheel for 4 numbers requires 4 combinations. A full 3if3 box wheel for 5 numbers requires 10 combinations. A full 3if3 box wheel for 6 numbers requires 20 combinations. A full 3if3 box wheel for 7 numbers requires 35 combinations. A full 3if3 box wheel for 8 numbers requires 56 combinations. A full 3if3 box wheel for 9 numbers requires 84 combinations. A full 3if3 box wheel for 10 numbers requires 120 combinations. A full 3if3 box wheel for 11 numbers requires 164 combinations. A full 3if3 box wheel for 12 numbers requires 220 combinations. A full 3if3 box wheel for 13 numbers requires 286 combinations. A full 3if3 box wheel for 14 numbers requires 364 combinations. A full 3if3 box wheel for 15 numbers requires 455 combinations. A full 3if3 box wheel for 16 numbers requires 560 combinations. A full 3if3 box wheel for 17 numbers requires 680 combinations. A full 3if3 box wheel for 18 numbers requires 816 combinations. A full 3if3 box wheel for 19 numbers requires 969 combinations. A full 3if3 box wheel for 20 numbers requires 1,140 combinations.

How to make a 4if6 Pair wheel for 18 numbers 9 pairs

Wheel generating software such as CoverMaster is used to create a 2if3 wheel to a size equal to the number of pairs or half the number of numbers desired to be played. i.e.: 9 pairs covers 18 numbers so a Daily Number Pick-3, 2if3in9 number box wheel is generated. Example: Use CoverMaster to make a Daily Number 2if3 box wheel 9 numbers. Pool-9 Pick-3 Match-2 Hits-3 [Generate][Timed Random Search][1 Second][Optimize][Start] [Finished] Repeat until the wheel is made in 7 lines . . . 1-3-6, 1-5-7, 2-4-8, 2-4-9, 3-5-7, 5-6-7, 5-8-9 18 Numbers as 9 Place Holder Pointer Pairs Wheeled: 1 2 3 4 5 6 7 8 9 (01-02)(03-04)(05-06)(07-08)(09-10)(11-12)(13-14)(15-16)(17-18) 01-02-05-06-11-12 01-02-09-10-13-14 03-04-07-08-15-16 03-04-07-08-17-18 05-06-09-10-13-14 09-10-11-12-13-14 09-10-15-16-17-18 A Pick-7 Pair wheel is made exactly the same way as a Pick-6 Pair wheel only a Key number is added to every line.

How to make a Giant Group Positional Pair Wheel

As wheel size goes up we increase risk or degree of difficulty to hold down playing costs. Instead of using a Daily Number 3if3 box wheel we use a Daily Number Positional wheel. Pairs from the first group will always fall into the first pair position in each combination; pairs from the second group will always fall into the second pair position and pairs from the third group will always fall into the third pair position. Keep this in mind when selecting which group to place your pairs. In this example we will make a Daily Number Positional Wheel for 18 numbers in 3 columns of 6 numbers each as the foundation for a 4if6, 3 group pair wheel for 36 numbers. 01-07-13 02-08-14 03-09-15 04-10-16 05-11-17 06-12-18 Numbers in each column are played off against every number in the other columns. So we'd play 01-07-13 through 01-07-18 then move on to 01-08-13 through 01-08-18. When the 01's are completed we do the 02's and so on until 06-12-13 through 06-12-18. As there are 3 columns of 6, 6x6x6=216 combinations in total. We assign each number to a pair of numbers in 3 groups. 01 02 03 04 05 06 (01-02)(03-04)(05-06)(07-08)(09-10)(11-12) 07 08 09 10 11 12 (13-14)(15-16)(17-18)(19-20)(21-22)(23-24) 13 14 15 16 17 18 (25-26)(27-28)(29-30)(31-32)(33-34)(35-36) Exchange the Daily Number Pointer Numbers with their Pairs to make 216 combinations. 01-07-13 = 01-02-13-14-25-26 and so on to 06-12-18 = 11-12-23-24-35-36 Exchange Pointer number pairs with selected pairs to make playable combinations or do this at the beginning to save steps once you are comfortable with the wheeling method. A Jackpot is guaranteed if the winning numbers fall into any pair from each group of pairs.

How to make a 4if6 Group Wheel from two number Groups

Once again we turn to CoverMaster to make a 2if3of wheel for 20 numbers each group to be played against each other. Pool-10 Pick-3 Match-2 Hits-3 [Generate][TimedRandomSearch][1 second][Optimize][Start] [Finished] Repeat until the wheel is made in 8 lines. First Group Pointers 01-10 01 03 09 02 04 06 02 05 07 02 08 10 04 05 10 04 07 08 05 06 08 06 07 10 Second Group Pointers Transposed by CM to 11-20 11 13 19 12 14 16 12 15 17 12 18 20 14 15 20 14 17 18 15 16 18 16 17 20 We will play each line against every other line, so 8x8=64 lines in total. 01-03-09-11-13-18 01-03-09-12-14-16 01-03-09-12-15-17 and so on to 06-07-10-16-17-20 A 4-number prize is guaranteed if 3 winning numbers fall among the numbers in each group. A straight up 4if6 wheel for 20 numbers requires 87 lines more or less depending on wheel source.

How to make a 10 number Jackpot wheel for 3 uneven number Groups

This wheel is a hybrid combining alternating Keys, Pairs and a 3if3 Daily number box wheel played against each other in 2x3x10=60 lines. This wheel can easily be ramped up by adding additional numbers to one or more of the groups. A 5if6 version is made by substituting a 2if3 wheel for the 3if3 daily number box wheel 2x3x2=12 lines. Our first group of 2-numbers will be used as alternating Keys. (K1-K2) Our second group of 3-numbers will be used as Pairs. (03-04-05) = 03-04, 03-05, 04-05) Our third group of 5-numbers will be a 3if3 daily number wheel. (06-07-08-09-10)= 06-07-08, 06-07-09, 06-07-10, 06-08-09, 06-08-10, 06-09-10 07-08-09, 07-08-10, 07-09-10 08-09-10 We play our K's against each Pair and each set of these against each of the third group. ie: K1-03-04-06-07-08 K2-03-04-06-07-08 K1-03-04-06-07-09 K2-03-04-06-07-09 continue to K1-04-05-08-09-10 K2-04-05-08-09-10 A jackpot is guaranteed if one winning number falls among the first group and two winning numbers fall among the second group and three winning numbers fall among the third group. A straight up 6if6in10 number wheel requires 210 lines.

