The Cheat Sheet For Online Bingo

Bored of losing all of your hard earned money to online Bingo and not getting any compensating amount in return? Are you tired of waiting for that one chance when you will actually break the code and by default will be the winner of online bingo? Well then your wait is finally over! Now any bingo player even if they don’t win can get a chance at least to be the maximum gainer. How? Well there is a new rule book for the game in the block the only difference; all of its rules are the best rules a player could ever ask for. The cheat sheet for online bingo has been released. Just follow this cheat sheet and play a fair online bingo game.

1. Enroll yourself to all of those bingo games which have the maximum number of free gifts and offers. Start participating in games such as Tambola Bingo. Tambola bingo provides you with excellent opportunities to players. It applicable for both beginners and veterans. Tambola Bingo also provides you with wide collection enjoyable games. This is one of the most popular bingo sites in the UK and in the rest of the world, with a good name and reputation to it.

2. Late night Bingo games may offer you with a better chance at winning. The reason being a suitable reduction in the number of players even though the jackpot amount may be considerably less. The best option for late night bingo is Tambola Bingo. It offers you, a 100% bonus Bingo on deposits made for the first-time! The 75 ball game is a pretty good investment, if winning some hard earned cash is your goal. All it requires is a four corner bingo to win the jackpot.

3. Be very particular about the cards you decide to buy. Cards featuring bingo numbers over 31 may reduce the probability of having to share your jackpot.

4. Increase and improve your connections with your chat room friends so that nominating one for your bonus becomes easier.

5. Try playing on the sites which declare a monthly player prize. Increase your networking with the CM’s.

6. Aim for the sites with a bigger jackpot. Keep a check on the smaller prints, a few jackpots worth a million may become a bit difficult to win.

7. Keep records of the bingo bonus amount offered by various website.

8. Opt for games with a better prize value then a cash value. There are many choices for games at Tambola bingo. The players will literally be spoiled for choices.

9. By investing the amount won in these games for funded rooms may actually broaden your opportunity for a win.

10. Avoid playing with more money then you can actually afford. Often at times, this is the reason why people tend to lose a lot more money that they should have.

NFL Situation Spotlight #25 – Red Zone Conversion

Red Zone Conversion percentage is one of those basic-box score stats that has been around for so long, it’s easy to overlook it in today’s 12-15 page NFL Gamebooks. It’s a deceptively simple, yet powerful statistic–teams that consistently convert Red Zone drives into touchdowns are the same teams that win games, and cover spreads. Teams with strong rushing games and tall, athletic receivers usually do well in the Red Zone, while teams that have trouble pounding the ball up the middle and don’t have the corners of the end-zone staked out will be kicking field-goals more often than not.

The fact that a high RZC% has a direct correlation with both SU and ATS wins should come as no surprise to even the casual fan. What is more interesting; however, is that RZC% also serves as an excellent tool in the prediction of future outcomes when used appropriately.

The power of RZC% as a handicapping tool truly becomes apparent when we compare how well one team has performed in the Red Zone while on offense, season-to-date, against the percentage that their upcoming opponent has surrendered scores in the Red Zone over the same time period. I actually analyze match-ups of opposing offensive and defensive units in many different areas and for many situations to determine if one team has an advantage (AD for short) over the other that can be significant enough to affect the end result versus the spread.

Before we can determine which team may or may not have an advantage, we need to know the league average for the statistic in question. In this case, the league average for converting drives that enter the Red Zone into touchdowns is roughly 50%. Therefore, if Team A were to have a RZC% For (Offense) of 55%, and Team B was to have a RZC% Against (Defense) of 60%, this would effectively give Team A a RZC%F AD of +15%. The formula would be:

(Team A’s RZC%F – League Average) – (League Average – Team B’s RZC%A)

Which gives us: (55 – 50) – (50 – 60) = +15%.

When we combine Team A’s better-than-average results in the Red Zone (+5%), plus, Team B’s worse-than-average ability to defend in the Red Zone (-10%), Team A ends up with a distinct advantage that they may be able to exploit if the two were to meet head-to-head.

