Keep eyes open for loopholes in tourney rules

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The last two weeks we’ve
simulated 2,000 keno tournaments on the computer, and we’ve discovered that
the five-spot is the best ticket to play.

A $1 five-spot played against
other $1 tickets won the tournaments more than 20 percent of the time, while a
$2 five spot won over 27 percent of the tournaments played, despite the fact
that the five-spot represented only 12 percent of the players.

This week we’ll simulate
another 1,000 tournaments, each with a $1,500 buy-in as before. All tickets
played will be $1 tickets, with the exception of the one-spot player, who will
play three $500 one-spots each tournament (thereby using up the entire buy-in
with three tickets.)

Look at the difference in
tournament wins, now that the one-spot has been optimized. (The $1 one spot
would win only about 6 percent of all tournaments.)

 

 

Total Wins By 1-Spots : 307

Total Wins By 2-Spots : 46

Total Wins By 3-Spots : 58

Total Wins By 4-Spots : 75

Total Wins By 5-Spots : 160

Total Wins By 6-Spots : 133

Total Wins By 7-Spots : 90

Total Wins By 8-Spots : 131

 

 

Once the one-spot has been
optimized, the number of wins increases to over 30 percent! The interesting
thing here is that even though the one-spot wins an incredible amount of
tournaments, the $1 five-spot still wins much more than an average amount of
tournaments.

Many keno tournaments outlaw the
use of one-spots, to discourage the practice of “buying” the
tournament by big spenders.

I’m going to let you in on some
secrets. Even if one-spots are explicitly outlawed, if you really want to play a
one-spot there are several techniques to use that might be legal under
the tournament rules. (Many keno tournament rules are not completely airtight!)

First of all, there is the
way-ticket ruse. Although many tournaments bar straight one-spots, they are
playable on way-tickets in many tournaments.

So you might try something like
this: Mark five numbers, grouped 2-2-1, and play a one-way-five, two-way-two,
and a one-way-one. Play the five for a dollar, the twos for 50¡, and the one
spot for $98. This will give you a $100 ticket with a lot of “bang” in
the tournament, if you can get away with it.

Another tactic, (which will be
legal in almost any tournament) is to play a “virtual” one-spot. In
this case, we’ll choose our one-spot, and play it as a one-spot group.

We’ll also choose 25 groups of
two, and we’ll play the resulting 300-way-five for a dollar per way. This
approach has the happy qualities of combining fives and ones, and will
probably be lethal in tournament play.

I call this a virtual one-spot
because you must hit the one to hit a solid five. On the other hand, if you do
hit the one you have a reasonable chance of hitting a solid five. In effect, you
are really playing a one-spot!

The bottom line: If you are
allowed to play one-spot tickets in the tournament, the optimized
one-spot gets a rating of five spikes:

 

 

 

 

 

Otherwise, play the five-spot!

Well, that’s it for now. Good luck! I’ll see
you in line!

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