How to make a Triples Wheel

A Triples Wheel is incredibly powerful. Unfortunately it can only be used for Pick-6 or for Pick-7 by the addition of a Key number. Like a scaled up Pick-4 pair wheel, the user selects groups of unique 3 number sets. These can be repeating 3 number sets or sets of 3 numbers the user anticipates will be drawn together. Each set of 3 numbers is then played against every other set of 3 numbers. If any two sets each contain 3 winning numbers a Pick-6 jackpot is guaranteed. If one set contains 3 winning numbers and another set contains 2 winning numbers a 5-number prize is assured. If one set contains 3 winning numbers and one or more sets contain 1 winning number, that many 4-number prizes are assured. If any three sets contain 2 winning numbers multiple 4-number prizes are assured. If any two sets contain 2 winning numbers a 4-number prize is assured. If only 1 set contains 3 winning numbers or a set contains 2 winning numbers and other sets contain 1 winning number, multiple 3-number prizes are assured. An interesting concurrency occurs with Triples in that 5 winning numbers spread among any 3 Triple sets guarantees a 4-number prize and any 6 winning numbers spread among any 4 Triple sets guarantees a 4-number prize and any 6 winning numbers spread among any 5 Triple sets guarantees multiple 3-number prizes. However, if the sets contain only 1 winning number each, a prize is impossible, but one can copy the formed place holder combinations into CoverMaster, lock them and build a closed or high percentage open cover 3if6 wheel around them as a inexpensive form of insurance protection against the possibility. Here is an example of nine place holder pointer Triples wheeled. 01-02-03, 04-05-06, 07-08-09, 10-11-12, 13-14-15, 16-17-18 01-02-03-04-05-06 01-02-03-07-08-09 01-02-03-10-11-12 01-02-03-13-14-15 01-02-03-16-17-18 04-05-06-07-08-09 04-05-06-10-11-12 04-05-06-13-14-15 04-05-06-16-17-18 07-08-19-10-11-12 07-08-09-13-14-15 07-08-09-16-17-18 10-11-12-13-14-15 10-11-12-16-17-18 13-14-15-16-17-18 This wheel provides all sub-combinational coverages described above for when sets contain winning numbers and has 96.9% 3if6 coverage due to the possibility of only 1 winning number per Triple set. To bring the 3if6 to 100% no matter how the numbers fall we copy and lock them in CoverMaster and find CM built the following 4 lines bridging the sets. 3 9 14 15 16 17 2 7 8 14 15 16 1 2 3 9 13 18 1 3 14 15 17 18 Normally we wouldn't bother doing this, because the point is to walk around the need for and expense of a 3if6 guaranteed prize that only pays $4.50 to $5.50 in most states.

How to construct a Pivot Wheel

A Pivot wheel has a central core or hub of numbers similar to key numbers (only more of them) played against a series of small number fields. For our first example we will build a Pivot wheel with 4 pivots and three groups of numbers. These are pointers. Pivot Field = 01, 02, 03, 04. Group Field = 05, 06, 07, 08. Group Field = 09, 10, 11, 12. Group Field = 13, 14, 15, 16. Total numbers in play = 16 We begin by using the Maybell Lottery Quik Wheeler to make a Pick-3, 3if3 box wheel. 1-2-3, 1-2-4, 1-3-4, 2-3-4. Step 2 we wheel the Pivots and Group numbers using the above wheel. Pivot Field = 01-02-03, 01-02-04, 01-03-04, 02-03-04. Group Field = 05-06-07, 05-06-08, 05-07-08, 06-07-08. Group Field = 09-10-11, 09-10-12, 09-11-12, 10-11-12. Group Field = 13-14-15, 13-14-16, 13-15-16, 14-15-16. Step 3 we play the Pivots against the Groups independently in every possible pairing like a Triple wheel. Pivots against First Group = 13-14-15 13-14-16 13-15-16 14-15-16 01-02-03-05-06-07 01-02-03-05-06-08 01-02-03-05-07-08 01-02-03-06-07-08 01-02-04-05-06-07 01-02-04-05-06-08 01-02-04-05-07-08 01-02-04-06-07-08 01-03-04-05-06-07 01-03-04-05-06-08 01-03-04-05-07-08 01-03-04-06-07-08 02-03-04-05-06-07 02-03-04-05-06-08 02-03-04-05-07-08 02-03-04-06-07-08 Pivots against Second Group = 09-10-11 09-10-12 09-11-12 10-11-12 01-02-03-09-10-11 01-02-03-09-10-12 01-02-03-09-11-12 01-02-03-10-11-12 01-02-04-09-10-11 01-02-04-09-10-12 01-02-04-09-11-12 01-02-04-10-11-12 01-03-04-09-10-11 01-03-04-09-10-12 01-03-04-09-11-12 01-03-04-10-11-12 02-03-04-09-10-11 02-03-04-09-10-12 02-03-04-09-11-12 02-03-04-10-11-12 Pivots against Third Group = 13-14-15 13-14-16 13-15-16 14-15-16 01-02-03-13-14-15 01-02-03-13-14-16 01-02-03-13-15-16 01-02-03-14-15-16 01-02-04-13-14-15 01-02-04-13-14-16 01-02-04-13-15-16 01-02-04-14-15-16 01-03-04-13-14-15 01-03-04-13-14-16 01-03-04-13-15-16 01-03-04-14-15-16 02-03-04-13-14-15 02-03-04-13-14-16 02-03-04-13-15-16 02-03-04-14-15-16 Three groups of 16 lines = 48 combinations total. A jackpot is guaranteed when 3 winning numbers fall among the Pivot numbers and 3 among any one of the groups. By comparison a Full Pick-6 wheel of 16 numbers requires 8,008 combinations. For our second example we will build a Pick-6 4if6 Pivot wheel with 6 pivots and three groups of 6 numbers. Construction begins with the creation of a Pivot Number Field and several group fields. These are of course pointer numbers. Pivot Field = 01, 02, 03, 04, 05, 06. Group Field = 07, 08, 09, 10, 11, 12. Group Field = 13, 14, 15, 16, 17, 18. Group Field = 19, 20, 21, 22, 23, 24. Make a 2if3in6 number wheel in CoverMaster. Pool-6 Pick-3 Match-2 Hits-3 [Generate][TimedRandomSearch][1][Second][Optimize][Start] [Finished] Everyone get something like this? 1-5-6 2-3-4 Step 2 we wheel the Pivots and Group numbers using the above wheel. Convert Pivot and Group Fields to the 2if3 wheel matrix. Pivot Field = 01-05-06, 02-03-04 Group Field = 07-11-15, 08-09-10 Group Field = 13-17-18, 14-15-16 Group Field = 19-23-24, 20-21-22 Step 3 we play the Pivots against the Groups independently in every possible pairing like a Triple wheel. Pivots against the first Group Field = 07-11-15, 08-09-10 01-05-06-07-11-15 01-05-06-08-09-10 02-03-04-07-11-15 02-03-04-08-09-10 Pivots against the second Group Field = 13-17-18, 14-15-16 01-05-06-13-17-18 01-05-06-14-15-16 02-03-04-13-17-18 02-03-04-14-15-16 Pivots against the third Group Field = 19-23-24, 20-21-22 01-05-06-19-23-24 01-05-06-20-21-22 02-03-04-19-23-24 02-03-04-20-21-22 Three groups of 4 lines = 12 combinations total. A 4if6 prize is guaranteed when 3 winning numbers fall among the Pivot numbers and 3 among any one of the groups. By comparison a straight up 4if6 wheel of 24 numbers requires 164 combinations.

How to make a Positional Wheel

A Positional Wheel assigns a number to each position within the combinations. A Pick-6 Positional Wheel will have 6 Groups of one or more numbers, A Pick-5 Positional Wheel will have 5 Groups of numbers. A Pick-6, 6if6 wheel is made by playing every number in each group against every other number 2x1x3x1x1x2=12 ie: 1 2 3 4 5 6 (01-02)(03)(04-05-6)(07)(08)(09-10) 01-03-04-07-08-09 01-03-04-07-08-10 02-03-04-07-08-09 02-03-04-07-08-10 01-03-05-07-08-09 01-03-05-07-08-10 02-03-05-07-08-09 02-03-05-07-08-10 01-03-06-07-08-09 01-03-06-07-08-10 02-03-06-07-08-09 02-03-06-07-08-10 A jackpot is guaranteed when a winning number falls among each group. A full 6if6in10 number wheel requires 210 lines.

