The Secrets of Laying the Fives and Nines

Pssst…! Wanna know a secret?

How about the secret of laying the fives and nines?

You won’t see a lot of bettors laying the five or nine, as most of the lay bets go behind the fours and tens. Plus, the 5% vig (on winnings) charged on lay bets seems to reserve lay bets only for the 4’s and 10’s.

Wanna know the secrets that craps pros use to make money laying the fives and nines?

Let’s find out!

The key to profits lie in asking the dealers for something that is not normally available. For example, when you lay the five or nine for $45 you win $30 at 2:3 odds -minus the $2 vig, so you only get $28 back. Since 5% of $30 is $1.50, you might try asking the dealer if you can pay $1 vig instead of $2 for the same bet. That extra dollar is certainly better off in your pocket than the casino’s!

You can also try to lay the five and nine for $56 plus $1 vig. A $56 bet will return $38, which is $2 short of the $40 limit (bet $60, get $40) which starts the $2 vig. Remember, all you have to do is ask the dealer if you can make a lay bet for a certain amount. The worst that can happen is that he’ll say no. The whole purpose of betting this way is to maximize your profits by getting as close to the $2 vig limit while still only paying $1. To do this, you need to get your lay bet payoff in the $35 to $40 range.

You have to be careful about the way you word your bets. For example, if you lay the nine for $56 plus $1 vig, you can’t say “$57 no nine”, as they might charge you an extra dollar. Make sure they know that you want the bet to be for $56 plus $1 vig.

You should also be able to split your lay bets. Instead of laying the nine for $54, for example, ask the friendly dealer if you can lay $27 each against the five and nine, and still only pay $1 vig. This will give you an extra chance because you can win both numbers together, but you can’t lose them both at the same time.

The next time you try laying numbers, try to get a better bet than advertised. You have nothing to lose by trying this. You’ll gain extra money, increased comps, and the satisfaction that you are getting the very best bet that you can make!

Pssst…! Now you know the secrets of laying the fives and nines!

The Crapshooter © 2005 by Larry Edell

nodepositbonus made a real revolution in the industry.

The Secrets of Martingale Systems

Pssst…! Wanna know a secret?

How about the secret of Martingale systems?

Most people do not care for most Martingale systems. They are simple systems, and ask you to double your bet every time you lose. This way, the theory goes, you will eventually recoup your loses when you win. If, for example, you are playing on the pass line with a $10 bet and big red rears his ugly head, your next pass line bet would be for $20. If you lose again, the next one would be for $40, then $80, then $160, then $320. If the table has a $500 limit (done to discourage Martingales), you have to stop and take a $320 loss.

Wanna know the secrets that craps pros use to win using Martingale systems?

Let’s find out!

Craps pros win using this method by playing at a casino with no table limits or, try a modified Martingale system, two of which are described below.

The first is a Dont-Pass system. You bet one unit on the Dont-Pass and, instead of doubling when losing, increase your bet by one unit only. Then, when you win, start decreasing your bets by one unit until you are back at one unit again. For example, if you lose the first two Dont-Pass bets, your third bet on the come-out would be for three units. If you win, the next bet would be for two units. Then one unit. If you win again, stay at one unit until you lose again.

A more interesting system is to bet on the field, again starting with one unit and increasing your bets by one unit when you lose. The interesting part here is that you will eventually win on a 2 or 12 which pays at least double.

The advantage to using these modified Martingales is that you will be ahead, eventually, instead of breaking even. If, for example, your unit is $10 and you lose your first four bets, you will be down $100 ($10 + $20 + $30 + $40). Your fifth bet will be for $50, and if you win, you are now down only $50. If you win the next four bets, ($10 + $20 + $30 +40) you ll be ahead by $50! And if you are betting on the field and happen to hit a 2 or 12, you will be even more ahead!

