The

 Of Dice Orientation & Axis Rotation As it Relates to Dice Setting

Author: Lineaway

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E-Manual Outline  

Just click on the nut & bolts button to go the section you desire.

  

  1. Introduction...How this setter evolved. Explanations and experiences given.


          

  2. Table layout, learn how to settle into a table before entering a game.
Table/game acclimation and
addresses.
 

         

  3. Discover the attributes of the cubes , their axis and axles.


 

 4. Resolve questions about dice and their many unseen traits. Discover the
math and how it can be applied. See alternative math shortcuts for quick
reference to appropriate axle use.

 

 5. Learn how to build a logic table for any given set you chose. Step by step
instructions
.

 

 6. See how you might possibly influence your dice rolls by selecting single axis vs. 3 axis random rolls. Learn the 6 axles of dice setting and each of their attributes. Priority selection for intent is shown whether it be for come out roll or during point. See Logic table breakdowns for possible bet alternatives based on axle you chose.

 

 7. Personified examples given for optimum axle usage. Application and reasons for set choices are given for best of the best sets. Grip and target explained in detail.
 

 8. Discussion of the all sevens arrays. Reasoning for axle choices spelled out. Why the all 7's set can be misleading is related to in detail. Learn what axles and set choices might be the most productive.
 

 9. Learn how to break a set down to 16 or even 32 different arrangements, reference item 6, see the total selection of sets in the offered choices. Most popular arrays are displayed, The Flying V, Crossed Sixes and the Mini V. Expansion of 3 different axles shown.

 

 10. The Ubiquitous 3, what it means, why it happens, how it might be used for purposes of tracking.

 

 11. Expanded math relationships observed in craps. More information related to item 4. Why the 1/3rd's and 2/3rd's premise is ever present in the game.

 

 12. How a simple matrix table can help in getting through the maze of different kinds of bets. A literal evaluation tool that's visual.

 

 13. Setter troubles related to and a brief discussion on how to resolve problems.

 

 

The Real Nuts and Bolts of Setting

Introduction
 1

A story often heard or read about where players complain "Why Do I Bother To Toss The Dice???

Don't have a clue as to what to expect, what to bet on, how much or when. Don't like the stares

from other players, the bad vibes, even sometimes nasty remarks. Pit crew is constantly riding me,

Hey, please keep the dice on the table, don't bang the mirrors, or get both dice to the end of the

table. Just about the time I get around these hand cuffing rules, they come up with still more. Sir,

keep the dice below eye level. Sir, you just rolled come out craps, your pass line bet fell. Sir,

you can not use both hands on the dice, Sir, don't bang the dice on the table.

 

 

 

 

 

 

 

 

 

 

 

 

Wow, here I stand feeding these guys all this money and all I get in return is nasty attitudes and

rules. Why bother to pick up the blasted dice. Let someone else take the abuse. I get all this I want

at my job, but at least I get paid for it there. Could it be that maybe I don't know what I'm doing?

Guess what, there are a lot of unhappy players out there with similar situations. Maybe, just maybe

, my personal evolvement into the finer arts of this game will help others in their plight. Read on

disgruntled players, you have a lot of company. As this story unfolds, you will see that perseverance

does have its rewards!

 

 

 

 

 

 

 

Several years ago, our youngest son introduced my family to a game of craps. He came across the

game in a computer variety pack given to us by a friend. It's hard to imagine that a 3.5 inch plastic

disk could be responsible for so much delight as well as discomfort.

Upon acquiring a few basics from him, we gathered around the dining room table in a state of total

confusion. Starting with passline and come bets, we were all amazed at the prolific way our money

was compounding one roll after another.

Our playing surface was probably no greater than a 2 foot by 2 foot area. Naturally a random pickup

of the dice and abruptly dropping them was yielding a plethora of numbers to our dismay.

After a few weeks of this money making anomaly, we took a holiday trip to Kansas City to spend

some time with our oldest son and his family. Obviously he had to be enlightened. Fascinated with

his new found money making knowledge, he exclaims, Hey, there are 5 casinos no more than 45

minutes from home. You know what we had to do!

Yup, you guessed it. The exciting environment, the thrill of a few bucks easily won in a short time

had us all hooked. Then it happened. We lost. How can this be? Didn't happen at home this way.

Over a period of time, some drifted to slot play while others kept hammering at Craps. Lose, lose,

lose, nothing worked. Any of this sound familiar?

Conclusions were drawn. We knew we were very good at games as a rule. So it must be the other

players at the table causing the problem. We decided to take charge of the cubes and turn this thing

around.

Yup, you guessed it again. Lose, lose, lose. Being the upright head of the family, I got with my

wife and sons. We decided we had been bullied and intimidated by these insensitive cubes of

plastic long enough.

A make shift table was fabricated and the study of our dilemma began. Recording of rolls over

hours, days, weeks, months still wasn't producing positive results. Some trends and patterns were

observed, but nothing that was solid.

Being in a total state of frustration, the charting and dice tossing was abandoned for a time. Having

a tenacious nature, I decided I wasn't going to roll over and play dead. A fierce battle was

imminent and probably one of severe cost and length. There had to be a reason why roll out come

was so unpredictable.

Armed with a recliner, pen & paper, set of dice, calculator and more cups of coffee than I care to

mention, I began to see a faint light of understanding in the far off distance.

LEARNING FROM EXPERIENCE

Reflecting back on many, many turns at the dice, a list of headaches started to form as follows:

point on then 7-out

6 or less rolls per throw on a good day

not being the master of my own fate

experiencing ridicule, embarrassment, disgust

as a result of being disgruntled, fear and intimidation of dice prevailed

random pick up and roll was producing random out come, usually unfavorable

Now, after many years of fighting my way up through the ranks and finally being rewarded with

retirement, my ego violently protested and demanded better treatment than this. After all, hadn't I

paid my dues? Still those non-compassionate dice wouldn't give an inch.

ENLIGHTENMENT

The time had come for me to more seriously ponder my being bullied and intimidated by the dice.

By fooling with them, rotating, looking at the multitude of arrangements another list was beginning

to form along with discoveries:

3 axis exist...L/H...R/H horizontal and vertical

36 dice combinations possible

each permutation [arrangement] contains 16 numbers [pairs]

24 permutations possible per single episode of dice sets

552 dice permutations ((36 * 16) -24) = 552

184 trash [craps, yo's, 7's] permutations [note: 1/3rd of total permutations]

368 number permutations [note: 2/3rd's of total permutations]

one episode that cannot recur (-8 on trash and -16 on numbers)

example: on a single die, you cannot acquire 3/3, 4/4, 6/1, 6/6 etc.

My youngest son being the math whiz he is, using findings, came up with formula and its contents

DISCOVERIES

With a random pickup and roll of dice, out come is always indicative of all 3 axis and 1 of 36

number possibilities. Dice rolled at random typically twist and spiral about these axis.

By setting dice and maintaining a single axis, out come hypothetically is 1 of 16 number

possibilities. Dividing 36 by 16, you have increased your outcome potential influence by a ratio of

2.25 to 1. Ahhhh.....the light gets brighter. You haven't established control over random outcome,

but you have severely limited exposure.

I discovered I needed to set the dice to promote my intent. For come out rolls, dice needed to be

on a plane that was rich in trash [craps, yo's, & 7's]. For numbers during point, dice needed to be

on a different plane that would promote lots of numbers. As I studied the dice patterns, these

sought after planes became rather obvious.

COMMONALTIES

Okay, now I know why some dice out comes occur, what can I use for indicators to choose sets?

Seeking out optimum occurrences and commonalties for use to our personal advantage takes us

back to forming another list as follows:

dice are designed to favor 7's

7's offer the greatest number of possibilities...6 ways

7's have potential as winners before the point

6/8's fall 2nd only to the 7's. 6/8's are the most popular bets with the possible occurrence of 5 ways

5/9 & 4/10 numbers have a probable occurrence of 4 ways

3/11 numbers have a probable occurrence of 2 ways

2/12 numbers have a probable occurrence of 1 way

all numbers based on 36 possible

A simplification of optimum dice sets comes from a 2 way observation.

Hard 6/8 on vertical plane for during point numbers. Always shows probability of 3 each 6/8's and 2

each 7's. Example: side by side...L/H die 4 up...6 looking at you, R/H die 4 up...5 looking at you.

Hard 6/8 on horizontal plane always shows 2 ea. 6/8's and 4 each 7's and are good for come out roll.

Example: side by side...L/H die 6 up...5 looking at you, R/H die 6 up...5 looking at you.

Well now, the light even though brighter is still at half intensity. I suppose now is the right time to

go back to the charting and practice table. This time earnestly looking for "THE SETS" armed with

confidence and knowledge. Believe it or not, know having knowledge of dice layout & geometry,

dice sets have come to me by the basket full. Some of which coincidentally are like those I see in

forums and used on the tables. You don't suppose others have fought this same battle???

When it comes to gambling, "Ignorance is not bliss". The more I learn, the more I realize "CRAPS"

is not just a game of excitement and not to be treated lightly. Your more likely to make money

playing a smarter game rather than just at random and yup, still have fun. A dice setter still

learning to be his very best.

 

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2

              TABLE LAYOUT        &            AREA PLACEMENT OF BETS

  The graphics below hopefully will give a visual understanding of where each respective kind of

bet is physically located and their appropriate odds. Table lay out is similar to most you will see in

various Casinos. Understanding odds is extremely important and is instrumental in how you might

set up your approach of entry to a game. One half table is shown.

Fig 1

 Ever heard the expression "PLAY SIDE"? Let's look at a situation. Point is 9. Shooter throws a 5.

Stick avidly announces 5-feaver-five, looking for play side 9. What does a 5 have to do with a 9?

It's a simple association.

Looking at odds table above, you will notice that numbers are paired in numerous ways.

ODDS OF ROLLING THE NUMBERS

 

[All 3 Axis Considered and 36 Combinations]

 

 

 

 

 

Dice Com-

Chance

Express In

Express

 

binations

of Roll

Percent

In Odds

 

2 or 12

1 in 36

2.78%

35 to 1

 

3 or 11

2 in 36

5.56%

17 to 1

 

4 or 10

3 in 36

8.33%

11 to 1

 

5 or 9

4 in 36

11.11%

8 to 1

 

6 or 8

5 in 36

13.89%

6.2 to 1

 

7

6 in 36

16.67%

5 to 1

 

Now you can understand what the sticks SING-SONG was all about. Stick was simply telling the

players the paired number 5 showed [opposite] and looking for the point 9.

Look at the lay out number pairs that respectively carry the same odds. Keep number

pairs concept in your mind as a useful tool. Application can be found throughout the game.