How to make a 4if6 Positional Wheel

To make a 4if6 Positional Wheel requires Advanced Lotto Tool Lottery Software which not only makes group wheels, but allows numbers from each group to be assigned by position in the combinations. If your strategy is based strictly on position some of Advanced Lotto Tool's wheel build methods may cross positional barriers when the wheel can be made more efficiently, so a visual check is necessary to determine all the numbers are in their correct positions before accepting the wheel as complete. To make a 4if6in18number positional wheel from six groups using Advanced Lotto Tool. Open Advanced Lotto Tool. Select a lottery game. Select 18 numbers by clicking on the grid. Select Guarantee [4if6] Reduction Method [Optimum]. Using the drop down tool bar "Line Builder" select "Filters" and "Number Groups" a grid box will open showing your selected numbers. Highlight the three numbers for the first group by clicking on them. Select Apply to Ball [1]. Do NOT click [ok]. Click on the silver colored box in the upper left corner to advance to selecting the numbers for the second group. Highlight the three numbers for the second group by clicking on them. Select Apply to Ball [2]. Do NOT click [ok]. Click on the silver colored box in the upper left corner to advance to selecting the numbers for the third group. Highlight the three numbers for the third group by clicking on them. Select Apply to Ball [3]. Do NOT click [ok]. Click on the silver colored box in the upper left corner to advance to selecting the numbers for the forth group. Highlight the three numbers for the forth group by clicking on them. Select Apply to Ball [4]. Do NOT click [ok]. Click on the silver colored box in the upper left corner to advance to selecting the numbers for the fifth group. Highlight the three numbers for the fifth group by clicking on them. Select Apply to Ball [5]. Do NOT click [ok]. Click on the silver colored box in the upper left corner to advance to selecting the numbers for the sixth group. Highlight the three numbers for the sixth group by clicking on them. Select Apply to Ball [6]. Now click [ok]. The box will vanish and the six number groups will appear on the screen. Select [Build Lines][View Lines]. When done properly we should have 22 lines with a number from each group by position in the combinations. Like these pointers . . . 01 04 07 10 13 16 01 04 09 12 15 16 01 05 08 10 14 17 01 05 08 12 15 18 01 06 07 11 13 18 01 06 07 12 14 16 01 06 09 11 14 17 02 04 08 11 14 17 02 04 09 10 13 18 02 05 07 11 15 18 02 05 08 12 14 16 02 05 09 11 13 16 02 06 07 12 15 17 02 06 08 10 13 17 03 04 07 11 15 16 03 04 09 11 13 17 03 05 07 10 15 17 03 05 07 12 14 18 03 05 08 12 13 17 03 06 08 10 15 16 03 06 09 10 14 18 03 06 09 12 13 16 end 22 lines 4if6 Positional from 6 groups Wheel may be printed or saved as a text file to Wheels in Advanced Lotto Tool's directory in ProgramFiles or to any other directory.

How to make a 2in8 Pick-3 Wheel in CoverMaster

Open CoverMaster and change the grid settings to. Pool-10 Pick-3 Match-2 Hits-3 I've found this method works best when the wheel is built around a three different digit number from the game that hits fairly often. Enter that number and "Lock" it in place by clicking on Edit on the Tool Bar and clicking on Lock and All. Otherwise leave the grid blank. [Generate][Timed Random Search][1 sec][Optimize][Start] 1 4 10 1 5 8 2 3 9 2 6 7 3 6 7 4 5 10 4 8 10 6 7 9 If the wheel isn't reduced to 8 lines, [Reset] and [Start] again. If you don't care for the lines you get, say there isn't at least one number with all digits on the high side, [Reset] and [Start] again. btw: 10 is 0. When all different digits are drawn, one number must contain at least two of the winning digits. This means only 7 digits remain to take the place of the third digit in the number guaranteed to have at least two, making the odds of a win 1 in 7.

How to make a 3if7 Pick-4 Wheel in CoverMaster

Open CoverMaster and change the grid settings to. Pool-10 Pick-4 Match-3 Hits-4 I've found this method works best when the wheel is built around a four different digit number from the game that hits fairly often. Enter that number and "Lock" it in place by clicking Edit on the Tool Bar and clicking on Lock and All. Otherwise leave the grid blank. [Generate][Timed Random Search][1 sec][Optimize][Start][Finished] 1 2 3 9 1 2 5 6 1 2 7 10 1 3 4 7 1 4 6 8 1 7 8 10 2 3 4 8 2 3 5 8 2 4 6 7 3 5 6 10 3 6 7 9 4 5 9 10 5 7 8 9 6 8 9 10 If the wheel isn't reduced to 14 lines, [Reset] and [Start] again. If you don't care for the lines you get, say there isn't at least one number with all digits on the high side, [Reset] and [Start] again. btw: 10 is 0. When all different digits are drawn, one number must contain at least three of the winning digits. This means only 6 digits remain to take the place of the forth digit in the number guaranteed to have at least three, making the odds of a win 1 in 6.

Strategy

Most lottery players will never encounter anything more complicated than an abbreviated key number wheel. For them the shotgun approach to wheeling combined with selecting large groups of numbers should provide a steady stream of lower tier prize wins to keep them going. By now it should be apparent the better prizes require targeting by a wheel designed for the job commensurate with one's number selection skills. Only the extreme wheels provide conditionally guaranteed jackpot shots at affordable playing costs. It is relatively simple to make even the most complicated giant conditional wheels once we understand the interrelationship of the Pick-3 daily number wheel variants (2if3, 3if3, Pairs) as the foundation of extreme wheel construction. No longer need we ask, "How do lottery experts make those wheels?"