If you are betting on the field, try waiting until a seven rolls and a point is established before you start betting. Then, make bets for the next four rolls only, or if the point is made. Then, wait for another seven and come-out, and start betting where you left off.

Try these systems out first online at a free site. ( has a FREE craps game.) See how well they work! Then go to a casino with low table limits and try betting $1 units. When you win $20, increase your unit to $5. When you win $50, increase your bet to $10 and really make some money!

Pssst…! Now you know the secrets of Martingale systems!

(c) 2005 by Larry Edell

Read About Arachnid’s Mesh, Because You May Have Never Seen It’s Poison and Skill Damage in Diablo 2

Arachnid Mesh is a unique Spiderweb Sash (notice the wordplay going on there?). It is a popular belt for casters due to several of the mods on it.

The Stats:

Defense: 119-138

Minimum Strength: 50

Level Requirement: 80

+90-120% Enhanced Defense (varies)

Slows Target By 10%

+1 To All Skills

+20% Faster Cast Rate

Increases Maximum Mana 5%

Level 3 Venom (11 Charges)

Slows Target By 10%

This mod is supposed to reflect the belt’s relationship to spidewebs.

Although Arachnid Mesh is more of a caster’s belt, this mod only works when engaged in melee, or attacking with a ranged weapon, hence requiring a target.

+1 To All Skills

While +1 To All Skills is great for every class and every build, it benefits casters the most, because they have to rely on their Skills to do damage, as compared to melee characters who can depend on the strength and power of their weapons.

A +1 to All Skills not only increases the caster’s primary attacking Skill by 1 level,but may also improve any synergistic Skills, boosting the power of the primary attacking Skill even more.

+20% Faster Cast Rate

This is the mod that all casters want on their equipment. Being able to casts spells quicker makes a lot of difference in the world of Diablo 2, as the quicker you can cast your spells, the quicker your enemies die.

Increases Maximum Mana 5%

Yet another mod on the Arachnid Mesh that is attractive to casters. The more Mana you already have, the better this mod works.

Level 3 Venom (11 Charges)

Venom is an Assassin Skill that deals Poison damage. A Level 3 Venom does 90-110 Poison damage.

One thing to note about Venom is that it caps the poisoning duration to 0.4 seconds. That means that if your Skills and items do a total poison of damage of 700 over 10 seconds, but you use Venom, then you would now only do 28 damage over 0.4 seconds, and if you want to inflict more poison damage, you have to successfully hit the target again, and inflicting another 28 damager over the following 0.4 seconds. Therefore, Venom prevents long term poisoning, and you would have to constantly hit the target every 0.4 seconds to get the full 700 over 10 seconds poison damage.

So while Venom does generally good poison damage, if you want your poison to last longer (and thus prevent monster regeneration rates from rising above 0 over a longer time frame) then you should try to avoid triggering Venom or just avoid items with Venom triggers.


Arachnid Mesh has one drawback: it lacks any bonuses to Resistances. Otherwise, it is a good caster belt. It is also has a very, very low drop rate, making it hard to find. There are Diablo 2 players who have never seen an Arachnid Mesh drop in the game. If you are really gung ho on getting an Arachnid Mesh for your caster, you might consider doing Mephisto Runs in Hell Difficulty over and over again, as it appears that Mephisto in Hell has a higher chance of dropping Arachnid Mesh (still very, very low though) compared to other Bosses and Uniques in the game.

Guild Wars 2 Thief Guide Gameplay

A thief relies mostly on dagger play in order to deal melee damage, but he is also effective at doing range damage, being capable to use the pistol’s high fire power which seriously affects his enemies.

Various skills and good strength define this class, which is an Adventurer profession suitable for quality strategic movements.

One of the most powerful skills of a Thief is Stealth. By using Stealth, a Thief can quickly become invisible, which allows him to strike its enemies from the shadow or even flee if the battle doesn’t work out in his favor. The opponents in PvP arena won’t be able to see a Thief which is in stealth mode, and neither will do the creatures in PvE (Player vs Environment).