                                                    COMFORT     &    TABLE POSITION

2

2. While settling into a table, issues need be dealt with. First and foremost, if one is to do a job

well, comfort in that endeavor is very important. A suggested list for starters:

1. clothing allowing freedom of motion

2. very comfortable shoes

3. an empty bladder

4. well rested

5. being totally aware and alert

6. positive attitude

7. high degree of confidence

Comfort is not only important to you as an individual, it strongly influences other players as well.

Knowing this, you can take advantage of other player’s comfort as part of your judgment of a

shooters profile. Once you have acclimated yourself to the table, there's still another scenario that

you would be well advised to pursue as follows:

1. appropriate buy-in

2. check player demeanor

3. check player chip trays

4. check out table staff

5. eye ball bet lay outs

Still yet, another list of what-to-do elements should be observed regarding patterns:

1. table climate...cold, choppy, hot

2. trends...right/wrong, passes

3. shooter styles...setters/mechanics, control, rhythm

4. 7-cycles

A final list of elements should be dealt with based on deciding a game plane evolved from

information previously gathered:

1. session stake need be established

2. determine Tier strategies [points of entry into game]

3. set level of betting based on circumstance...aggressive/conservative

4. set win/loss limits per session

Now we’re prepared to enjoy the game simply because we did our home work. See Mens Craper

for a handy "CRAPPERS FLOW CHART" by Free4 [Linaway]

Getting back to creature comfort, those of us being of the more mature persuasion, I didn’t say old,

tend to stiffen in the most unusual places. My dear spouse, being trained in such things, taught me

a few simple exercises that can be done while standing at the table. An occasional shoulder shrug

or rotation, rotating ankle and foot first in a clockwise and then counter-clockwise direction

periodically, I wouldn't recommend both feet rotation at the same time! Most importantly, from the

military, never lock your knee’s. It’s surprising the amount of relief you can obtained and still not

draw attention to yourself.

Enough of this, let’s get on with the game. Here comes an observation based on my personal

experiences. Look out, I’m going to throw another "1/3.....2/3rd’s" analogy out there to dwell on.

There are 16 table positions as charts reflect. Of those 16, 1/3rd are less than desirable in regard to

comfort, 2/3rd’s are optimum simply because of reasonable accessibility. The "STICKS" immediate

L/H...R/H have been omitted as being preferred because of their constant aimless wafting about of

the stick and their bulky presence as they go through their table business. These positions require

the shooter to literally become uncomfortable in an effort to throw around them! The North and

South dealers D1 and the "STICKS" North and South S4 have also been omitted because of traffic in

the form of chips, place, come, lay, DP, DC bets etc.. Your can’t maintain maximum out come

effectively in a high traffic area.

Monitoring numerous sessions over the years, has made it quite apparent to me, that of the 10

advocated best table positions, as being more consistently productive over time than the omitted 6

as spelled out. No matter what position is utilized, there are always negative factors that

overwhelm the outcome of a roll. Precession shooters utilizing control and rhythm quite often offset

these factors. Even if these advantages may only be in terms of small percentages, the

compounding of all these small incentives over time can be appreciable. There will be some that

claim the 6 omitted positions are most favorable to them. Okay, that’s how come we have different

strokes for different folks. I hope I have impressed on you the importance of "COMFORT" in all its

aspects.

Let’s delve into the table below to see what it means. New players or those unsure, I’d like to share

some information that is very important to all crap players.

The "SING-SONG...CADENCE...CHANTING" we all hear coming from the "PIT CREW" such as $5

Horn your 2nd or buy the 4/10 your 4th etc. has significant meaning to the "PIT CREW" and should

have to you as the person with money on the table.

These numbers they are singing out with personification are actual physical geographic positions

[addresses] laid out on the table. The crew is telling one another exactly who [what player] put how

much money on the table and where the bet should be made. Watching a number of sessions over

time has indicated to me that most players take this chatter with little concern and give no credence

to its meaning.

Should your mail man give your pay check or mail to the wrong address instead of your place of

residence, most of us would get pretty upset. Gotta tell ya, "CRAPS TABLE ADDRESSES" are no

different. If your table position is the "STICKS" 3rd left hand, you don’t want him to put up your bets

on some guy's address [position] standing 2 players to your left and so on. Knowing where your bets

are at all times is of the utmost importance. Knowledge of your exact position at the table allows

you at a glance to determine at any time to press, digress, or pull you bets down. Doesn't hurt the

crews feelings if you can better communicate with them. Quoting your exact address to a table

worker can also be helpful in resolving any wager or pay out issues.

Table has been identified as having a North and South end to assist in determining table workers L/H

and R/H. There are 16 positions shown. The arrowhead/dotted lines define a straight away toss of

the dice. The idea is that if you toss the dice on an angle or run them around the corner [hook], the

probability is that the dice will change by one or more axis. By tossing straight away, minimizes

the tumble, hopefully will maintain the pre-set axis.

                                                                                          fig 2

                                                        CONSISTENCY

3.

 We’ve looked at COMPREHENSION, COMFORT, now a little about CONSISTENCY. Once the

above scenarios have been complied with, we must endeavor to persevere in our smarter

approach of how to play craps. Not unlike the "3 RS" , we might say we need to maintain just

as well the "3 C'S". A smarter, effective Methodism over and over again before long becomes

natural, perhaps even habit. Good quality habits typically yield positive results.

 

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3

                                                     AXIS MADE SIMPLE

4.

 Questions consistently crop up wondering how to identify die axis and how the physical

arrangement of the dice might influence the intended set. Obviously there are 3 axis, X, Y, Z.

Therefore you should be able to arrange the dice AXIS in 3 different ways.

1. dice side by side

2. dice stacked one on top of the other

3. dice one in front of the other

Using the popular "Flying V" set, side by side, 3/2...3/6, LH 3 up and 2 looking at you, RH 3 up and

6 looking at you. Notice the horizontal axle is 1/6...2/5.

Set RH die on top of LH die. No axle change, still horizontal. [1/6 and 2/5]

Set RH die in front or back of LH die. No axle change, still horizontal. [1/6 and 2/5]

In dice setting, choosing the proper "AXLE" for you intent, regardless of set, is probably the most

important aspect of setting. A good example of loss of axis at roll out come might be this:

[Flying V set]

Out Come #1

Out Come #2

3/2...3/6

 

3/2..3/2

OR.........

3/6..3/6

 

Regardless of either out come, there is no way that the 2 different horizontal axles that have

cropped up can be in the "V" set. Set a pair of dice in front of you. Should the RH die rotate at rest

1/4 turn CCW, horizontal axle has changed to 1/6...1/6. Should LH die rotate at rest 1/4 turn CW,

horizontal axis becomes 2/5...2/5. Point of interest......see how the 1/6...1/6 [Z-axis] has

cropped up [front to facing]. Notice how the 1/6...1/6 numbers pair have swapped positions. Bad

news for during point endeavor. In either situation, 4 sevens are in those arrays. Most players rely

only on top dice number pairs for out come results. Facing pair numbers can be just as important as

indicators! Read the dice, they will tell a story.

Three different axles have been discussed showing dice in side by side orientation. This appears to

be the most popular method of set study as well as grip. What about the one in front of the other

and the stack one on top of the other?

An anomaly of hammering or bucking occurs with both these dice orientations. A simple cure for

this is at hand. One die in front of the other, simply squirm dice between thumb and grip

grasping fingers, voila, a narrow gap appears. You may also offset dice as opposed to being with

flushed faces and accomplish a similar result. As dice strike the table, this simple fix seems to give

just enough clearance between dice to solve the problem.

Similarly with the one on top of the other, a gap is not used, but by slightly offsetting the top die

from the bottom die does the trick. Depending on your intent, the offset can be either forward or

backwards depending on whether you want lead or lag on top die when it strikes the table. These

few adjustments may require a little getting used to, but as in all grips, practice, practice, practice.

How many different grips are there. Well lets see, we could apply the same math extrapolations

used to determine permutations of the dice [arrangements]. You have 4 fingers and a thumb, LH or

RH. It takes at least 2 appendages minimum to form a grip... I think I better leave this one alone!

In my opinion, the absolute grip is the one that you personally are comfortable with that gives you

optimum production. Grips, not unlike strategies, dice sets, potato chips, you can't have just one.

Understand no matter which dice configuration you chose, each die has its own independent axle!

Side by side, front to back or one on top of the other, LH and RH horizontal axles still prevail. The

axle you chose determines the permutations [arrangement of number pairs] that are available. It

takes 2 die to make up a number pair. Always, one die is held in limbo and the adjacent die top

and looking at you faces makes up an incremental part of a permutation. Knowing this, you not

only know the set prior to the throw, you also know as a result of charts coming later, the

probability of out come should both die maintain axle when they come to rest. There is no fixed or

imaginary physical axle running through both die while they are at rest or in motion. They are

independent.

                                    DICE AXIS X, Y, Z COORDINATES

                PAIR NUMBERS AS THEY RELATE TO AXIS

What do number pairs [opposites] have to do with dice? Again, very simple. Chose any X,Y,Z

coordinate and a pair number. Normally only 2 dimensions are visible without rotation. Those

numbers on top and looking at you. If top number is [x-axis] 5 and 2, then bottom number is 2 and

5. If number looking at you is [z-axis] 6 and 1 , then opposite front number is 1 and 6. This holds

true for any pair of numbers. Check out these dice number pairs, [ 2 and 12 ], [ 3 and 11 ],

[ 4 and 10 ], [ 5 and 9 ], [ 6 and 8 ], [7's will be 1/6...6/1, 2/5...5/2, 3/4...4/3]. Use dice knowledge to

assist in guiding your decisions.

 

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4

RESOLVING DICE MYSTERIES

5.

 Many look on dice as just two cubic objects necessary to play the game of craps. These hexagon

shaped devices with numbers engraved in their faces harbor many overlooked traits. Curiosity if

not necessity has led me on a search to unravel these mysteries. I for one am not content with just

a random toss and accepting whatever comes up. Surely there must be a better way.

The overwhelming possibility of confusing combinations suggests the easiest way to pursue this

problem is to incorporate a little math. After all, aren't we dealing with multi-sided objects?

SPECULATED EXAMPLE:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

1. There are 36 Combinations of dice.

 

 

 

 

 

 

2. Each permutation contains 16 number arrangements. [DICE SETS, PAIRS]

 

 

3. There are 24 permutations possible per single episode of dice sets.

 

 

 

4. There are 552 Die Permutations. ((36 * 16)-24) = 552

 

 

 

 

5. There are 184 TRASH [craps,yo's,7's] Permutations [note: 1/3 of total permutations]

 

6. There are 368 Number permutations. [note: 2/3 of total permutations]

 

 

 

7. There is one episode that cannot recur. [ -8 on trash and - 16 on numbers ]

 

 

Example: on a single die, you cannot acquire 3/3, 4/4, 6/1, 6/6 etc.