Why We Lose Part 2


There are two sides to winning lotto. Prediction is one side and Wheeling is the other, sort of a Ying Yang thing.
In Why We Lose Part 1 we learned how Prediction of exclusively "Hot" "Average" or "Cold" numbers virtually guarantees we will lose in 99 out of 100 tries or worse.
A mathematician will tell you every combination has an equal chance to win in every drawing and this is true. What is also true, is lottery combinations can be grouped into populations of different sizes. These groups represent a percentage of the total combinations and from them combinations are expected to be drawn as often as their percentage of the whole suggests.
In other words. If a combination is a member of a group that consists of one percent of the combinations a combination from this group is expected to be drawn 1 time in 100 draws. This draw can take place no times and then twice in the next 100 draws, or be drawn twice this 100 draws and not be drawn in the next 100 draws.
Playing combinations that have a chance of winning 1 time in 100 draws, but could be drawn in any one of them is vastly different from combinations that has a chance of being drawn in almost every draw. Albeit, when the 1 in 100 draw comes up you have a better chance of winning because the population is smaller.
While you can't escape all things being equal, you can decide whether to have a chance in every draw or to have already lost in 99 out of 100 draws before the first ball is drawn.
In Part 2 we're going to learn how some popular forms of lottery wheeling also reduce your chances of winning in much the same way.
The modern form of lotto has been played in europe and the former U.S.S.R. far longer then in the U.S.A. Before the arrival of the personal home computer, mathematicians made lottery wheels or "cover designs" to guarantee prizes when prediction proves correct.
Back in those days the object was to win a jackpot and if not a jackpot, then multiple prizes and if not multiple prizes at least to win something. Naturally the object was also to keep playing costs as low as possible.
Due to the high cost of full wheels, abbreviated wheels were developed to guarantee lower tier prizes depending on how many of the winning numbers fell among those being wheeled.
Other types of wheels were developed: Pair wheels, Triples wheels, Group wheels, Pivot wheels, Compound wheels, wheels that walked around the coverage requirements of lower tier prizes and took a direct shot at the jackpot or higher tier prizes when stringent conditions were met.
Occasionally highly skilled lottery wheel makers would start with one of the specialty wheels and manage to build a valid abbreviated wheel around it to be played at roughly the same cost as the abbreviated wheel alone. Of course all wheels have the potential of playing above their guarantee; not all have a higher tier prize covered if the numbers are loaded with the internal specialty wheel in mind.
When the U.S. caught lottery fever in the mid-eighties and early nineties it coincided with the advent of the personal computer.
Computers could be run for days, even weeks, grinding out wheels by by brute force testing every possible combination against every other. It was a time of great promise for lottery players that resulted in ultimate betrayal. For you see the high winning potential wheels were replaced by wheels that saved a couple of bucks.
Not only were the internal specialty wheels missing, many of the new wheels were what we now call "split" into two parts.
The smallest possible wheel is actually one combination.
Within each 6 number combination there are . . .
20 ways to combine 3 numbers.
15 ways to combine 4 numbers.
6 ways to combine 5 numbers.
6 ways to combine 5 numbers plus bonus.
1 way to win a jackpot. 
The way splitting works is by the wheel maker constructing two wheels.
The smallest split wheel is two combinations. Like this . . .
01-02-03-04-05-06 | 07-08-09-10-11-12
Both halves can be considered 3if3, 4if4, 5if5 and 6if6 wheels because if 3 or more of the 6 winning numbers lands on either side you would be guaranteed a 3-number win or better. However, if 3 or 4 winning numbers are evenly divided among both sides there can be no winner.
Clearly even 4 winning numbers could produce a 3-number or 4-number win on either side, though it cannot be guaranteed.
When 5 of the winning numbers fall among the 12 a 3-number win is guaranteed and when 6 winning numbers fall among the 12 two 3-number prizes are guaranteed.
Commercial wheel makers realized they could scale this up to any size by combining a 3if3 wheel with another 3if3 wheel to make a 3if5 wheel or combining a 3if3 with a 3if4 wheel to make a big 3if6 wheel.
As this trick usually shaves off a few combinations, commercial wheel makers competed to make wheels using the fewest possible combinations. Their potential customers would learn to judge the wheel quality and in turn the overall quality of the lottery system or software by the minimum number of combinations necessary to guarantee a 3# prize.
The most famous wheel of this type plays all Pick-6, 49 numbers on a 3if3of6in22 numbers 77 combinations wheel combined with a 3if4of6in27 numbers 86 combination wheel placed side by side to form a 3if6in49 number 163 combination wheel.
If your lottery goal is to play 163 tickets per draw for a 100% guaranteed 3-number win, this wheel is for you.
Unfortunately there is a devilish problem with these split wheels.
To have any chance what-so-ever of winning a jackpot all the winning numbers must fall on one side of the split or the other.
How often this can be expected to occur is exactly as often as probability tells us to expect a draw that is all odd or all even or all high or all low. In other words 1 in 100 draws. As we are playing both sides, that reduces the odds to 1 in 50 draws.
Split wheels come in all sizes. This means you must not only beat the odds of having all the winning numbers on your wheel, but when you do, you have a 1 in 50 or 2 in 100 shot at having all the winning numbers on one side. YOU CAN NOT WIN A JACKPOT IF YOU DO NOT HAVE ALL THE WINNING NUMBERS ON ONE SIDE OF A SPLIT WHEEL! This means 49 draws out of 50 you can not win. This is why we lose!
How to recognize a split wheel.
Most split wheels are easy to spot. Take this basic 3if6in24 wheel.
1 2 3 4 6 9
1 2 5 9 10 12
1 2 7 8 9 11
1 3 5 6 7 12
1 3 6 8 10 11
1 4 5 8 11 12
1 4 7 8 9 10
2 3 4 5 8 10
2 3 4 7 11 12
2 5 6 7 10 11
2 6 7 8 11 12
3 5 7 9 11 12
3 7 8 9 10 12
4 5 6 7 8 9
4 6 9 10 11 12
13 14 15 20 21 22
13 14 16 17 18 20
13 19 20 21 22 23
14 15 17 19 23 24
14 16 17 21 22 24
14 17 18 21 22 24
15 16 18 19 23 24
end 3if6in24 numbers 22 lines
This wheel consists of a 3if3of6in12 numbers 15 combinations or lines combined with a 3if4of6in12 numbers 7 lines for an overall guarantee of 3if6in24 numbers 22 lines.
The split is easy to spot and avoid as one group of numbers is 01-12 and the other 13-24.
Naturally the mathematicians will tell you this wheel is just fine because all combinations have a equal potential to be drawn in the next drawing -- without telling you the odds of getting all the winning numbers on one side or the other is only 1 in 50 on those rare days when all 6 winning numbers are among the 24.
To disguise the obvious flaw in the wheel, commercial wheel makers randomize the numbers while retaining the split matrix like this . . . same wheel matrix with randomized pointer numbers.
1 2 5 9 21 24
1 2 13 15 17 20
1 5 15 20 21 24
1 9 13 15 17 20
2 9 11 15 20 22
3 4 6 7 18 23
3 4 6 8 12 16
3 4 6 10 14 19
3 4 14 16 18 19
3 7 8 12 19 23
3 7 10 14 16 23
3 8 10 12 14 18
4 6 7 8 10 19
4 7 12 14 16 19
4 8 14 18 19 23
4 10 12 16 18 23
5 11 13 17 21 22
6 7 8 14 16 18
6 7 10 12 18 19
6 7 12 14 19 23
6 8 10 16 19 23
11 13 17 20 22 24
end 3if6in24 numbers 22 lines randomized pointer numbers on a split wheel matrix. 
See how
1 2 5 9 21 24
1 2 13 15 17 20
1 5 15 20 21 24
1 9 13 15 17 20
2 9 11 15 20 22
do not share lines with any numbers from
3 4 6 7 18 23
3 4 6 8 12 16
3 4 6 10 14 19
3 4 14 16 18 19
3 7 8 12 19 23
3 7 10 14 16 23
3 8 10 12 14 18
There are still two sets of 12 numbers on independent lines to be found in there that never share a line in common. Always look for two groups of numbers that never share lines in common to reveal split wheels. Sometimes they can be even harder to spot.
A further problem with split wheels is most lottery players and their lottery software sort the predicted numbers into numeric order and enter them onto the wheel. This means the basic split wheel will load the lower numbers on one half and the higher numbers on the other half. Assuming an even split between low and high numbers this adds another layer of: no way to win a jackpot in 49 out of 50 draws.
In Why We Lose Part 1 we saw how 16 "Hot" numbers and 16 "Cold" numbers came together to contain all six winning numbers only 3 times in 208 tries. Now imagine those same numbers being loaded onto a 3if6of32 numbers split wheel with "Hot" on one side and "Cold" on the other resulting in no way to win a jackpot what-so-ever.
Pick-5 and Pick-7 are not immune to split wheels. The Pick-5 split wheel combines two 3if3 wheels while the Pick-7 combines two 3if4 wheels for what looks like 3if7 coverage for a tempting price.
On the up-side, 4if, 5if, and 6if abbreviated wheels are immune from being split except for Pick-7 4if7 made of two 4if4 wheels and a few games where bonus numbers may apply to 4# prizes.
When you might want to use a split wheel.
Knowledge is power. Consider a split 3if5of6in20 numbers 20 combination wheel guarantees 2-3# prizes when all 6 winning numbers fall among the 20 numbers.
A 5if6in10 number wheel requires 14 combinations and concurrently covers 3if3. You can play two independent 5if6in10 number wheels in 14 lines each with multiple 4if5 coverage and still have an overall 2-3# prize guarantee if the more likely happens and 3 winning numbers fall on each side when all six winning numbers are among your 20.
The difference is in deliberately playing two independent wheels with numbers chosen for those wheels with combined coverage when played side by side, versus being tricked into playing a split wheel that secretly divides your numbers into two untenable sets. 