And that is where Situation #25 fits in. The premise is this: Since 2002, teams that have a RZC%F AD of > 7.5 are an awesome 161-98 (62.2%) ATS when they also have a RZC%A > 50 and an Above Average Rushing Game Rating (this is ROF + RDE). Not impressed? Let’s put things into monetary terms–if you had wagered $110 to win back $100 on each game, you would have netted a tidy profit of $5,320 based on the results of these 3 different factors, over the past 7 seasons.

The last Primary condition for this situation involves looking at how often the current opponent of the team in question surrenders a first-down in Short-Yardage situations on 3rd and 4th down (S3C%A). This applies to all 3rd-4th down plays with 2 or less yards-to-go. When we remove all opponents that have a worse-than-average (greater than 65%) S3C%A, the record for this situation jumps to an incredible 104-37 (73.8%) ATS.

There are 3 different Secondary conditions (i.e., tighteners) that round out this situation. Secondary conditions normally exclude only a small percentage of games from the pool of NFL contests that apply. One example would be to ‘Exclude all Monday Night Games’, or, in the case of this particular situation–games in Week 17 are not included when many of the high-level teams involved are resting players as well as any games played prior to Week 4. Teams in a situation where they may be ‘looking ahead’ to playing an opponent with a winning percentage above .800 in their next game are also eliminated.

Excluding games in Week 17 makes sense for this situation, but, one needs to be careful when including too many Secondary conditions and things can get out of hand very quickly in this regard. It’s important that Secondary conditions fit into the context of the main logic, or building blocks of the situation itself. Tightening this particular situation by removing games in Week 9 only, or teams that had exactly 2 pre-season wins, are examples of out-of-context conditions that will only serve to falsely inflate the win percentage and reduce the situations potential for matching its past success in future games.

Here is the full summary for Situation #25 and all it’s related stats.

(Notes: ASMR stands for Average Spread Margin Rating. A positive rating indicates a trend that is stronger than average versus the line, negative–weaker than average. TDIS% is the percentage of teams in the league that have been involved in this situation at one time or another. WT% is the percentage of teams that are .500 or better and SPR is the average spread for teams in this situation. For more details, please consult Page 13 of my 2007 NFL Game Sheets Guide.)

Situational Trend #25 Summary (Last Updated: Jan 15th, 2008)

Primary Conditions (Building Blocks)

1) Red Zone Conversion% For Advantage (RZC%F AD) > 7.5.

2) Red Zone Conversion% Against (RZC%A) > 50.

3) Above Average Rushing Game Rating (AAVG RG).

4) Opponent S3C%A (OP S3C%A) Secondary Conditions (Tighteners)

1) Exclude Week 17 and Week 0.800.

Situation Stats

ASMR: -0.4

Home%: 50.4

Dog%: 45.0

TDIS%: 87.5

WT%: 66.1

SPR: -0.93

Top Teams: SD(20); KC(12); SEA(7); OAK(7)

Situation Records

Overall (Since ’01): 100-26 ATS

2007 Season: 11-4 ATS

2006 Season: 6-2 ATS

2005 Season: 13-2 ATS

2004 Season: 26-5 ATS

Last 3 Results. Pick in Brackets.

2007 WK19–NE 31 JAC 20 (JAC +13) W

2007 WK18–JAC 31 PIT 29 (PIT +2.5) W

2007 WK16–SD 23 DEN 3 (SD -9) W

Acey-Deucey – Sailors’ Backgammon

The backgammon variation Acey-Deucey was a popular pastime among the US Marine Corps during World War I. An article published in the backgammon site Play65 reveals that the game has been entertaining Navy officers already in the beginning of the 1900s. It also shows that even the name “Acey-Deucey” has its roots in the American Navy’s slang.