 

 

 

Note: 1/3rd...2/3rd's obvious presence

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Extrapolated Equation:

 

 

 

 

 

 

 

D1 = DIE 1 SET (e.g. 2/1)

 

 

 

 

 

 

 

D2 = DIE 2 SIDES (e.g. 1-6)

 

 

 

 

 

 

 

P = Permutations

 

 

 

 

 

 

 

 

X = Each axis (i. e. 3 per die)

 

 

 

 

 

 

 

((D1 + D2 ) * X)y2 - 24 = Permutations.....1st set of parentheses defines both dice.

 

 

2nd set of parentheses defines 3 axis of permutations.

 

 

 

 

((2+ 6) * 3)y2 - 24 = 552

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Note: In the array of a single permutation [1 dice set], that single set can be rearranged 32 different

ways.

 

 

 

 

 

 

 

 

 

TIER 1 [trash] has about 6 different ways that can happen [true 5.75]. Ref. formula above[5.75*32=184]

TIER 2 [numbers] have about 12 ways [true11.5]. Ref. formula above [11.5*32=368]

 

 

Both TIER1 & TIER2 [The true partial ratio's are related to an episode that can't recur on a single die].

A foundation is now in place whereby an in-depth study of the many dice attributes can be found.

SIMPLE BREAKDOWN OF DICE AXLES

The more we know about the tools we're using, chances are the job will be completed more

satisfactorily and expediently. Cube knowledge is no different. The more we know about dice

properties, the quicker we can set the dice and have prior knowledge of potential out come.

For that matter, cube knowledge can help us in making set choices for optimum performance and

enhance shooter intent.

This exercise is based around simple math showing how preferred number distributions sums can

be determined as well as trash [craps, yo, 7's] without doing a complete set breakdown. Examples

will be given along the way to show how the constants were derived as well as permutations. A

complete summary will be given later to show all possible axles and how they might be applied.

Although a prompt sheet with axles present gives you number distributions, it does not show

summary count of numbers VS. trash. Whereas breakdown logic tables gives it all along with

optional bet potentials, just takes a little time to assemble. This quick reference material will tell

tell you just exactly which axle of 7's orientation to start with based on your intent. Will you be

looking at axles for come out or during point? These shortcuts may very well help.

Definitions:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Permutation.....A change or a different combination of any number of quantities.

 

 

 

 

 

 

 

 

 

Constant...........A quantity or factor that does not vary throughout a discussion.

 

 

 

 

 

 

 

 

 

 

Combinations......Any 2 die set configurations making up a number pair. The maximum

number of combinations you can have in a permutation is 16.

 

 

Perhaps an easy way to see the difference between dice permutaions and combinations might be

having a shelf with a fixed number of objects on it [Combinations]. The shelf will only allow these

fixed number of objects, however, there are a great deal more ways of arranging these objects

on the shelf than there are actual objects [Permutations].

Simplified shortcut version:

Permutation:

 

 

 

 

 

 

 

 

 

 

P = one permutation

 

 

 

 

Tp = total permutations

 

 

 

R = 24 episodes that cannot recur

 

 

F = 1st .666, 2/3rd's of total axis

 

 

 

S = 2nd .666, 2/3rd's of total axles

 

 

SP = 16 total sets/permutation

 

 

 

((((Tp + R)*F)*S)/SP = P

 

 

 

((((552+24)*.666)*.666)/16) = 16

Sets possible, 1 Permutation

Extrapolated equation was utilized to determine total number of possible permutations.

The shortcut formula tells you that in one dice set, there are 16 possible sets within one dice set.

There are 16 possible sets within that single permutation

AXLE PERMUTATION:

 

 

 

 

 

552/6 = 92 PERMUTATIONS PER AXLE.

For each and every set you come up with, a simple act of rotating one die in any direction can

create another permutation of 16 sets. Literally another way to arrange a fixed number of objects

in a different manner.

CONSTANTS:

We know from study of set breakdown logic tables that each axle has a different weight of numbers

and how they are distributed. Taking summary data from each of these tables allows us to extablish

a constant that will always be the same for that given axle. There will be 4 constants for this

exercise for ever and ever. They deal only with the sum of numbers and trash [craps, yo, 7's]

peculiar to their respective 7's axle orientation.

4/16 = .25

 

6/16 =.375

 

10/16 =.625

12/16 =.75

 

Constants arrived at by simple division of weight count by 16 sets per permutation.

Come Out Roll Use

 

Number

Trash

Number/Trash

 

Summary

Summary

Sum...6/10.....Axle.....4/3...4/3

16 * .375

= 6

16 * .625

= 10

Sum...10/6.....Axle.....5/2...5/2

16 * .625

= 10

16 * .375

= 6

 

 

 

During Point Roll Use

Number/Trash

 

 

 

 

Sum...12/4.....Axle.....2/5...1/6

16 * .75

= 12

16 * .25

= 4

Sum...12/4.....Axle.....3/4...1/6

16 * .75

= 12

16 * .25

= 4

Come Out or Point

 

Number/Trash

 

 

 

 

Sum...12/4.....Axle.....1/6...1/6

16 * .75

= 12

16 * .25

= 4

Sum...10/6.....Axle.....2/5...4/3

16 * .625

= 10

16 * .375

= 6

Our foundation of dice study now has two ways it can be approached to determine a procedure.

Take care that you don't live just by this quick observation. This exercise simply gives us a place to

start with a little insight. There is other data one must consider before choosing a set in an array for

your intended use. Crunch dem numbers and check out logic tables that follow.

 

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5

LOGIC TABLE INSTRUCTIONS AND USE

6.

 Knowledge of dice sets is extremely important. It gives a player insight knowing before hand

what to anticipate at roll out come and can be beneficial in deciding what bets to use.

Armed with a pair of dice, pad, pencil, any dice set can be broken down in 2 minutes or less. An

optimum during point set will be used for this example. See point logic table 4/1.....3/5 and step by

step directions.

ALL 4 FACES IN PLANE

1.....Place dice in front of you:

LH Die 4 up and 1 facing you

RH Die 3 up and 5 facing you

Don't let 4/3 read across top die faces spook you. Intent is to show all the 7'S, 2/5 left die and 6/1

right die on horizontal axle while 4/3 left die and 3/4 right die appear top/bottom. Axis orientation

of 7'S now is obvious.

Die face number recording may be started either top or facing you. This illustration uses numbers

facing you to remain consistent with existing tables.

2.....L/DIE.....R/DIE

.........1............5.....Record these numbers then turn both dice 1/4 turn forward

.........3............4.....Record these numbers then turn both dice 1/4 turn forward

.........6............2.....Record these numbers then turn both dice 1/4 turn forward

.........4............3.....Record these numbers. All 4 faces of dice are documented.

You instantly can see the possibility of a hard 6/8 exists as well as the other two 6/8 possibilities

[1/5, 4/2.....3/5, 6/2]. All other numbers possible aslo can be seen including 7'S, craps, yo.

NUMBER [ #] WEIGHT TABLE

To build this table, use the above face table numbers as described.

Hold L/H 1 in limbo and add each of the R/H die numbers and list in weight table.

Go to L/H 3 and again add each of the R/H numbers and list in weight table.

Continue this procedure until all L/H numbers individually have been summed with

all R/H numbers and recorded. Illustration below gives results. I like to off set column

numbers by groups of 4 so each step can be seen.

Next we use work sheet to build # Weight Table as shown. Simply count each number

in work sheet and record in adjacent table by weight [frequency] 2 through 12. Also, by

using "All Four Faces In Plane" table, you can build table for possible bet placements.

[Place, Lay/Cntr. Brd., Hardway, Hi-Lo].

WORK SHEET

POINT

[ A ]

All Four

[ A ]

[ A ]

[ A ]

6

4/1.....3/5

Faces in

Place

Lay/Cntr.

Hard Way

5

# Weight

Plane

Bets

Brd. Bet

Hi-Lo

3

4

[2-0]

1...........5

n

8

[3-1]

3...........4

y

7

[4-1]

6...........2

n

5

[5-2]

4...........3

y

6

[6-3]

y plus

y

11

[7-2]

n

10

[8-3]

y plus

y

8

[9-2]

y

9

[10-1]

9

[11-1]

y

8

[12-0]

n

6

Sum:across #'s=12

7

Sum:craps,yo,7's=4

Now, look at # Weight Table. To build Sum:Across/Sum:Craps, Yo, 7'S, simply count what you see

and voila, you have built a logic table for this set. You could even show horizontal 7'S axle in

tables. This one would be 2/5...6/1 left to right die.

To prove your work, should you have any doubts, simply grab the dice and follow your work sheet.

Example, 1st number recorded was 6. With dice in set as 4/1.....3/5, the face shows 6. Hold left die

in limbo and rotate R/H die 1/4 turn forward, voila, you see 5, the 2nd number you recorded.

Continue this procedure until you have seen all numbers recorded. Don't forget, for 2nd off set

group of 4 numbers, you have to rotate L/H die 1/4 turn forward, hold in limbo and so on.

Through this exercise and logic tables, perhaps you can see the importance of dice setting, 7'S

orientation and pre-knowledge of anticipated out come. Results tell you the need for control and

axis maintenance. Practice, Practice, Practice.

 

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6

SETTING INFLUENCE AND ODDS

7.

 Random shooters and non-setters either disbelieve or don't know the real potential advantage of

dice setting. By changing attitudes and making an honest sincere effort to acquire expertise in this

anomaly, one can become far more influential over their game out come.

For openers, compare the tables:

ODDS OF ROLLING THE NUMBERS

 

[All 3 Axis Considered and 36 Combinations]

 

 

 

 

 

Dice Com-

Chance

Express In

Express

 

binations

of Roll

Percent

In Odds

 

2 or 12

1 in 36

2.78%

35 to 1

 

3 or 11

2 in 36

5.56%

17 to 1

 

4 or 10

3 in 36

8.33%

11 to 1

 

5 or 9

4 in 36

11.11%

8 to 1

 

6 or 8

5 in 36

13.89%

6.2 to 1

 

7

6 in 36

16.67%

5 to 1

 

ODDS OF ROLLING THE NUMBERS

 

[Single Axis Considered and 16 Combinations]

 

 

 

 

 

Dice Com-

Chance

Express In

Express

 

binations

of Roll

Percent

In Odds

 

2 or 12

1 in 16

6.25%

15 to 1

 

3 or 11

2 in 16

12.50%

7 to 1

 

4 or 10

1 in 16

6.25%

6.7 to 1

 

5 or 9

0 in 16

0.00%

0

 

6 or 8

2 in 16

12.50%

7 to 1

 

7

4 in 16

25.00%

5 to 1

 

Example Count Weight table for these observations:

L/H Die 6 up...5 looking at you

R/h Die 6 up... 5 looking at you

[ Craps, yo, 7'S ]

[ 4 through 10 ]

Number

Quantity

Number

Quantity

2

1

4

1

Trash

Sum of

12

1

5

0

Sum of

Possible

3

2

6

2

Craps,

Numbers

11

2

8

2

Yo, & 7’s

Shown

7

4

9

0

 

 

10

1

10

6

Whether you use a single or triple axis table, the entire premise is based on probability of outcome.