Why We Lose Part 1


What not to do, most of the time . . .

1. Don't limit your play to the popular numbers especially the birthday numbers between 01 and 31 as playing them may result in sharing your prize with multiple winners.
2. Don't enter multiples of numbers, ie: 07-14-21-28-35-42, as far too many people play these kinds of combinations.
3. Don't mark patterns on the play slip that form a connect the dots image such as a cross, flag, star or tree.

4. Don't play: 01-02-03-04-05-06 | 07-08-09-10-11-12 | 13-14-15-16-17-18 | 19-20-21-22-23-24 | 25-26-27-28-29-30 | 31-32-33-34-35-36 | 37-38-39-40-41-42 | 43-44-45-46-47-48 |
5. Don't play columns of numbers running across, down, or diagonal on the play slip as far too many people play this way to share the prize with.
6. Don't play combinations where all the numbers have the same first or last digit. ie: 20-22-23-26-27-29, or 02-12-22-32-42-52 as drawings with three or more numbers in these sorts of groupings are extremely rare.
7. Don't use lottery software at the default settings as this is the way far too many of their customers will likely use the software. Learn to use your software.
8. Don't play Video Lottery Keno while drunk, better yet don't play it at all.
9. Don't join a long term lottery club or office pool that doesn't have clear rules on membership and who gets paid.
10. Don't play only the more popular numbers or lucky numbers such as 7 and 11. There are numbers people like and those they tend to avoid. When draws contain less popular numbers fewer if any share the jackpot.
11. Don't play all odd or all even or all low or all high numbers as draws like this are 1 in 100.
12. Don't forget to play your tickets. Can't win if you don't play.
13. Don't tell anyone your numbers or how you pick them. Do not leave your used play slip with the terminal operator.
14. Don't quit your job until you are absolutely positive you won and how big.
15. Don't tell anyone you've won until the ticket has been accepted as a winner by the lottery.
16. Don't hide the winning ticket in the old thing no one ever looks in as your spouse will promptly donate it to charity.
17. Don't believe everything you come across about playing lotto.
The problem with the above advice is it's only the tip of the iceberg when it comes to why those who are more knowledgeable about playing lotto continue to lose.

