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Aggressive System Wrong Bettor

Since you never give the house more than 0.8 percent by laying single odds on the don't pass and don't come bets, you don't want to increase the house's advantage beyond that percentage. There are three possible ways to play more aggressively and still hold the line on the casino's edge.

1. Instead of increasing each bet by one unit after every win, you can raise the bet by two units. This is a sane method to use when taking advantage of a cold table, always subject, however, to the safeguards outlined in the basic strategy.

2. You can increase your bets by one unit after each win, but instead of making two don't come bets, you can make three of them. This gives you another bet out on the layout, but at the same time it gives the dice another target for repeats. At a very cold table, where few numbers or none are repeating, a player will be able to make a lot of money in a short time betting this way.

3. The final and most aggressive alternative is to raise each winning bet by two units and then make three don't come bets. Be super careful when doing this and be aware of the possibility of a hot roll repeating numbers till all the don't come numbers come down. If numbers start repeating, stop betting, take the temporary loss, and wait for the shooter to seven out before making another don't bet, either on the line or on don't come.

With this method, however, if you get a cold table, the money will pile up quickly, and you should net a beautiful win.

Omaha Eight-or-Better
This overconfidence can be intimidating to a new player. A truly good player keeps his mouth shut. He doesn't explain a weak player's mistakes to him, especially after that weak player has just "mistakenly" won a big pot.

Many of the principles that you learned in the previous chapter's discussion of stud eight-or-better apply to Omaha eight-or-better. Your goal is to scoop pots, not split them and hands that have potential in only one direction, such as K* -QA -1011-9A, or AV -2 A -7 A -8 • (which, like all low hands, has at least a little high potential), drop significantly in value compared to hands that have two-way potential.

You are allowed to use either the same or different cards in assembling your low and high hands, but the "must two" rule applies in both directions.

The "must two" rule also limits the number of low hands that can be made. If the final community board doesn't contain at least three different low cards, there can be no qualifying low and the best high hand will take the entire pot.
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