The major distinction of favorability comes from far less exposure when using a single axis method

and influenced by a rhythm shooter.

We were dealing with 11 probable numbers 2 through 12. With the absence of the 5 and 9, now

only 9 probable numbers supposedly exist. Doing the Math, that further improves our exposure

status by a whopping 18.18 percent.

Thanks to our lower exposure posture benefit, more come out roll possibilities are surfacing

relevant to the given set and an influenced single axis. Keep in mind, as a result of inversions,

the 6/5...6/5 set can be arranged 32 ways without altering Counts Weights or set array.

7'S ORIENTATION AND 6 AXLES

Logic tells us there are 6 different ways to arrange a 7 axle. However, there is more to it than just

simply aligning 2 die with adjacent faces indicating a sum of 7. Number frequency or weight

distribution of high or low count is considerably different depending on what 7's axle orientation

you use as well as what your intent is regarding out come. Logic tables that follow will give

definition to:

1.....number weight count 2 through 12

2.....offers priority axle sets for shooter intent

3.....indicates Hardway number presence, potential Lay bets, Hi/Lo

4.....indicates total number of 7's present in throwing plane

5.....indicates predominance of during point numbers

6.....indicates predominance of come out roll numbers [craps's, yo, 7's]

TAKE SPECIAL NOTICE OF THIS VERY IMPORTANT PARAGRAPH!

7's axle orientation logic tables are presented in order of priority dependent on shooter intent. The

adjacent bet potential tables offer insight to numbers or trash a player might want to consider based

on a selected axle. Once an axle has been selected, no matter how you rotate either the L/H or R/H

die about their respective axis, the "LOGIC TABLES" remain the same regardless. Looking back on

the shortcut formula, within any given axle, there are 92 permutations. Each permutation has 16

different ways it might be arranged. The huge number of dice set pairs that can be derived from this

knowledge is overwhelming. Your favorites set/sets are contained therein. Choose sets that are

most productive for your style of throw and comfort.

COME OUT ROLL

COME OUT ROLL

L/RH AXLE

L/RH AXLE

4/3.....4/3

5/2.....5/2

[ A ]

[ B ]

[ A ]

[ B ]

[ A ]

[ B ]

[ A/B ]

PRIMARY SET

SECONDARY SET

Center

Center

Lay

Lay

Hard Way

6/5.....6/5

6/3.....6/3

Board

Board

Bet

Bet

Hi-Lo

[2-1]

All Four

[2-1]

All Four

y/y

[3-2]

Faces in

[3-0]

Faces in

y

n

[4-1]

Plane

[4-2]

Plane

y

n

y/n

[5-0]

5...........5

[5-2]

3...........3

y plus

n

[6-2]

1...........1

[6-1]

1...........1

n

y

n/y

[7-4]

2...........2

[7-4]

4...........4

y

y

[8-2]

6...........6

[8-1]

6...........6

n

y

n/y

[9-0]

[9-2]

y plus

n

[10-1]

Note Hard

[10-2]

Note Hard

y

n

y/n

[11-2]

4/10, Hi,

[11-0]

6/8, Hi,

y

n

[12-1]

Lo.

[12-1]

Lo.

y/y

Sum:across #'s=6

Sum:across #'s=10

Sum:craps,yo,7's=10

Sum:craps,yo,7's=6

The two column summary cells show a complete inversion of numbers [#'s] VS. craps, yo, 7's.

Note that the Hard 4/10 in 1st column is traded off for the Hard 6/8, while both maintain the 2/12.

POINT ROLL

POINT ROLL

L/RH AXLE

L/RH AXLE

2/5.....1/6

3/4.....1/6

[ A ]

[ B ]

[ A ]

[ B ]

[ A ]

[ B ]

[ A/B ]

PRIMARY SET

SECONDARY SET

Place

Place

Lay/Cntr.

Lay/Cntr.

Hard Way

3/6.....3/2

5/6.....5/3

Bets

Bets

Brd. Bet

Brd. Bet

Hi-Lo

[2-0]

All Four

[2-0]

All Four

n/n

[3-1]

Faces in

[3-1]

Faces in

y

y

[4-1]

Plane

[4-2]

Plane

n

n

n/y

[5-2]

6...........2

[5-2]

6...........3

y

y

[6-3]

4...........4

[6-2]

2...........2

y plus

y

y/n

[7-2]

1...........5

[7-2]

1...........4

n

n

[8-3]

3...........3

[8-2]

5...........5

y plus

y

y/n

[9-2]

[9-2]

y

y

[10-1]

Note Hard

[10-2]

Note Hard

n

n

y/y

[11-1]

6/8.

[11-1]

4/10.

y

y

[12-0]

[12-0]

n/n

Sum:across #'s=12

Sum:across #'s=12

Sum:craps,yo,7's=4

Sum:craps,yo,7's=4

Note these two columns carry identical summary weights. The differences being in the trade off of

Hard way 6/8 to 4/10, 3 each 6/8's to 2 each 6/8's, and 1 each 4/10 to 2 each 4/10's. These two 7's

horizontal axle orientations provide the optimum sets for during point rolls.

POINT/COME OUT ROLL

POINT ROLL

L/RH AXLE

L/RH AXLE

1/6.....1/6

2/5.....4/3

[ A ]

[ B ]

[ A ]

[ B ]

[ A ]

[ B ]

[ A/B ]

SECONDARY SET

SECONDARY SET

Place

Place

Lay/Cntr.

Lay/Cntr.

Hard Way

5/3.....5/3

6/4.....6/5

Bets

Bets

Brd. Bet

Brd. Bet

Hi-Lo

[2-0]

All Four

[2-1]

All Four

n/y

[3-0]

Faces in

[3-1]

Faces in

n

y

[4-1]

Plane

[4-1]

Plane

n

n

y/n

[5-2]

3...........3

[5-2]

4...........5

y

y

[6-3]

2...........2

[6-2]

1...........1

y plus

y

y/n

[7-4]

4...........4

[7-2]

3...........2

y

n

[8-3]

5...........5

[8-2]

6...........6

y plus

y

y/n

[9-2]

[9-2]

y

y

[10-1]

Note Hard

[10-1]

Note

n

n

y/n

[11-0]

6/8 & 4/10.

[11-1]

Hi/Lo

n

y

[12-0]

[12-1]

n/y

Sum:across #'s=12

Sum:across #'s=10

Sum:craps,yo,7's=4

Sum:craps,yo,7's=6

Note that 1st column has disproportionate weights both in 7's count and numbers count. 3 each 6/8's

are present making this set unsuitable for come out rolls, yet is not suitable for during point rolls

because of the high 7's weight count. Not a good axle choice for most situations.

Second column, though showing minimum 7's, has a high count of craps and yo. While being

usable for during point axle choice, roll out come possibly may be strewn with trash where

numbers would be more desirable.

Review of 6 possible 7's axle orientations provides us with 2 each regarding come out and during

point rolls. The latter 2 logic tables displayed show the less desirable axles. We need to keep in

mind, going back to DICE FORMULA, that there are 184 possible sets for trash [craps, yo, 7's] and

and 368 sets for numbers. For any set you choose in any given axle shown, there will always be 16

permutations for that set [pairs/arrangements].

 

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7

            SETTING INFLUENCE PERSONIFIED

8.

 Beginning topic was taken from a prior article titled "LESS IS MORE". Content was utilized to

lead into "EVENT OCCURRENCES". These gremlins crop up at the most inopportune times. The

shooter knows they had a good toss, the table trends had been good, player demeanor was

extremely positive, however the dice kept coming up with numbers other than the bets posted. It is

said that a given number can not be predicted. Okay, but beginning tables say we can limit our

exposure to the total probability of number out come by setting the dice in a single axis

configuration.

For this, we setters understand the premise of 7's orientation. Next step is to determine the set/sets

that work best for an individual in a given set array. The Flying "V" and the crossed 6's appear to

carry the greatest popularity. Question is "what set in which of these array's is the best?

Using two of my favored sets, 4/1.....5/3 or 5/4 and 4/1.....5/1, the former set is of the Flying "V" array

and because of it's 3 each 6/8's probability, I considered this to be one of the optimum sets in that

array. The latter 4/1.....5/1, is used as an alternate, however it only has 2 each 6/8's probability and

a plethora of trash [craps, yo, 7's]. Both sets exhibit two possible 7's.

These sets, being excellent performers for my personal style of toss have failed me regardless

of length of stay at tables or time of day. It became obvious to me something had to be done such

as finding the optimum of optimum sets. More research and many hours of deduction has

brought me to this. Looking at event occurrences, in this case roll out come, or short shoots, I

noticed outside numbers of lesser count weight, trash or even out-of-axis numbers showing up.

Conclussion, I apparently was not maintaining "ABSOLUTE FOCUS AND DELIVERY".

Other notable indicators showing up such as new dice, bouncy/dead table, sticky fingers and dice.

Now if configuring dice sets by saying for the "V" set would be left die 4 up and 1 looking at you

and right die 5 up and 3 looking at you, why couldn't you look at roll out come in the same manner?

Voila, sure enough, found that what I saw at other end of table was pointing out to me the flaw

possibly in what ever the reasons were for faulty out come.

Since absolute maintenance of axis is not probable, I decided to look for the best set/sets ever

that would allow me to see more easily indicators when the dice came to rest. Here's what I come

up with.

FLYING "V" , HARD 6/8 SET ARRAY

[I call it the 9's set]

6/3.....3/2. No matter where you look, the number sum of both dice for each of their respective

faces show nothing but 5/9's and 6/8's. If toss out come shows anything other than inside ,

numbers, that has the earmarks of an iminent 7-out. Adjustmets to delivery, grip or whatever

needs looking at.

5/3.....4/6. Same scenario as 6/3...3/2. This set I have actually done acid tests on at live Casino

sessions. Obviously being favored at this point because of its high performance and obvious end

roll indicatiors both looking up and at you.

HARD 4/10 SET ARRAY

5/6.....3/2 or 4/2. This set has similar properties to the above. The exception being that there is

a trade-off of weight count distribution. Tables below will indicate this. This set does offer an

alternative to the above. 6/8's everywhere you look except horizontal axle has a 4/10.

Roll control is such a demanding thing that table acclimation is an absolute requirement. For this

reason, preferred environment should always be an empty or low traffic table so you have access

to the dice more frequently. Once an hour or so leaves you with tremendous uncertainties. As you

become worn down from long waits for a turn at the dice, your focus and shooting ability begins

to slip.

SET ARRAY LOGIC TABLES

5/9'S SETS FROM HARD 6/8'S ARRAY

POINT

POINT

[ A ]

All Four

[ B ]

All Four

[ A ]

[ B ]

[ A ]

[ B ]

[ A/B ]

6/3....3/2

Faces in

5/3....4/6

Faces in

Place

Place

Lay/Cntr.

