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Split of 0 and 00: both zeros at a payout of 17 to 1
One chip covers both zeros and pays 17 to 1. Over 38 different pockets the split gives −2, and Five number gives −3.
Read moreNeighbors of zero on the wheel: five straight-up bets and plus 31
The window is 14, 2, 0, 28 and 9. A hit gives +31 at a stake of 5. Over 38 different pockets the window gives −10.
Read moreColor until the first zero: a session averages minus 1
Colors before green on average pile up nothing. The average session length is 19 spins, and the expectation is exactly −1.
Read moreAn uneven color stake: two chips on red and one on black
Red gives +1, Black gives −1, and green takes 3. Over 38 different pockets the uneven stake gives −6.
Read moreTwo Dozens: 24 pockets and a net plus of one chip
Two chips on two Dozens give +1 if one of them hits, and −2 if both miss. Over 38 different pockets that is −4 with 76 staked.
Read moreTen spins on a color: plus, zero and minus
Six reds out of ten give only +2. On 38 pockets a plus happens in 31.41% of tens, and a minus in 44.32%.
Read moreStreet in roulette: three numbers in a row and 11 to 1
A row of three numbers pays 11 to 1 and wins in 3 pockets out of 38. Over a full pass of the pockets the chip gives −2.
Read moreA Straight up bet: a payout of 35 to 1 at a chance of 1 out of 38
Over 38 spins a number comes up once on average, but it fails to come up at all in about 36.30% of such stretches. Plus 35 covers only 35 misses.
Read moreLine in roulette: six numbers and a payout of 5 to 1
One Line wins in 6 pockets out of 38 and pays 5 to 1. Over 38 different pockets the chip gives −2, not zero.
Read moreReverse Labouchère: a win writes the bet onto the row
The first two wins from the row 1, 2, 3, 4 give +11. If the example of seven spins is played out, the same ends lead to −10.
Read moreParoli in roulette: doubling only after a win
Any loss closes the series at minus 1. Three wins in a row give plus 7 and, on a wheel of 38 pockets, come up in 10.63% of series.
Read moreOscar’s system in roulette: plus one unit per cycle
A loss does not change the bet, and a win raises it by one unit, but not above the aim of the cycle. Eight losses at the start cost 8 chips, not 255.
Read moreThe 1-3-2-6 system in roulette: four steps and a reset
A loss on the second step closes the series at minus 2, and a loss on the fourth closes it at zero. Four wins in a row give plus 12 and, on 38 pockets, come up in 5.03% of series.
Read moreMartingale in roulette: doubling, the limit, and the cost of a series
After a loss the bet doubles, and a win returns one chip. On a wheel of 38 pockets nine losses in a row take 511 units.
Read moreLabouchère in roulette: the row, the ends, and the cost of a loss
A win crosses off two ends of the row, and a loss writes the bet onto the end. Ten clean losses from the row 1, 2, 3, 4 leave 95 on the table.
Read moreThe James Bond layout: chips of 14, 5 and 1
14 units on 19–36, 5 on Line 13–18 and 1 on zero. A pass of 38 pockets at a stake of 20 gives −40. 00 stays in the minus.
Read moreHot numbers: the next spin does not remember the last one
After five reds the chance of black stays 18 out of 38. Three appearances of a number over 30 spins do not change the next spin: it is still 1 out of 38.
Read moreThe Dutch system: three spins on one bet
Two or three wins in a trio step back. On 38 pockets, 53.94% of trios go forward, and 46.06% go back.
Read moreGrand martingale: one unit is added to the double
A win on step n closes the series at plus n, not at plus 1. Eight losses take 502, and the next bet equals 511.
Read moreA flat bet in roulette: a threshold of plus 10 and minus 20
The chip does not change. On a wheel of 38 pockets the threshold of plus 10 is reached in 31.98% of sessions, and the threshold of minus 20 in 68.02%.
Read moreFive number in American roulette: a share of 7.89
The field 0, 00, 1, 2 and 3 pays 6 to 1. Over 38 different pockets that is −3, while a color and one number in the same pass give −2.
Read moreFinals in roulette: four numbers on one digit
Four straight-up bets on one digit give +32 if the number is guessed, and −4 if not. Over 38 different pockets such a final gives −8.
Read moreFibonacci in roulette: two steps back and the sum of the row
A loss moves the row forward, and a win moves it two steps back. One successful spin does not close the whole series.
Read moreA Dozen without doubling: a bet sized for plus one unit
After one loss they stake 1 again, not 2. Eight losses take 40, and doubling for the same eight takes 255.
Read moreA flat Dozen: a threshold of plus 6 and minus 12
On 38 pockets, 54.13% of sessions reach plus 6, and 45.87% reach minus 12. The plus is still half as large.
Read moreDozen and color: four results on a stake of two chips
Red inside 1–12 gives +3, Black inside gives +1, and Red outside gives 0. The other 14 pockets give −2.
Read moreD’Alembert in roulette: a step of one chip
A loss adds one unit, and a win takes one away. Eight losses from a start of 5 cost 68 chips.
Read moreCorner in roulette: four numbers and a payout of 8 to 1
The square 1, 2, 4 and 5 wins in 4 pockets out of 38 and pays 8 to 1. Over a full pass the chip gives −2.
Read moreContra d’Alembert: a step up after a win
A loss lowers the bet by one unit, and a win raises it. Eight losses from a start of 5 cost 18, and eight wins gather 68.
Read moreBoth colors in roulette: zero on red and a minus on zero
36 numbers give 0, two greens give −2. Over 38 different pockets two chips bring −4, and there is no plus in a spin.
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