Why We Lose Part 1

When lotteries were considered "news" and growing jackpots were "big news" the press release would often contain not only the next jackpot amount, but a table of how often each number had been drawn to date or within the last year's 52 or 104 drawings.
Why do you suppose lotteries would release this "top secret" information? Why do some lotteries still post this information on their web site and include it in their press releases?
How does knowing how often each number has been drawn help the lottery by causing us to lose?
The following study can be conducted any time any where. The results were expected, but not known prior to constructing the chart.
Working with the Florida 6/53 the 104 draws for 2006 were tabulated to determine how often each number had been drawn. The 16 numbers with the most draws are considered "Hot" the 16 numbers with the least draws are considered "Cold" and the 21 numbers in-between are "Average".
The numbers ranked "Hot Average Cold" were checked against the first draw of 2007. The number of "Hot Average Cold" numbers found in that first draw of 2007 recorded. Then the oldest 2006 draw deleted and the newest 2007 draw added to the 104 draws and recalculated for "Hot Average Cold" and checked against the next 2007 draw. This process was continued for all of 2007.
The same process was applied again only this time starting with the last 10 draws of 2006. After each 2007 draw was checked for "Hot Average Cold" numbers the oldest of the 10 draws was deleted and the 2007 draw just checked added to the draws. The draws were recalculated for "Hot Average Cold" and checked against the next 2007 draw. This process was continued for all of 2007.
Here is what we found . . .
  FL6/53                                         L-104 | L-10
  Draw #         Date          Winning Numbers   H A C | H A C
  Rec750 .... 01/03/2007 ... 08 24 33 36 50 51 | 1 5 0 | 0 3 3
  Rec751 .... 01/06/2007 ... 12 19 20 29 36 49 | 2 2 2 | 1 1 4
  Rec752 .... 01/10/2007 ... 03 10 26 40 41 52 | 1 4 1 | 3 1 2
  Rec753 .... 01/13/2007 ... 16 24 28 37 46 47 | 2 1 3 | 0 3 3
  Rec754 .... 01/17/2007 ... 13 14 28 33 34 45 | 2 3 1 | 1 4 1
  Rec755 .... 01/20/2007 ... 05 11 19 32 36 45 | 2 3 1 | 1 3 2
  Rec756 .... 01/24/2007 ... 03 05 17 19 35 39 | 2 0 4 | 3 2 1
  Rec757 .... 01/27/2007 ... 21 27 28 38 42 49 | 2 1 3 | 2 0 4
  Rec758 .... 01/31/2007 ... 02 03 06 07 27 45 | 3 1 2 | 2 1 3
  Rec759 .... 02/03/2007 ... 15 19 33 46 47 51 | 1 2 3 | 2 2 2
  Rec760 .... 02/07/2007 ... 06 20 22 24 32 41 | 1 2 3 | 2 3 1
  Rec761 .... 02/10/2007 ... 10 11 18 24 26 35 | 2 3 1 | 1 4 1
  Rec762 .... 02/14/2007 ... 07 11 14 34 42 48 | 2 2 2 | 1 4 1
  Rec763 .... 02/17/2007 ... 11 18 20 24 27 51 | 2 3 1 | 3 3 0
  Rec764 .... 02/21/2007 ... 12 14 16 23 26 45 | 2 3 1 | 1 2 3
  Rec765 .... 02/24/2007 ... 04 10 23 36 40 48 | 3 2 1 | 1 3 2
  Rec766 .... 02/28/2007 ... 09 23 26 28 36 53 | 3 2 1 | 2 2 2
  Rec767 .... 03/03/2007 ... 01 03 13 25 31 39 | 1 2 3 | 0 2 4
  Rec768 .... 03/07/2007 ... 14 20 22 44 50 52 | 0 4 2 | 2 1 3
  Rec769 .... 03/10/2007 ... 19 22 29 36 48 50 | 2 2 2 | 3 1 2
  Rec770 .... 03/14/2007 ... 05 07 25 36 38 50 | 3 1 2 | 2 2 2
  Rec771 .... 03/17/2007 ... 06 13 26 29 32 45 | 1 4 1 | 1 3 2
  Rec772 .... 03/21/2007 ... 02 23 29 32 37 50 | 1 3 2 | 3 1 2
  Rec773 .... 03/24/2007 ... 03 08 10 30 42 47 | 2 2 2 | 1 1 4
  Rec774 .... 03/28/2007 ... 01 15 24 38 39 50 | 4 1 1 | 2 2 2
  Rec775 .... 03/31/2007 ... 15 22 28 37 42 49 | 2 2 2 | 1 4 2
  Rec776 .... 04/04/2007 ... 03 13 19 22 49 53 | 2 2 2 | 3 3 0
  Rec777 .... 04/07/2007 ... 06 09 21 29 40 52 | 0 4 2 | 1 2 3
  Rec778 .... 04/11/2007 ... 02 05 12 19 26 43 | 3 0 3 | 1 3 2
  Rec779 .... 04/14/2007 ... 07 20 33 34 37 40 | 1 3 2 | 1 2 3
  Rec780 .... 04/18/2007 ... 01 05 20 23 31 38 | 2 2 2 | 2 3 1
  Rec781 .... 04/21/2007 ... 10 17 20 21 22 35 | 1 2 3 | 2 2 2
  Rec782 .... 04/25/2007 ... 04 07 14 26 28 34 | 2 3 1 | 0 4 2
  Rec783 .... 04/28/2007 ... 01 08 22 46 47 50 | 1 3 2 | 2 2 2
  Rec784 .... 05/02/2007 ... 01 06 13 21 22 39 | 2 3 1 | 3 3 0
  Rec785 .... 05/05/2007 ... 14 23 28 50 52 53 | 3 2 1 | 1 3 2
  Rec786 .... 05/09/2007 ... 09 19 22 27 33 53 | 2 1 3 | 2 3 1
  Rec787 .... 05/12/2007 ... 14 18 19 24 37 46 | 1 2 3 | 2 2 2
  Rec788 .... 05/16/2007 ... 03 16 23 39 47 49 | 3 1 2 | 1 2 3
  Rec789 .... 05/19/2007 ... 09 19 27 41 48 52 | 1 3 2 | 1 3 2
  Rec790 .... 05/23/2007 ... 05 09 25 31 50 53 | 2 1 3 | 3 2 1
  Rec791 .... 05/26/2007 ... 04 07 12 30 41 46 | 1 1 4 | 1 3 2
  Rec792 .... 05/30/2007 ... 06 09 11 44 45 52 | 0 5 1 | 1 2 3
  Rec793 .... 06/02/2007 ... 28 31 36 39 42 44 | 3 1 2 | 1 3 2
  Rec794 .... 06/06/2007 ... 03 15 19 22 47 53 | 2 3 1 | 3 2 1
  Rec795 .... 06/09/2007 ... 12 14 28 32 41 42 | 1 3 2 | 3 2 1
  Rec796 .... 06/13/2007 ... 08 15 26 28 29 32 | 2 3 1 | 1 2 3
  Rec797 .... 06/16/2007 ... 07 10 13 16 22 24 | 5 0 1 | 0 4 2
  Rec798 .... 06/20/2007 ... 06 31 34 44 45 49 | 1 3 2 | 2 2 2
  Rec799 .... 06/23/2007 ... 04 08 21 22 44 49 | 1 2 3 | 2 2 2
  Rec800 .... 06/27/2007 ... 08 13 14 32 43 48 | 1 4 1 | 2 2 2
  Rec801 .... 06/30/2007 ... 04 06 21 38 45 53 | 1 2 3 | 3 2 1
  Rec802 .... 07/04/2007 ... 12 31 34 37 48 52 | 0 3 3 | 1 4 1
  Rec803 .... 07/07/2007 ... 16 26 32 41 46 49 | 0 4 2 | 1 4 1
  Rec804 .... 07/11/2007 ... 07 19 29 30 36 50 | 1 4 1 | 0 3 3
  Rec805 .... 07/14/2007 ... 11 14 25 37 40 41 | 0 4 2 | 1 2 3
  Rec806 .... 07/18/2007 ... 18 24 27 32 38 46 | 2 2 2 | 1 3 2
  Rec807 .... 07/21/2007 ... 06 08 35 37 49 53 | 1 4 1 | 4 1 1
  Rec808 .... 07/25/2007 ... 01 20 37 42 44 45 | 1 4 1 | 3 0 3
  Rec809 .... 07/28/2007 ... 08 12 13 24 27 41 | 3 2 1 | 2 4 0
  Rec810 .... 08/01/2007 ... 01 12 14 27 38 42 | 2 3 1 | 4 2 0
  Rec811 .... 08/04/2007 ... 12 18 31 33 43 46 | 0 2 4 | 2 2 2
  Rec812 .... 08/08/2007 ... 03 04 10 29 30 38 | 1 3 2 | 1 2 3
  Rec813 .... 08/11/2007 ... 03 11 22 23 24 51 | 3 2 1 | 1 2 3
  Rec814 .... 08/15/2007 ... 07 08 37 49 51 53 | 1 4 1 | 2 2 2
  Rec815 .... 08/18/2007 ... 04 11 22 44 45 47 | 2 2 2 | 1 4 1
  Rec816 .... 08/22/2007 ... 22 31 32 36 48 51 | 3 2 1 | 1 3 2
  Rec817 .... 08/25/2007 ... 04 08 22 26 32 49 | 3 3 0 | 3 2 1
  Rec818 .... 08/29/2007 ... 01 02 15 16 42 44 | 0 3 3 | 3 1 2
  Rec819 .... 09/01/2007 ... 04 05 16 25 27 37 | 1 3 2 | 2 2 2
  Rec820 .... 09/05/2007 ... 03 12 18 19 24 45 | 2 3 1 | 2 3 1
  Rec821 .... 09/08/2007 ... 06 10 18 23 27 34 | 2 3 1 | 1 3 2
  Rec822 .... 09/12/2007 ... 10 21 22 37 42 49 | 5 0 1 | 3 2 1
  Rec823 .... 09/15/2007 ... 03 06 25 28 33 37 | 4 0 2 | 2 2 2
  Rec824 .... 09/19/2007 ... 19 23 28 34 35 46 | 2 1 3 | 0 4 2
  Rec825 .... 09/22/2007 ... 01 05 10 21 27 38 | 0 5 1 | 2 3 1
  Rec826 .... 09/26/2007 ... 07 09 12 14 41 44 | 1 4 1 | 0 3 3
  Rec827 .... 09/29/2007 ... 11 17 26 29 47 48 | 0 3 3 | 0 2 4
  Rec828 .... 10/03/2007 ... 05 14 17 28 36 39 | 2 3 1 | 2 2 2
  Rec829 .... 10/06/2007 ... 14 33 34 35 38 46 | 1 1 4 | 2 4 0
  Rec830 .... 10/10/2007 ... 10 11 18 28 37 50 | 2 3 1 | 3 2 1
  Rec831 .... 10/13/2007 ... 05 14 25 30 33 46 | 2 1 3 | 3 2 1
  Rec832 .... 10/17/2007 ... 06 31 32 41 44 47 | 1 2 3 | 0 4 2
  Rec833 .... 10/20/2007 ... 02 15 21 32 45 53 | 2 1 3 | 0 3 3
  Rec834 .... 10/24/2007 ... 08 29 30 41 42 46 | 1 3 2 | 2 2 2
  Rec835 .... 10/27/2007 ... 13 20 33 38 41 45 | 2 2 2 | 3 1 2
  Rec836 .... 10/31/2007 ... 08 13 16 17 40 46 | 0 2 4 | 2 2 2
  Rec837 .... 11/03/2007 ... 04 07 25 33 46 48 | 1 4 1 | 2 2 2
  Rec838 .... 11/07/2007 ... 03 25 35 41 46 53 | 2 2 2 | 3 1 2
  Rec839 .... 11/10/2007 ... 03 20 28 29 44 51 | 2 1 3 | 1 4 1
  Rec840 .... 11/14/2007 ... 07 10 15 20 22 38 | 2 2 2 | 1 4 1
  Rec841 .... 11/17/2007 ... 19 23 34 35 41 48 | 2 2 2 | 1 2 3
  Rec842 .... 11/21/2007 ... 04 05 13 31 47 50 | 0 1 5 | 1 3 2
  Rec843 .... 11/24/2007 ... 05 21 23 30 31 42 | 1 2 3 | 0 6 0
  Rec844 .... 11/28/2007 ... 06 23 35 36 38 50 | 2 3 1 | 2 2 2
  Rec845 .... 12/01/2007 ... 16 17 19 36 42 44 | 1 3 2 | 0 6 0
  Rec846 .... 12/05/2007 ... 02 28 35 37 50 51 | 2 1 3 | 1 3 2
  Rec847 .... 12/08/2007 ... 14 15 33 37 43 52 | 2 1 3 | 0 3 3
  Rec848 .... 12/12/2007 ... 09 27 31 38 41 43 | 2 2 2 | 3 1 2
  Rec849 .... 12/15/2007 ... 11 31 38 40 41 47 | 2 1 3 | 3 1 2
  Rec850 .... 12/19/2007 ... 07 13 16 28 38 47 | 2 3 1 | 2 4 0
  Rec851 .... 12/22/2007 ... 02 12 32 36 40 43 | 0 3 3 | 2 2 2
  Rec852 .... 12/26/2007 ... 06 15 23 32 33 38 | 3 2 1 | 2 4 0
  Rec853 .... 12/29/2007 ... 05 13 27 34 42 46 | 1 4 1 | 0 4 2
  