Allies will be able to see him though, as an outline.

Another special skill of the Thief is “Shadow Step”. This one allows the hero to teleport to a remote location, far away from the danger. Teleporting through a blocking area, such as a gate, is not possible though.

As for the normal skills a Thief possesses, they are the Steal and Dual-Weapon wield. Steal allows you to subtract your opponents weapons and powers during the battle, meaning that you basically gain his advantages.

For example, if you manage to steal from a moa bird, the Thief will gain it’s feathers which can be thrown at your enemy in order to temporarily blind him. Steal can be used at the same time with Stealth, but it can’t be used often in a set amount of time.

The Dual-Wield Skills allows your character to benefit from a powerful weapon combination. When a Thief combines his main hand and off-hand weapons, it results in a spectacular Dual-Wield capability.

For instance, a Thief holding two daggers will gain the Leaping Death Blossom skill, whether the same one wielding a dagger/pistol combo will receive the Shadow Shot power, which allows him to teleport to the selected target.

Thieves don’t need a certain timer to recharge their power attacks, they rely instead on a resource named initative. This regenerates over time, allowing the thief to be responsive in combat and stay flexible at the same time. Note that weapon skills do cost initative points but recharge instantly, meaning that the Thief can use them when back-to-back to an opponent. This allows them to unleash powerful and rapid attacks on their foes.

You should know by now that Thieves are masters of trickery and disguise, and such a class can only bring you benefits. Keep this Guild Wars 2 Thief Guide close for future reference and report to it whenever you need more information.

Maplestory Hp Washing Basics and Why People Consider It

For many job classes in Maplestory, hit point (hp) washing can make fighting bosses and general training easier. More hp, obviously, means a better chance of surviving an attack from a monster and for some classes to fight the stronger bosses, it is almost required to either hp wash, “blood” wash or be a very high level in order to have the hit points to survive. Hp washing is not cheap to do a lot of and will rarely, if ever be needed by anyone who does not plan to fight the stronger bosses in Maplestory.

That said, though it can be very helpful and anyone who feels like paying the high price tag would greatly benefit from this kind of character enhancement, it definitely is not required to enjoy the game for most classes in most situations maplers will find themselves in.

Magic point (mp) washing is usually only used to enhance the effects of hp washing as will be explained later. Having more mp isn’t as helpful for surviving anything, but the effects of having more can help out in other ways.

The first few steps for both hp washing and blood washing is the same. After you level up, you add ap points to your hp. For blood washing this is all there is to it. For hp washing there are another couple of steps. First you buy as many ap resets as you added points to hp. You then use it and take one point out of mp and add your now free point to your desired stat. This is the very basics of blood and hp washing.

Magic point (mp) washing is basically the same thing as hit point washing, except you add points to mp instead of hp. Normally, like hp washing, when you reset points it’s taken out of mp. There is a good reason for this. Normally, you will get more points in mp after this process than before. The amount of extra MP gained is dependent on class, skills and total Int (including equipment).

Important note: You can not take points out of hp or mp unless points have been put into them. For example, if you put 2 points into hp, you can take, at most, 2 points total out of either hp or mp.

Here’s a list of the whole hp/mp washing plan step by step. This will include concepts explained in later articles.

1. Equip Int equipment just before leveling and level up (reasoning explained in other articles)

2. Check what your minimum MP will be and compare to current mp (explained in another article)

3. Put one AP into HP/MP

4. If you are blood washing (not using ap resets) stop here, otherwise continue to step 5

5. Use AP reset to take one AP out of MP. (AP reset window pops up)

6. Put the AP point into desired stat

7. Click OK/yes on window

8. Repeat from step 2 if you have more points

9. Equip your regular equipment and carry on

That’s the basics of hp and mp washing. Though it can get very expensive, very quickly, even a little HP and/or MP washing can help just about every job class in Maplestory and still be within most people’s budgets.