Acey-Deucey is the nickname given to the dice roll of 1-2. Normally a disadvantageous roll, the Acey-Deucey roll grants its thrower with special privileges: the right to play a desired double of his choice, plus an additional role (on top of the 1-2 roll). Acey and Deucey were also the nicknames of the First and Second Class Petty Officers (respectively), who also entertained themselves in Acey-Deucey Clubs and Lounges.

Acey-Deucey was not the sole occupancy of the command echelon; sailors used to pass the time between one mission to another rolling dice and moving checkers. Acey-Deucey was everywhere, testified one sailor in a letter to the Time’s editor in 1930, “the deck, below decks, in the engine room, the dynamo room and in the turrets and handling rooms”, and was never spotted among the combat corps.

Although Acey-Deucey can be played on the same equipment used in backgammon games, playing the game on the shaky grounds of the sea required some innovations. Therefore, to protect the dice and checkers from sliding and slipping, a special border was built around the backgammon board and the dice were dropped to the playing surface through a tube.

Acey Deucey Rules & Strategy

The acey-deucey advantage is one of the main differences between the standard backgammon and the mariners’ favorite variation. Backgammon and Acey-Deucey also differ in their initial board setup and their final scoring; the Acey-Deucey game begins with both players’ checkers based outside the board and it ends with the loser sacrificing one point for every checker that was not borne off the board.

Despite the great 1-2 benefit and the fact that Acey-Deucey is played without the doubling cube, the game does leave some room for preplanned strategy. Acey-Deucey strategy would focus on the early game, when both players enter the checkers to the board according to the rolls of the dice, the same way players remove their checkers of the board at the end of the backgammon game. Reasonable Acey-Deucey strategy may include quick entering of most checkers and using them to block the opponent’s checkers.

Basic Bingo Patterns

The increasing interest in the game has lead to the introduction of many new BINGO PATTERNS though there is countless number of traditional bingo patterns too. The bingo patterns may be simple or complicated. Even the simple patterns may give a blue to the inexperienced players as with the number of blotches on the card it becomes difficult to recognize the pattern. The game needs to be played with concentration. With the complicated ones being displayed to make it a bit easier the game still demands skill. There are few “crazy” patterns” which implies that the pattern can be pointing in any direction. For the inexperienced players, the trick is to keep the game simple by breaking the patterns into small pieces.

STRAIGHT LINE PATTERNS

There are several straight line patterns which may include a combination of vertical, horizontal or diagonal lines. One-line bingo can be won by completing any single line whereas the double line bingo needs two straight lines which need not be parallel necessarily. There are also few line combination patterns like a bow tie, asterisk etc.

LETTER PATTERNS

These patterns take forms of the alphabets and the crazy pattern makes it all the more easier.

LUCKY SEVEN PATTERNS

This pattern is a double bingo that forms the number seven consisting of a horizontal and a diagonal edge.

COVERALL, ODD-EVEN, SPEEDBALL PATTERNS

In coverall the player tries to scratch the 24 numbered spaces in specific number of calls as decided before the game begins. If this doesn’t happen then the further procedure can be decided further.

Odd-even is a variation in coverall where the player is instructed to blot either even or odd numbers.

Speedball is another form of coverall in which the caller rapidly calls out numbers.

PICTURE FRAME PATTERNS

This frame includes every single edge of the card. Yet another classification of this pattern is a broken picture frame which includes all the spaces along the edge which begins from the corner.

DIAMOND PATTERNS

The pattern takes the shape of a diamond with the centre of each edge forming a part of the pattern.

POSTAGE STAMP/DOUBLE POSTAGE STAMP PATTERNS

In this the corners of the card need to be scratched in order to win. The number of corners is specified in the name of the pattern.

SIX PACK/BLOCK OF EIGHT PATTERNS

It includes a block of eight numbers i.e. two rows each of four squares.

KITE/ARROW PATTERNS

This is a classification of the postage stamp which includes any one corner and a diagonal till the opposite corner.

AMERICAN FLAG/CASTLE PATTERNS

This pattern includes three top horizontal lines and a corner vertical line either on right or left.

SNAKE PATTERNS

It consists of five squares forming a zigzag line which begins with the second square of first column.