Lay/Cntr.

Hard Way

# Weight

Plane

# Weight

Plane

Bets

Bets

Brd. Bet

Brd. Bet

Hi-Lo

[2-0]

3...........2

[2-0]

3...........6

n/n

[3-1]

1...........4

[3-1]

2...........3

y

y

[4-1]

4...........5

[4-1]

4...........1

n

n

n/n

[5-2]

6...........3

[5-2]

5...........4

y

y

[6-3]

[6-3]

y plus

y plus

y/y

[7-2]

[7-2]

n

n

[8-3]

[8-3]

y plus

y plus

y/n

[9-2]

See Hard

[9-2]

See Hard

y

y

[10-1]

6 and 8

[10-1]

6 and 8

n

n

n/n

[11-1]

[11-1]

y

y

[12-0]

[12-0]

n/n

Sum:across #'s=12

Sum:across #'s=12

Sum:craps,yo,7's=4

Sum:craps,yo,7's=4

HARD 4/10 SET

CROSSED 6'S SET

ARRAY

ARRAY

POINT

POINT

[ C ]

All Four

[ D ]

All Four

[ C ]

[ D ]

[ C ]

[ D ]

[ C/D ]

5/6....3/2

Faces in

4/1....5/1

Faces in

Place

Place

Lay/Cntr.

Lay/Cntr.

Hard Way

# Weight

Plane

# Weight

Plane

Bets

Bets

Brd. Bet

Brd. Bet

Hi-Lo

[2-0]

6...........2

[2-1]

1...........1

n/y

[3-1]

2...........4

[3-1]

3...........2

y

y

[4-2]

1...........5

[4-1]

6...........6

y

n

n/y

[5-2]

5...........3

[5-2]

4...........5

y

y

[6-2]

[6-2]

y

y

n/n

[7-2]

[7-2]

n

n

[8-2]

[8-2]

y

y

n/n

[9-2]

See Hard

[9-2]

Note

y

y

[10-2]

4/10 in

[10-1]

Hi/Lo

y

n

y/n

[11-1]

this set

[11-1]

y

y

[12-0]

[12-1]

n/y

Sum:across #'s=12

Sum:across #'s=10

Sum:craps,yo,7's=4

Sum:craps,yo,7's=6

The grip I have found that best fits control intent is the 5 finger.

Dice side by side.

Index finger rests on left die face.

Pinkie finger rests on right die face.

2nd and 3rd fingers rests on forward die faces

Thumb rests on rear die faces at joint.

Now the thumb is the key. It literally acts as a steering wheel to either toss with forward tumble,

reverse tumble or a near flat roll. Grip tension needs to be at an absolute minimum as though you

were just on the verge of dropping the dice. Very gentle. Release is where the dice roll off ends of

2nd and 3rd fingers to induce appropriate tumble. The position of the thumb up/down on rear of

dice determines the magnitude of tumble. Dice density and table texture is relevant to the amount

of tumble you experience. Thumb adjustment deals with this quite well. Index/pinkie fingers act as

guides to maintain axis and 2nd/3rd fingers act as a literal launch platform. Any friction brought on

by a tight grip or sticky dice/fingers is bad news.

Best of the best sets is what this theme is all about. Same applies to the best of the best grips. Each

individual because of distinct deliveries must acquire a grip and delivery suitable to their personal

needs to make a dice set work for them. For these sets/grips, my delivery has just enough force to

get to the other end in my target zone near the Big 6/8 or adjacent 10 layout. The trajectory is about

12 inches or so at peak of loft from table surface. Straight away toss seems to give optimum results

and the dead cat bounce. Have a nice mind warp.

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8

ALL SEVENS ORIENTATION

9.

 While at the tables, keeping both eyes on dice out come and ears leaning toward various

chatter around me, noticed a lot of talk about "ALL 7'S SETS". Hmmm, this has potential worth for

logic table examination!

The more I pondered this anomaly, dice axles started popping into my head. Thinking through the

six axles, it occurred to me that you can only have a maximum of 4 sevens possible in any dice set

configuration in the throwing plane.

What happened to the other 2 sevens? There's supposed to be 6 ways to obtain a 7. Time for the

dice. First set that comes to mind is the L/H 5/6 [5 up, 6 looking at you], then R/H 2/1 [2 up, 1

looking at you]. Rotating the dice 4 times forward does show 4 distinct 7's, however, the 3/4...3/4

makes a 7 only if you sum L/H outside with R/H outside, along with L/H inside with R/H inside.

Why the big question here? Most dice sums I'm aware of typically are summed by 2 die with

immediate adjacent faces. In order to acquire all 6 sevens probability, dice out come would have

to take into consideration all 6 axis. Again, Hmmm, not commensurate with the objective of

maintaining a preset axis.

So a conclusion is drawn whereby if you maintain axis, you have but 4 sevens available. If you

exacerbate your toss attempting to hit obstructions or create various methods of tumbling, then

maybe, just maybe, you might bring all 6 sevens into play, but with all 3 axis. Six craps/yo

possibilities along with 24 other number combinations also come into play.

Looking at odds tables, it becomes quite apparent. If all 3 die axis are utilized [6 our of 36], the 7'S

can be made 6 ways, with single axis use, the 7'S can be made 4 ways [4 out of 16].

What else have we got? We have 6 axles, however, study of the LOGIC TABLES tells us that there

are only 3 of the 6 axles where 4 sevens may be possible. More pondering to be done. Again,

LOGIC TABLES to the rescue. See setting influence article for 6 axle references.

The following logic tables were categorized by A, B, C in a priority concept of Craps/Yo/7'S potential.

Before a shooter selects a "SEVENS SET" for out come toss, these tables should be investigated to

determine best possible anticipated results.

EXAMPLE:

TABLE [ A ]

RICH IN TRASH, 2/12 AND 3/11. FOUR 7'S POSSIBLE IN AXIS, NO 5/9'S. A POTENTIAL SHORT FALL

MIGHT BE WITH THE STRONG WEIGHT DISTRIBUTION OF 3 EACH POSSIBLE 6/8'S. FOR THE

HARDWAY PLAYERS, POTENTIAL IS THERE FOR HARD 4/10. SUMMARY OF COUNT WEIGHT

DISTRIBUTION IS VERY STRONG IN FAVOR OF TRASH BEING 10 AS COMPARED TO NUMBERS OF

ONLY 6.

TABLE [ B ]

WE'VE LOST THE POSSIBILITY OF THE3/11, BUT RETAIN THE 4 SEVENS AND THE 2/12. THE COUNT

WEIGHT RATIO OF TRASH TO NUMBERS HAS SLIPPED MORE TO THE NUMBERS SIDE AS TRASH OF

6 AND NUMBERS AT 10. THE EXACT OPPOSITE OF TABLE [ A ]. NOTICE THE HARDWAY POTENTIAL

HAS MIGRATED FROM THE 4/10 TO THE 6/8.

TABLE [ C ]

A HUGE TRANSFER OF DISTRIBUTION TAKES PLACE WITH THIS SET. NOTICE ALL HARDWAY

NUMBERS ARE PRESENT. THE 4/10 AND 6/8. TRASH CONTENT HAS DROPPED TO ONLY 4 SEVENS.

THE 3/11 AND 2/12 POSSIBILITY ARE MISSING. THE COUNT WEIGHT RATIO OF TRASH TO NUMBERS

HAS SLIPPED EVEN MORE TO THE NUMBERS SIDE AS TRASH OF 4 AND NUMBERS OF 12. VERY

BAD NEWS FOR HORN PLAYERS.

SHORTCUTS TO ESTABLISH A DICE SET FROM A QUICK ANALOGY MAY VERY WELL SHORTCUT

YOUR ANTICIPATED RESULTS!!! A SIMPLE REVIEW OF THE LOGIC TABLES CAN POSSIBLY

CIRCUMVENT POOR RESULTS. WHAT ARE YOUR INTENTIONS AS A SHOOTER? WHAT ARE YOUR

STRONG POINTS [SIGNATURE] WITH A GIVEN DICE SET? ARE YOU SEEKING CENTER BOARD

BETS, HORN, OR DURING POINT NUMBERS? EVALUATE YOUR INTENTIONS UTILIZING THE LOGIC

TABLES FOR A MORE PROFITABLE OUT COME!!!

COME OUT ROLL

COME OUT ROLL

POINT/COME OUT ROLL???

L/RH AXLE

L/RH AXLE

L/RH AXLE

4/3.....4/3

5/2.....5/2

1/6.....1/6

[ A ]

[ B ]

[ C ]

6/5.....1/2

3/1.....4/6

5/3.....2/4

[2-1]

All Four

[2-1]

All Four

[2-0]

All Four

[3-2]

Faces in

[3-0]

Faces in

[3-0]

Faces in

[4-1]

Plane

[4-2]

Plane

[4-1]

Plane

[5-0]

5...........2

[5-2]

1...........6

[5-2]

3...........4

[6-2]

1...........6

[6-1]

4...........3

[6-3]

2...........5

[7-4]

2...........5

[7-4]

6...........1

[7-4]

4...........3

[8-2]

6...........1

[8-1]

3...........4

[8-3]

5...........2

[9-0]

[9-2]

[9-2]

[10-1]

Note Hard

[10-2]

Note Hard

[10-1]

Note Hard

[11-2]

4/10, Hi,

[11-0]

6/8, Hi,

[11-0]

6/8 & 4/10.

[12-1]

Lo.

[12-1]

Lo.

[12-0]

Sum:across #'s=6

Sum:across #'s=10

Sum:across #'s=12

Sum:craps,yo,7's=10

Sum:craps,yo,7's=6

Sum:craps,yo,7's=4

More crap table chatter concerning ultimate dice control aspects. A conversation overheard, with

dice influence, just set dice to the number you desire. By controlling the dice, you can expect to

see that very number crop up at out come. Another argument overheard, using a single axis

configuration, only 4 faces are apparent and as a result, only 4 different out comes can be expected.

Whoa, as I recall, there are 92 permutations/axle, 552 permutations in all 3 axis with 16 pairs of

numbers in each permutation! Sounds to me like these players were living in a perfect world.

Well, don't know about anyone else, but my world is far from perfect. It is real and is sometimes

influenced by my abilities acquired by long hours of practice and study. Table dynamics, dice

density, table traffic/obstructions or anything else you can think of thwarts good intentions.

However, there are many times you can prevail as a result of knowledge. Look before you leap!


 

 

 

 

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9

 

SWEET 16

Crossed Sixes

10. When considering a structure, one must generate a Process and Procedure. Considering a

dice set has very similar characteristics. Plans, tools and parameters must be observed. Probably

the most important tool in our tool box is the Dice. The outcome of a wager is totally dependent on

what the Dice render. To properly build our Craps structure, we need to know the characteristics

of the tools being used, in this instance, the Dice. The more we know about this extremely

important tool, obviously far better performance results can be obtained when knowledge of the

Dice has been properly applied.