Look at those numbers in the columns under H=Hot. Not a single winning combination came from all Hot numbers!
Look at the numbers in the columns under C=Cold. Not a single winning combination came from all Cold Numbers!
Only twice did all six winning numbers come from A=Average.
Only a handful of times did all six winning numbers come from H=Hot and C=Cold combined in 208 tries!
Only a handful of times did all six winning numbers come from H=Hot and A=Average or A=Average and C=Cold in 208 tries!
The absolutely clear answer to why we lose is the winning numbers must come from a blend of "Hot Average and Cold".
If your lottery or your software or your system has you playing only the Hot numbers or only a blend of Hot and Cold numbers, THIS IS ONE REASON WHY YOU LOSE !!!
The chart above is worth the price of admission. Take your time and study the "Hot Average Cold" breakdown from the last 104 and last 10 draws against the year 2007. It would have been virtually impossible to win a jackpot at any time.
Actually it isn't impossible to win playing only the 16 Hot or 16 Cold numbers. A jackpot from all 16 Hot or all 16 Cold is expected to come up once every 2,867 draws.
Imagine the results of the player using the top 9 Hot numbers and 9 Coldest numbers on an 18 number wheel, zip, zero, nada.
On the other hand the 21 Average numbers are expected to have all 6 winning numbers once in 423 draws so 2 in 208 was a lucky break possible within the random parameters of the game. 

What's It All About

There are basically two groups with lottery expertise:  
Those who play the lottery and those who disparage it.

The detractors will often claim to play in order to be 
welcomed into a group of players who would normally
be shunning them. 

The detractors will often attempt to curry favor by 
echoing common gripes among players, such as saying, 
"Most systems are worthless." 

In the final stage detractors may claim to have run
thousands of tests of systems against random numbers.
Proclaim all systems worthless. All wheels worthless.
That the only way to improve the odds of winning is
to buy more unique combinations. 

All of these statements are dishonest at the core. 

Even when a hard fought battle to educate detractors
is won, they are back the next day spouting the same
nonsense to newbies. Why? Because their identity and
self worth is stuck on "run others down" mode and we
are the area the detractor is fixated on. 

Are all systems worthless?  Really worthless beyond
broken clock is right twice a day kind of worthless?

Systems tend to fall into two groups. 

Those that are mathematically valid, but require a 
correct decision by the user, in order to work.
For example the: If you can pick one correct digit
you can win Pick-3 system, we've provided here. 

Those that stall the user in an endless loop of 
winning small prizes and losing them back, where 
winning a jackpot would take a miracle.  The 
purpose of this book is to help break the reader 
out of these traps. 

As for the occasional detractor who claims wheels
do nothing to help us win.  Unless such a person 
fell victim to split wheels, they are totally wrong.

Wheels do exactly what they are made to do, when they
are made properly.  When a wheel claims to provide at 
least one 4-number prize when all 6 winning numbers 
fall among the 12 played, that is exactly what is 
going to happen.  It is a mathematical certainty. 

"That's not what we meant." the detractor will cry.  
"We meant you can't buy a win at a profit with a 
wheel." 

Well of course, that's not how the lottery is prize
structured or everyone would be doing it. If the game
were fair, if all the money taken in were returned to
the players and the prize structure balanced, wheels
could, should or would break even. 

We use wheels because they not only guarantee some sort
of prize when their conditions are met, they can play
above their guarantee. In fact, when a wheel is tested
in CoverMaster, you know exactly what chance there is
of a higher prize being won under the same conditions.

What about all those tests against random numbers?

The lottery is only random enough to be a lottery game.
You're not going to find scientists using a lottery 
draw machine for their random number generator. For the
lottery to approach random the state lottery has to go 
out of their way to randomly rotate ballsets and machines 
or switch to player despised computer generated random 
number drawings. 

Well, aren't the detractors right when they say the only 
way to improve your odds is to buy more unique tickets?

This is a half truth. It is certainly equally true putting
more numbers into play on the same number of tickets (once
we've moved beyond buying one ticket) improves the odds of 
having winning numbers among them. 

It is also possible to improve the odds of one ticket winning
by the judicious selection of filters in its creation as we
will see in Win Your Lottery. 

You know, people tend to look for absolutes in things. A
strategy is not always a system. When a hunter waits along
the path to the water hole, that's a strategy based on
knowledge and observation.  We don't always know what will
come down the path. 