Webster tells us a Process is a way of doing things while a Procedure is a continuing development

involving many changes. You don't suppose he unwittingly was defining CRAPS?

For first exercise, the popular Crossed Sixes and their inherent properties will be considered. Two

variations of this array will be shown in a simple and compound arrangement along with logic tables

to reflect on all probabilities providing set axis is maintained during roll. This set provides for

only two 7 potentials being present, the 1...6 and 6...1 on the vertical throw plane, where the 3...4,

4...3 and the 2...5, 5...2 hypothetically have been eliminated on the L/H and R/H Horizontal axis,

the 4 remaining 7’s.

Each L/R coded pair is representative of a possible set. The set is read, using upper L/H box of 1st

table 6/5...6/4, where the 6/5 would be the 6 up and the 5 looking at you for the L/H die, the 6/4

would be the 6 up and the 4 looking at you for the R/H die. A pair of dice placed in front of you will

immediately allow you to see what 1 set of the crossed sixes looks like. Following the tables while

observing dice rotations will let you see how each of the numbers might have probability of

showing.

The 1st table will reflect 16 possible sets that may be arranged from a single set. All sets, no matter

what they are, can only have 16 variations for that given set. Anything more or less indicates a

documentation error or duplication. Experimenting with dice rotations and table comparisons

might possibly help one to orient themselves to the many facets of dice sets.

Note: even though there are only 16 arrangements, due to number pairs [opposites], inversions

may be incorporated to accommodate literally 32 arrangements. For the math, we call it 16.

Starting with 6/5...6/4, the 1st upper L/H table shows a simple 1/4 forward turn of the L/H die while

holding the R/H die in limbo. Record data in adjacent R/H numbered columns for all 4 face pairs

up and looking at you as you go through L/H die rotations. Return dice to original 6/5...6/4 set.

Start next row by rotation of both die 1/4 turn forward and record data as before in 2nd row until all

4 faces have been recorded. Return to 2nd row beginning set of 5/1...4/1 and again rotate both die

1/4 turn forward. Continue Procedure until you see 16 sets, 4 rows by 4 columns.

If die rotations are executed properly, the table can be easily assembled. Compare dice to table for

further clarification. This provides the user with a simple die rotation schedule of probabilities for

left die rotation.

The 2nd upper R/H table shows a simple 1/4 forward turn of the R/H die while holding the L/H die in

limbo. The table is assembled using the same procedure as above. Note: 2nd table requires RH

die to be inverted for 1st step to avoid repeats sets.

The simple set rotation array provides arrangements for 4 each hard 2 and hard 12 sets. [Hi-Lo]

Simple set 1st 16

Simple set 2nd 16

L/H die rotation

R/H die rotation

1

2

3

4

1

2

3

4

L R

L R

L R

L R

L R

L R

L R

L R

6 6

5 6

1 6

2 6

6 1

6 4

6 6

6 3

5 4

1 4

2 4

6 4

5 4

5 6

5 3

5 1

5 4

1 4

2 4

6 4

5 4

5 6

5 3

5 1

1 1

2 1

6 1

5 1

1 6

1 3

1 1

1 4

1 1

2 1

6 1

5 1

1 6

1 3

1 1

1 4

2 3

6 3

5 3

1 3

2 3

2 1

2 4

2 6

2 3

6 3

5 3

1 3

2 3

2 1

2 4

2 6

6 6

5 6

1 6

2 6

6 1

6 4

6 6

6 3

The next set of tables are a spin-off of the above tables. Slight variations have been made to

optimize the probability of 6 hard way 2/12’s as opposed to 4 and a few set array associated

variables. This method incorporates both dice rotations and set inversions. Simply compare a

pair of dice with the given set to the tables and the method of how they were derived will be

revealed to you.

This compound set rotation array provides arrangements for 6 each hard 2 and hard 12 sets. [Hi-Lo]

Compound set 1st 16

Compound set 2nd 16

with rotation and inversion

with rotation and inversion

L R

L R

L R

L R

L R

L R

L R

L R

6 6

6 6

5 6

5 6

1 1

1 1

2 1

2 1

5 4

5 3

6 3

6 4

2 3

2 4

1 4

1 3

6 6

6 6

2 6

2 6

1 1

1 1

5 1

5 1

2 3

2 4

6 4

6 3

5 4

5 3

1 3

1 4

5 4

5 4

6 4

6 4

2 3

2 3

1 3

1 3

6 6

6 1

5 1

5 6

1 1

1 6

2 6

2 1

2 3

2 3

6 3

6 3

5 4

5 4

1 4

1 4

6 6

6 1

2 1

2 6

1 1

1 6

5 6

5 1

At the risk of being redundant, there are a few sets of parameters that fit this scenario as follows

Always:

1.....16 numbers per set

2.....16 arrangements per simple set

3.....32 arrangements per set when compound inversions and rotations are incorporated

4.....whether analyzing a simple/compound 16 or 32 set arrangement, the following weight count

probabilities will remain the same as indicated in the table below.

5.....L/RH axle may invert but nevertheless will remain the same axle [2/5...4/3, 5/2...3/4 etc.]

LOGIC BREAKDOWN FOR ALL CROSSED 6'S TABLES

Work

L/RH AXLE

Sheet

2/5.....4/3

[ B ]

[ B ]

[ B ]

[ /B ]

12

SECONDARY SET

Place

Lay/Cntr.

Hard Way

10

6/4.....6/5

Bets

Brd. Bet

Hi-Lo

7

Weight

9

[2-1]

All Four

y

11

[3-1]

Faces in

y

9

[4-1]

Plane

n

n

6

[5-2]

4...........5

y

8

[6-2]

1...........1

y

n

7

[7-2]

3...........2

n

5

[8-2]

6...........6

y

n

2

[9-2]

y

4

[10-1]

Note

n

n

8

[11-1]

Hi/Lo

y

6

[12-1]

y

3

Sum:across #'s=10

5

Sum:craps,yo,7's=6

Work sheet is off-set to signify each 4 facets of dice numbers as they are totaled, Left plus Right.

Weight Sums signify the total possibilities for each number 2 through 12. This scenario should allow

an analysis of any dice set that may be desired. A Process and Procedure as established will

provide most of what you should need to build your Craps Dice Set Structure.

Flying V and Hard 6/8

It's said that all good things come in pairs. The Hard 6/8 set not to be outdone by the Crossed sixes

in my opinion is the best array of them all! I don't mean just the Flying V standing alone, I mean the

entire array. For inside number probabilities, this Y-axle of 1/6...2/5 or any rotation within the axle

brought about by inversions or set choices, yields the optimum quantity of numbers with minimum

trash of craps, yo, and 7's. Literally the best of the best. The following tables will be constructed

as those in Crossed Sixes above. Set breakdown begins with 3/2...3/6.

The simple set rotation array provides arrangements for 4 each hard 2 and hard 12 sets. [Hi-Lo]

Simple set 1st 16

Simple set 2nd 16

L/H die rotation

R/H die rotation

L R

L R

L R

L R

L R

L R

L R

L R

3 3

2 3

4 3

5 3

3 4

3 6

3 3

3 1

2 6

4 6

5 6

3 6

2 6

2 3

2 1

2 4

2 6

4 6

5 6

3 6

2 6

2 3

2 1

2 4

4 4

5 4

3 4

2 4

4 3

4 1

4 4

4 6

4 4

5 4

3 4

2 4

4 3

4 1

4 4

4 6

5 1

3 1

2 1

4 1

5 1

5 4

5 6

5 3

5 1

3 1

2 1

4 1

5 1

5 4

5 6

5 3

3 3

2 3

4 3

5 3

3 4

3 6

3 3

3 1

Note: 2nd 16 first step requires both die being inverted for clarity and to avoid 7's face up.

Compound set 1st 16

Compound set 2nd 16

with rotation and inversion

with rotation and inversion

L R

L R

L R

L R

L R

L R

L R

L R

3 3

3 3

2 3

2 3

4 4

4 4

2 4

2 4

2 6

2 1

3 1

3 6

2 6

2 1

4 1

4 6

3 3

3 3

5 3

5 3

4 4

4 3

5 3

5 4

5 1

5 6

3 6

3 1

5 1

5 1

4 1

4 1

2 6

2 6

3 6

3 6

2 1

2 1

4 1

4 1

3 3

3 4

2 4

2 3

4 3

4 4

2 4

2 3

5 1

5 1

3 1

3 1

5 6

5 6

4 6

4 6

3 3

3 4

5 4

5 3

4 3

4 4

5 4

5 3

LOGIC BREAKDOWN FOR ALL FLYING V TABLES

POINT ROLL

Work

L/RH AXLE

Sheet

2/5.....1/6

[ A ]

[ A ]

[ A ]

[ A ]

8

PRIMARY SET

Place

Lay/Cntr.

Hard Way

6

3/6.....3/2

Bets

Brd. Bet

Hi-Lo

3

5

[2-0]

All Four

n

10

[3-1]

Faces in

y

8

[4-1]

Plane

n

n

5

[5-2]

6...........2

y

7

[6-3]

4...........4

y plus

y

11

[7-2]

1...........5

n

9

[8-3]

3...........3

y plus

y

6

[9-2]

y

8

[10-1]

Note Hard

n

n

9

[11-1]

6/8.

y

7

[12-0]

n

4

Sum:across #'s=12

6

Sum:craps,yo,7's=4

MINI V and Hard 4/10

For those skillful shooters that feel they must go for the outside numbers, the next arrays will tell

you what to expect from this set in the event you wish to cover numbers other than the outside.

Simple set 1st 16

Simple set 2nd 16

L/H die rotation

R/H die rotation

L R

L R

L R

L R

L R

L R

L R

L R

2 2

1 2

5 2

6 2

2 5

2 3

2 2

2 4

1 3

5 3

6 3

2 3

1 3

1 2

1 4

1 5

1 3

5 3

6 3

2 3

1 3

1 2

1 4

1 5

5 5

6 5

2 5

1 5

5 2

5 4

5 5

5 3

5 5

6 5

2 5

1 5

5 2

5 4

5 5

5 3

6 4

2 4

1 4

5 4

6 4

6 5

6 3

6 2

6 4

2 4

1 4

5 4

6 4

6 5

6 3

6 2

2 2

1 2

5 2

6 2

2 5

2 3

2 2

2 4

Compound set 1st 16

Compound set 2nd 16

with rotation and inversion

with rotation and inversion

L R

L R

L R

L R

L R

L R

L R

L R

2 2

2 2

1 2

1 2

5 5

5 5

6 5

6 5

1 3

1 4

2 4

2 3

6 4

6 3

5 3

5 4

2 2

2 2

6 2

6 2

5 5

5 5

1 5

1 5

6 4

6 3

2 3

2 4

1 3

1 4

5 4

5 3

1 3

1 3

2 3

2 3

6 4

6 4

5 4

5 4

2 2

2 5

1 5

1 2

5 5

5 2

6 2

6 5

6 4

6 4

2 4

2 4

1 3

1 3

5 3

5 3

2 2

2 5

6 5

6 2

5 5

5 2

1 2

1 5

LOGIC BREAKDOWN FOR ALL MINI V TABLES

Work

L/RH AXLE

Sheet

3/4.....1/6

[ B ]

[ B ]

[ B ]

[ A/B ]

4

SECONDARY SET

Place

Lay/Cntr.

Hard Way

6

5/6.....5/3

Bets

Brd. Bet

Hi-Lo

5

3

[2-0]

All Four

n

8

[3-1]

Faces in

y

10

[4-2]

Plane

y

y

9

[5-2]

6...........3

y

7

[6-2]

2...........2

y

n

9

[7-2]

1...........4

n

11

[8-2]

5...........5

y

n

10

[9-2]

y

8

[10-2]

Note Hard

y

y

5

[11-1]

4/10.

y

7

[12-0]

n

6

Sum:across #'s=12

4

Sum:craps,yo,7's=4

Now you have 3 of 6 possible axles to chose from. Find your favored set/sets and roll dem bones.

All 3 axles have been expanded for convenience so the harbored traits might be seen.

 

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10

THE UBIQUITOUS THREE

10. The ever present 3 irrevocably jumps out and screams "PAY VERY VERY CLOSE ATTENTION TO

ME". As a crap session unfolds, I the 3 will be telling you the player, the directions the game will

take. As I dodge and weave from shooter to shooter, I the very obvious 3 will be drawing a

DISTINCTIVE ROAD MAP to follow towards a probable gain.

Why am I the 3 so PREDOMINATE? Could it be due to the 3 axis of the cubes, the 3 ways to

acquire the 7's, the 6's, the 8's, the 1/3rd...2/3rd's relationship dominance? Looks like I the 3 will

be cropping up in every strategy you might see!

"LOOK BEFORE YOU LEAP" advisement has been around forever. Application of the 3 TIER

betting structure, 1...2...3 grouping and 1...2...3 shooter scenarios appear to have value as a tool

for indications of "WHAT, WHEN, WHERE". In testing its virtues over and over again with positive

attributes, like all information, needs to be dealt with carefully and only applied to OCCURRENCES

where POTENTIAL PROBABLE results may be obtained most of the time. You are dealing with

"RANDOM VARIABLES OF PATTERN BASED ON LEARNED SPECULATION"!

9th 1/3...2/3rd's analogy:

Charting actual and simulator games, of 3 shooters, then of 3 shooters by groups of 3, It seems

that the 1st and 3rd shooters typically have shorter rolls 2/3rd's of the time as compared to the 2nd

shooters who have longer rolls 1/3 of the time or less. Note: Keep in mind for this one that it was

a random study of a few situations, trends change.

This observation indicates a primary cause to lean towards the 3rd TIER of the 1,2,3 betting windows

of opportunity 2/3rd's of the time. Windos are before, during and after point. This observation also

implies that one should lean towards the TIER 2 window 1/3rd of the time, if not less, looking for the

possible longer rolls. 1st short roll observed might be the appropriate point to start the 1...2...3

count. CAUTION: watch for shifts of the inevitable prevailing short rolls and establish trends

accordingly. Such as 1...3, 1...2, 2...3.

A good deal of the time, Right side players constantly feed the table in hopes of being there when

the long roll happens. This obviously is a very bad if not costly practice simply because the dice

are designed to favor the SEVENS. Long rolls tend to be very elusive. Short rolls are much

easier toidentify.

10th 1/3...2/3rd's analogy:

Another 1/3rd...2/3rd's analogy, of 3 kinds of professed table conditions, "HOT, CHOPPY, COLD",

typically 2/3rd's of the time tables are "COLD OR CHOPPY". HOT tables occur 1/3rd of the time or

less. One might surmise the HOT table shares the elusiveness of the long roll.

Should the proviso of the 1st and 3rd shooter conclusions have any credence, then one should

consider the 3rd TIER strategy. Looking at an average of a hypothetical roll duration of 6 to 8 per

shooter in a session, one might consider as to where to start the 7 progression [3rd TIER]. This

is a matter of decision based on prior knowledge of a given shooter. The 1/3rd...2/3rd's scenario

would indicate starting at the end of the 2nd, 3rd, or 4th roll. A 3rd TIER progressive bet would

then favor your win of a roll comprised in length of 8, 9, or 10 respectively. Beware that dice

setters, when in their zone, may very well influence roll out comes. Be alert to changing

event occurrences revealed to you.

TREND GROUPING ANALYSIS BY 3'S

Using a computers function analysis tools, probable outcome of a roll might be predictable should

the table game patterns emulate, in part, the patterns below. Granted these tools aren't at your

disposal during the game, but when applied to data recorded from actual games or simulators, the

pattern changes seen sets up a theme of possibilities. Note the shift in roll trend values from 1-2-3

and their predominance. Identifying short rolls becomes easier and long roll assumption more

predictable. Observe the influence of the 13rd...2/3rd's presence throughout the sessions.

The entire concept is seeking out "POSITIVE INDICATORS" to enhance your game in a more

favorable manner. Group/Roll trend helps you spot them.

Mean = average rolls per shooter.....StdDevP = standard deviation of population

Beta = cumulative beta probability density function

Group Trend = 3 consecutive groups of 3 completed rolls

Roll Trend = decision quantities of 3 individual rolls

Group

Trend

Roll Trend Grouping

Session

Mean

StdDevP

Beta

By 3,s

1

2

3

1

6

4.16

0.694

1

5

3

2

FUNCTION SUMMARY

2

4

12

3

Note: average rolls between 6 to 8. All

3

4

16

7

sessions candidates for 3 Tier

4

5

3

10

application.

5

3

10

7

Deviations of less than the mean tells

6

3

19

6

you its a poor session for multiple long

7

6

11

5

rolls. A prime source for 3rd Tier

8

8

6

6

application. Beta probabilities less

9

10

*

*

than 1 are indicative of a choppy or

even cold table.

Group

Trend

Roll Trend Grouping

Session

Mean

StdDevP

Beta

By 3,s

1

2

3

2

8

7.64

0.955

1

5

30

2

2

5

8

23

3

7

11

9

4

8

28

3

5

4

3

14

6

13

10

16

7

7

20

7

8

2

5

8

9

3

11

20

Group

Trend

Roll Trend Grouping

Session

Mean

StdDevP

Beta

By 3,s

1

2

3

3

6

6.86

1.144

1

7

3

4

2

13

3

25

3

2

6

7

4

20

19

4

5

14

6

6

6

5

3

14

7

21

7

3

8

5

3

22

9

2

17

18

10

2

6

9

11

5

3

*

Group

Trend

Roll Trend Grouping

Session

Mean

StdDevP

Beta

By 3,s

1

2

3

4

6

7.43

1.23

1

8

4

9

2

18

4

2

3

2

12

11

4

4

6

5

5

32

11

6

6

4

24

18

7

2

4

7

8

3

2

6

9

3

6

2

10

9

4

4

11

7

5

9

12

9

14

5

13

17

11

2

14

12

2

21

15

2

32

*

Group

Trend

Roll Trend Grouping

Session

Mean

StdDevP

Beta

By 3,s

1

2

3

5

7

3.57

0.511

1

7

6

5

2

12

2

14

3

13

2

11

4

9

9

7

5

9

7

11

6

6

5

3

7

3

*

*

The gray backgrounds show the predominance of the overall best rolls. The red highlights point

out that from the 1st best roll in the column and then counting down "3", most of the time it seems

to nail a longer roll pattern. Some you may miss, but 100% predictablility is not possible.

Determination of what constitutes a longer roll is based on "10". Note that of 5 sessions, the "2nd

column" seems to prevail. The fuchsia like coloring shows the predominanance of the short roll

and application of the 3rd TIER bet should you start the progressive 7 after the 2nd roll and following

through the 10th roll.


HYPOTHETICAL SAMPLE OF CHARTED OCCURRENCES

10a. Let's assume 9 shooters each produced the number of rolls shown in the light green tables

below. Each horizontal row by number 1,2,3 represents a group of 3 shooters. Therefore you have 3

3 groups of 3 shooters. Each "TIC-TAC-TOE" like table shows a very distinctive pattern just like

a tic-tac-toe board. The larger numbers represent the longer rolls, the smaller represent the

lesser rolls. Tables [A] & [B] are obvious diagonal long rolls, [ C ] horizontal long rolls, and [ D ]

vertical long rolls. Notice each vertical column is numbered 1...2...3 indicating the shooters turn.

In each table the overwhelming presence of "3" is indicated. Long rolls vs. short rolls are a

function of 1/3rd and 2/3rd's respectively. In the event of an extremely exacerbated game,

obviously you lean heavy on TIER 3 BETS. The tables also indicate 2/3rd's of the time TIER 3 is in

order to take advantage of the other than long roll attributes. This method of charting a table,

looking for trends or whatever, may be more productive than just guessing out comes.

Practice games can be played and this foolishness can be plotted to see what kind of patterns rear

their ugly faces. Remember, the out come of a shooters roll and the unpredictability of tumbling

dice is of primary focus looking for trends. That is unless your dealing with a dice setter of

of accomplishment which may give you a slight long roll edge. In any event, the tables still are

helpful. [Refer to "UBIQUITOUS 3" article for more detail.]

Shooters

Shooter

Shooter

Shooter

Shooter

Shooter

Shooter

by Groups

1...

2...

3...

1...

2...

3...

of 3

[A]

[B]

 

 

 

 

 

 

1

5

3

30

30

3

5

 

 

 

 

 

 

 

 

 

 

 

 

2

7

21

2

7

21

2

 

 

 

 

 

 

 

 

 

 

 

 

3

12

4

6

6

4

12

 

 

 

 

 

 

Shooters

Shooter

Shooter

Shooter

Shooter

Shooter

Shooter

by Groups

1...

2...

3...

1...

2...

3...

of 3

[C]

[D]

 

 

 

 

 

 

1

5

3

2

3

21

4

 

 

 

 

 

 

 

 

 

 

 

 

2

12

21

30

7

12

2

 

 

 

 

 

 

 

 

 

 

 

 

3

7

4

6

5

30

6

 

 

 

 

 

 

The above tables gives one an excellent indicator for tracking a table with pen and paper. That

may not be convenient when at a crowded table. Why not use white and red chips to determine

long or short rolls by table position. You have chip trays in front of you that would make a handy

way of keeping track of trends. A literal abacus if you will.

You could use the white chips for short rolls and red for long rolls. A bonus is at hand via the

lesser presence of red chips [long rolls] giving you a ready indicator of possible Tier level entry,

wager magnitude, and a situational indicator as to what-to-do throughout the tracking process.