In conclusion: Don't let the ever present detractors get you
down, be they relative, co-worker or nameless entity in a 
chat group. They will never understand the difference between
an intelligent strategy based on learned behavior of the game
and what they read in a book about random numbers in a computer.
There is never a reason to tell them what you are doing, your
strategy or to explain why you play. Unless, that is, you've
gone off the deep end, losing the house, etc. then you have
a problem and need to visit . . .

Probability of Number Groups


Did you know much of what will happen in your lottery game is known before the very first ball is ever drawn?
Yes, it's true. Once the game size is known the mathematics of probability describe the expected gross outcomes.
Based on the numbers within them, combinations fall into groups. The population of these groups determines how often a combination from each group is expected to be drawn. The larger the population the more often the group is represented in the drawings.
This information provides an advantage over other lottery players because knowing how often certain types of drawings come out helps avoid playing combinations representing groups rarely drawn.
Definition of terms.
Split - Field: Split for example a 6/49 game into two fields containing 24 and 25 numbers. Demonstrates how often winning numbers are expected to appear on either side. Makes the case for avoiding split - wheels.
Odd - Even: The odd and even numbers split the lottery into two fields. Demonstrates how often winning numbers are expected to appear on either side.
Low - High: The low and high numbers split the lottery into two fields. Demonstrates how often winning numbers are expected to appear on either side.
Consecutive: How often are two or more numbers in consecutive (21-22-23-24-25-26) order expected? Consecutive demonstrates how often numbers in a row are expected to appear. 111111 is no times, while 600000 is 6 appearing in a row.
Width of Line: Demonstrates the expected gap or spread between the lowest and highest number drawn. In a small game numbers drawn are more likely to be spread across the game field while in larger games the extremes are far less likely.
Sum of Line: In 6/49 the lowest possible sum is 1+2+3+4+5+6=21 and the highest is 44+45+46+47+48+49=279 and each occurs only once. All other sums represent multiple combinations. A central sum may contain a population of a quarter million combinations. Sum of Line demonstrates how often combinations are expected to be drawn from various sum ranges.
Last Digit: How often are numbers in a draw expected to have (share) the same last digit in common? i.e. 02-12-22-32-42-52.
From Previous Draw: How often numbers from the prior or last draw are expected to appear in the next draw.

Money Matters


What if I told you there is a system for Pick-6 that wins a
4# prize every month and a 5# prize once a year, would you
be interested?  What would you pay for such a system?

In a fair lottery game all prizes should offer good value.

The prize for 3 correct numbers should be worth $10.00

The prize for 4 correct numbers should be worth $180.00

The prize for 5 correct numbers should be worth $6,000.00

Did you know most lotteries have devalued their lower tier
prizes to pump up the jackpot? 

The prize for 3 correct numbers averages $3.00 to $5.00

The prize for 4 correct numbers averages $30.00 to $60.00

The prize for 5 correct numbers averages $1,000.00 to $2,000.00.

Most state lotteries hold draws twice a week (104 draws per
year) for their Pick-6 lotto game. 

Dividing 100 into $1,000.00 = $10.00 

Are you spending more then ten dollars per draw on lotto?    

Could you afford to spend more then $10.00 per draw on lotto? 

If so, you can put $10.00 per draw aside in an envelope. At 
the end of the year, look in the envelope, there is a 5-number
prize waiting in there for you!

99.9% of lottery players are lucky to win a 4-number prize a couple
of times a year. You can win one every month by putting away 
$10.00 per draw, or a 5-number prize by the end of the year.  Put 
$20.00 away per draw, you'll have both monthly and yearly prizes. 

If everyone played this way they could break the lottery!

Why am I wasting time telling you this, something you 
already know, when the object of playing is to win the
JACKPOT !!!

We tell you this to put lotto play into perspective. The
typical system and software seller promotes their product
on the basis of winning lower tier prizes while waiting
to get lucky and win a jackpot. 

You can beat the output of most systems simply by putting
cash in a sock!

Even so, that jackpot is awfully tempting and we can't win
if we don't play. What's a lottery player to do? 

We recommend taking a serious look at your expenditure. 

Does a guru have you playing $120.00 per draw using a link
or loop system?  Are the wins covering your play?

Does an expert have you playing a 4if6in18 number wheel 
for $42.00 per draw?  Is it playing at a profit? 

Does a mathematical wizard have you playing a 3if6in49
number split wheel at $163.00 per draw? 

Does a professor from Scotland have you playing 25
permutations per draw? How's that working for you? 

We strongly suggest cutting back to a system that in our
opinion has a valid shot at winning a jackpot.

Whether you use a Group, Pair, Pivot, Positional or Triple
Wheel for 9, 12, 18 or 24 numbers. Or . . .

Use filters to drill down to a handful of combinations 
from all the numbers . . .

Take control of your lottery play. 

Don't spread yourself thin across all the games. Pick one
game and become good at it.

Don't feel you have to play every draw. Adopt a strategy.
Hold back as you accumulate cash to spring it.

Don't tell anyone what you're doing with your money. 

Take the time to dream about winning. 

Watch the live lottery drawings on TV. 

Concentrate on improving your lottery skills. Train the
brain to pick winning numbers for smaller high quality 
wheels. 

Never give up. You haven't lost until you stop playing.

Boxes lotto


 Boxes


Call them what you will, "Bob's Boxes, Cubes, Grids, Squares, Magic Squares, Money Squares, Tic-Tac-Toe, Tic-Tac-Dough. When you're stuck for a way to play this method shot-guns a boat load of numbers at the lottery for minimal cost to play.First of all, it's incredibly simple. You're working with so many numbers you hardly need to pick and choose.
Just grab some graph paper or draw a . . .
3 by 3 grid for Pick-3
4 by 4 grid for Pick-4
5 by 5 grid for Pick-5
6 by 6 grid for Pick-6
7 by 7 grid for Pick-7

Shot-gun the numbers in by random or use lottery knowledge to arrange the numbers in good balance for Odd/Even, Low/High, etc.
For Pick-3/4 the digits may be used more than once, this will cause double digit number(s) to be created. Pick-5/6/7 numbers may only be used once so as not to create unplayable lines.
Play the combinations formed, down, across and criss-cross.








It is also possible to add to the grid until almost all the numbers are in play, such as a 6 by 8 grid to play 48 of the 49 numbers of 6/49. The additional lines are played across and two extra criss x crosses may be played. Of course the extended down lines may also be played as a simple wheel, playing the first six numbers down and then the final six down for a 4if6of8numbers in 2 combinations guarantee.
It is interesting to note, when playing all the numbers in a minimum number of lines, only up to 5 of the lines can contain winning numbers in Pick-5 and only up to 6 of the lines can contain winning numbers in Pick-6. This means the game has been changed to a 5/25 game or a 6/36 game effectively lowering the odds.
This method is so effective, almost all lotteries try to obstruct it by using a number field that isn't evenly divisible by the numbers played in a line. A 6/36, 6/42, 6/48 even 6/54 game would be ideal for lottery players, no wonder various lotteries offer 6/39, 6/45, 6/49 and 6/53 games.
For the record. There are such things as Magic Squares in recreational mathematics, where the numbers in every row add up to the same "magic sum" or "magic constant". Outside of 15 being a good near central sum for Pick-3 there is no useful relationship between Magic Squares and playing lottery. The square digit pattern off your telephone or computer keypad will win Pick-3 just as often or not.