TABLE POSITION REFERENCE

CHIP TRAYS AND ABACUS TRACKING PER ABOVE CHARTS

10b. For tracking purposes, one may start tracking from there current position at table.

10c. Note the every present UBIQUITOUS 3 and its derivatives, the 1/3rd long roll and 2/3rd's short

roll which maintains the thirds premise. The chip tracking array above might be indicative of 2 to 3

trips of the dice around the table. Looking at the array, you can see 3 different shifts of the long

shoot in the first 9 players. Notice how in groups of 3 shooters, the long shift went from 3rd to 2nd

to 1st shooter of each respective group. As stated in "THE UBIQUITIOUS 3", a very DISTINCTIVE

ROAD MAP has indeed been drawn.

 

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11

 

WHAT THIRDS ARE ABOUT

11. Like it or not, math seems to crop up in craps everywhere we look. This brief will point out a

few of the more obvious 1/3rd...2/3rd's observations. These ever present anomalies are there and

should be taken into account as part of a players game plan. Utilization of this knowledge might

possibly assist one in determining what expected event occurrences might be. The count of these

thirds concepts is ever growing. Watch all decisions and see how they might fit into your

scenario.

1/3rd to 2/3rd ANALYSIS OF 6 ACTUAL RECORDED CRAP SESSIONS

RELATIONSHIP DEFINED

Of dice odds, 1/3rd [12ways] is craps. Yo, and 7's, 2/3rd's [24 ways] is numbers.

SESSIONS BREAKDOWN

1. Of average dice rolls, 1/3rd was craps, Yo, and 7's, 2/3rd's was numbers.

2. Of shooters, roll length 1 to 24 rolls, 2/3rd's did 7 out by 12th roll.

3. Of shooters, roll length 1 to 12 rolls, 2/3rd's did 7 out by 6th roll.

4. Number pairs rolled [4/10, 5/9, 6/8]

of 5/9 VS. 6/8, 6/8 was 2/3rd's of rolls

and 5/9 was 1/3rd of rolls.

of 5/9 VS. 4/10, 5/9 was 2/3rd's of rolls

and 4/10 was 1/3rd of rolls.

Note: All data summarized and averaged. Actual data would slightly skew relationship.

Averaged data brings definition and focus to 1/3rd to 2/3rd's analogy. Quibbling over

a few thousandth of a point is counter productive for this exercise.

5. Another relationship, if dice during shoot produces 1/3rd craps, yo's, and 7,s, and

2/3rd's produces numbers in a 9 roll shoot, it follows if your betting only on numbers,

your win potential is diminished by 33%.

6. Another relationship, of dice setters, attempt to omit 2 axis of cube motion and

control the remaining 1 axis for positive results.

7. Another relationship, of centerboard bets, [1/2 vs. 2/1], [ 5/6 vs. 6/5], [1/1] and[ 6/6]

counted as 4. The 7's as [3/4 vs. 4/3], [5/2 vs. 2/5], [6/1 vs.1/6] counted as 6.

The double counting of 7's is based on 6/36 ratio of probability. Single counting

of 3 or 11 ratio probability is 2/36 and 2 or 12 ratio probablility is 1/36. It would

seem that for every 4 craps-yo's probabilities, there would be 6 seven

probabilities or 1/3rd of the time craps-yo's and 2/3rd's of the time 7's in the event

of their appearance. So any craps plus a yo equals 2. Any 7 equals 6. 2/6=1/3.

8. Another relationship, of DICE PERMUTATIONS, 184 permutations of dice are

craps,yo's, and 7's or 1/3rd of total possible. 368 permutations of dice are 2/3rd's

numbers of total possible. Total permutations are 552. ((2 + 6) * 3)y2 - 24 = 552

9th 1/3...2/3rd's analogy:

Charting actual and simulator games, of 3 shooters, then of 3 shooters by groups of 3,

it seems that the 1st and 3rd shooters typically have shorter rolls 2/3rd's of the time as

compared to the 2nd shooters who have longer rolls 1/3 of the time or less.

[Keep in mind for this one that it was a random study of a few situations, trends change].

10th 1/3...2/3rd's analogy:

Another 1/3rd...2/3rd's analogy, of 3 kinds of professed table conditions, "HOT, CHOPPY,

COLD", typically 2/3rd's of the time tables are "COLD OR CHOPPY". HOT tables occur

1/3rd of the time or less. One might surmise the HOT table shares the elusiveness of the

long roll.

The table below provides further analysis of random sessions. This is not to imply that all

games will provide the same results. However, the thirds premise will maintain in most

situations as table indicates. Information of this nature might possible be incorporated

in a tracking concept. Study of table "Event Occurrences" does yield harbored traits as

does the cubes.

First 4 columns describe at what throw a 7- out occurred followed by its percentile rank of

possible appearance. I don't much care for the advocated use of the 5 count theory that's

floating around, but examples might show how it was derived. Its use may cause many

missed opportunities.

Second 4 columns describe the number of shooters that consistently provided come out

trash, made their point, total shooters involved, and overall averages for each category.

These documented sessions differ from the 6 described above, but nevertheless still

reflect the presence of the thirds relationship.

4 SESSIONS COMPOSITE SUMMARY OF AVERAGES

THROWS

THROWS

THROWS

THROWS

COMEOUT

THROW

TOTAL

TRASH

2

3

4

5

TRASH

POINT

SHOOTERS

% AVG.

76

68

56

7 OUT

10

15

25

35

72

66

56

7 OUT

14

18

32

29.57

81

77

66

7 OUT

10

17

27

33

93

83

73

7 OUT

29

64

93

36

TOT. 322

TOT. 294

TOT. 251

 

TOT. 63

TOT. 114

TOT. 177

TOT. 134

 

 

 

 

 

 

 

 

81% AVG.

74% AVG.

63% AVG.

 

16 AVG.

29 AVG.

44 AVG.

33% AVG.

CHANCE

CHANCE

CHANCE

 

OVER

OVER

Shooters

OVER

TO MISS A

TO MISS A

TO MISS A

 

F0UR

F0UR

OVER 4

F0UR

POSSIBLE

POSSIBLE

POSSIBLE

 

GAMES

GAMES

GAMES

GAMES

7 OUT

7 OUT

7 OUT

 

PLOTTED

PLOTTED

PLOTTED

PLOTTED

 

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12

KEEPING TRACK

12. Sometimes I have a bit of a problem comprehending issues put before me. Attempts at retaining

multiple concepts often causes errors and compounds confusion. By associating these issues with

things I'm familiar, a greater degree of order can be maintained. With all the variables presented

by the game of craps, we need prompts to assist and guide us.

Any prompt or gimmick that can be conjured up and placed in your bag of tricks by association or

comparison might be helpful in guiding your through the maze. I like matrix charts, a literal logic

table which allows me to document concepts without committing to memory. You know the

proverb regarding pictures Vs. a thousand words.

A matrix can be assembled to fit your personal concept of associations. The table illustrated uses

a form of junctions or intercepts. Both data axis are identical with squares and letter codes to show

intercepts and their meaning. The right hand lined area provides for notes. Dream up a concept

and put it to the test via the matrix.

A legend can be developed to identify your code letters or designators, colors might even be

considered on some to provide emphasis. Once your matrix has been proofed and digested,

Voila, you have a ready built insert for a valuable Play Book.

PLAY BOOK ARRANGEMENTS

 

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13

 

TROUBLE IN SETTER CITY

13. The frequency which you visit the tables, whether daily, weekly, or monthly sometimes presents

a setter with trouble. Seems like each turn you take at throwing the dice renders bad news. Try as

you may, nothing works to get your roll production back to customary levels. You change grips,

dice sets, table position, still no success. You leave the table questioning your abilities as a

professed dice setter.

After a modest period of searching for answers and feeble attempts at regrouping, you return to the

table to try again. Hoping your productive rolls re-emerge, you again take the dice from the

stickman, and again, a poor performance. Trouble still prevails.

Has your control run amuck? Can’t stay on the line long enough to sustain a decent run? You’re

now dancing to the same probability tune other players (random rollers) dance to. The setter,

while in a slump, can suffer from erratic performance and short hands!

Be of good spirit! As a setter, you don’t have to live with the same limitations that random players

do! You wouldn’t be a setter of reliance without a sound game plan. Your knowledge and

experience has led you to dice setting because of its considerable merits.

Obviously failing performance smacks of something wrong. The knowledge you’ve acquired from

experience might suggest a little trouble shooting is in order. Mechanical/technical attributes such

as grips, posture, tried and true dice sets calls for diagnostic analysis of your methodology.

We look for indicators to tell us how to manage our bets, why not also look for indicators to assist

with our setting failures?

What part or parts has failed?

 

(Grip? Delivery? Rotation? )

 

 

What session elements are different?

(Usual table position? Hassles from the Pit?)

Is the setter uneasy or uncomfortable?

(Too hot or cold? Hungry? Tired? Uncomfortable

 

 

 

 

clothing or shoes?)

 

 

 

Has setter’s attitude gone south?

(@#&ed dice, @#&ed table, @#&ed dealers)

Are dynamics different from usual?

(Table/Dice dynamics unfamilar/strange?)

Should diagnostic analysis provide no clues, do not succumb to the buzz phrases "BAD STREAK"

or "BAD LUCK". As a setter, your ability to overcome dice odds probabilities is the reason why

you took up setting in the first place.

When all else fails, isolating an elusive problem may require regressing back to the basics. The

attributes of dice setting are like any other smooth running machine. The setter may simply need

a little maintenance or perhaps a TUNE UP.

To solve problems with my dilemma, I look for an empty or nearly empty table. The more

frequently the dice are reacquired, the sooner a rhythm can be established. I place a SINGLE UNIT

PASS LINE BET over and over again until I regain confidence and my production is up to par. Flat

bets only, no odds. Simple math tells you a $100 session stake would give you 20 opportunities to

throw the dice. It follows, that if you were on a crowded table, at best, you might see the dice once

or twice in an hour. Finding your rhythm and sweet spot instantaneously is unlikely. I know, it’s

nice to have other players around for the good old boy camaraderie thing. Not to worry. I

guarantee once you’ve found your range and set the table on fire, you’ll have all the fellowship

you want.

Now that I think of it, why not begin every session on a low traffic table just to warm up, settle into

the game, and get into the proper frame of mind? There’s less pressure, less anticipation waiting

to get your hands on the bones and fewer attitudes to deal with. Just a nice laid back atmosphere.

You set the pace. Your only concerns are you and the dice. I’ve had table staff treat me rather

rather badly during this process of one-unit bets. Don’t let the hummers intimidate you, they don’t

manage your money, you do. However, once decent rolls and toking commenced, all was grins

and giggles in setter city.

An important final thought. Without exception, even while finding your range, you must maintain

your money management and session stake discipline!

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