Friday, March 23, 2007

Moola Invites

Moola invitations
Moola.com Invites


Currently the only way to play the games on moola.com is by invitation only. This is because the site is still in Beta and they aren’t ready for millions of people to flood the site.

This is exactly why you want to join. Now is the perfect time to learn to play the games and to build up a nice bankroll. Once the doors open and the site is filled with newbies you will have the advantage. You will know the games better than they do and you will have more money.


Many new players won’t follow my Moola Management tips and will try to race to the top. Others will not have read my Hi Lo Strategy and will be easy pickings for experienced players. All that translates into moola in your pocket because you joined early and now have the advantage of experience.


Another reason to join early is for the referral system. You receive a boost from everyone who joins your down line whenever they win a booster themselves, or cash out. Since you will be in on the Beta you will be one of the first people there when they open the doors to the public. This will allow you to start sending out invitations right away before everyone else.


To get an invitation use the handy form in the right column of this site, or ask for one in the moola forums. Getting an invite from me is easier. Heh, and also allows me to get a referral. The best thing you can do with your referrals once you get them is not to invite your aunt Sally, but to invite Uncle Earl the webmaster. Webmasters will try to promote the site by placing banners and links on their websites once it opens to the public. This will get them lots of referrals, and build your down line at the same time.

Thursday, March 22, 2007

Hi Lo Strategy

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Hi Lo Strategy


I call this strategy the Pop and Lock, and it’s very simple. If you haven’t read my article called Hi Lo Basics, please do so. You should also play a few games of Hi Lo to familiarize yourself with the game. In the game of Hi Lo you must decide if the next card is going to be higher or lower. Simple. Here’s how it works.


You start with a 2 of hearts, on the number line it looks like this: 2,3,4,5,6,7,8,9,10,J,Q,K,A. As you can see there aren’t any cards lower than a 2 so you should click the Same or Higher button.

Let’s say the next card is a 5. on the number line it looks like this: 2,3,4,5,6,7,8,9,10,J,Q,K,A. Here you can see that there are three cards lower than a 5, and ten cards that are the same or higher. Odds say your next card is likely to be higher.

So far the decisions are pretty simple, but what if you get an 8? Let’s look at the number line. 2,3,4,5,6,7,8,9,10,J,Q,K,A. There are six cards lower than an 8, and seven cards that are the same or higher. The cards are almost split equally on both sides. Your next card could go either way. There is only a very small edge towards same or higher.


The same can be said for 9. Here’s it’s number line: 2,3,4,5,6,7,8,9,10,J,Q,K,A. Seven cards lower and six cards that are the same or higher. 8’s and 9’s are what is known as scare cards. When you get one, it’s scary. In these situations you should use your Lock and Change button to lock the cards down at that point and exchange the scare card for a different random card. Since there are only two scare cards in the deck, odds are you will get a better card. Your new card should make your next decision easier.


That’s the Pop and Lock, or Eight Nine Lock. When you get an 8 or 9, pop it out of there and lock it down. Lock and Change on 8 and 9. Lock and Change on 8 and 9. It’s a very simple strategy and easy to learn, just repeat this to yourself: Lock and Change on 8 and 9.


Disclaimer: This article, like all other articles on this site, is for entertainment purposes only and should not be taken as a guarantee of any winnings. By following this strategy or any other on this site you may loose great sums of money. Gambling is risky and you do so at your own risk.


Wednesday, March 21, 2007

Moola Management

moola
Moola Management


You may have heard of money management, or bankroll management, but have you heard of Moola Management?

Take a penny double it, double it again, and do this 30 times and you will win $10,000,000! Sounds simple, but you’ll need to win 30 times in a row for that to happen. Unless you manage your moola correctly. Putting together a string of 30 wins in a row is very hard. Putting together a string of 2 or 3 wins in a row is easier.


To start with, you’ll want to take your free penny and play until you have 10 pennies. Now you’re ready to start your climb to the top. Having 10 pennies will allow you to play ten 1 penny games. It will also allow you to lose 10 games in a row without going bankrupt. Losing 10 straight games is called a patch of bad luck. It’s just as hard to lose ten straight games as it is to win ten straight games. This is called a cushion, and it is good to have one.


The next thing you want to do is take 1 penny and play a game with it. The choice of game is up to you. If you lose that’s okay. You still have 9 pennies left. If you win, play a game for 2 pennies. If you lose you’ll still have 9 pennies because you are playing with your winnings from last round. If you win again, you will now have 13 pennies. Bank the 3 pennies and start again and play with 1 penny.


In this way you will slowly start to climb the ladder. When you have 20 pennies you can move up a level and start playing for 2 pennies, because you now have a cushion that allows you to lose 10 games in a row at 2 pennies each.


Move up another level when you reach 40 pennies, etc...


This is a very conservative way to the top and you may want to change the tactics to suit your personality, say by going for 3 in a row before you bank instead of 2. Or by having a larger or smaller cushion before you move up a level. You may want to play risky at the low end and more conservative at the higher levels. That’s fine. It’s really up to you to find what works for you. Your personality and how good you are at the games will determine your strategy.


There are two very important things you should remember.
1. Always have a cushion.
2. It’s harder to win 30 straight games than it is to win 2 or 3 in a row.


At times you may feel like you’re moving up too slowly. Don’t worry, when you switch from playing for pennies to playing for dollars things will get more exciting. On your good days you will be very happy, and on your bad days you will be glad you have a cushion. After all, tomorrow is another day. :-)

Tuesday, March 20, 2007

Ro-sham-bo-fu Basics

Ro-sham-bo-fu

Ro-sham-bo-fu


Ro-sham-bo-fu is the classic rock, paper, scissors, game with a new twist.
When the game starts each player has one of three choices, rock, paper, or scissors, but to complicate things you also get advice from your sensei. If you follow sensei’s advice you will get a bonus, even if you lose. If you disregard sensei’s advice you will either win, or lose, but not get the bonus.


Now you may wonder why you would ever disregard sensei’s advice, here is why, and where strategy comes into play.


The winner of the game is decided by who has the most stripes on their belt at the end of the game. During each round there is a prize, and a bonus.


Let’s suppose the prize is 3 belt stripes. Now suppose sensei says you will get a Bonus of 2 belt stripes if you do not use Paper. That gives you a choice of either Rock, or Scissors, if you follow sensei’s advice. You might think you should pick Rock, since Rock beats Scissors, but what if your opponent disregards sensei’s advice and picks paper? He will win the main prize of 3 stripes and you will only win the 2 Bonus stripes.


If you both follow sensei’s advice the winner will win 5 stripes, and the loser will only get the 2 bonus stripes.


If you both disregard sensei’s advice the winner will win the prize and the loser will get nothing.


There’s more to it, but it’s complicated to explain all the possible outcomes. As you can see, it is a game of strategy. Easy to learn, but difficult to master. There is also a timer which keeps the game moving and some funny graphics.


Graphics: 5/5
Sound: 5/5
Ease of Gameplay: 5/5

Gold Rush Basics

Gold Rush

Gold Rush


Gold Rush is a teeter totter game of give and take. Each player starts with six gold nuggets that weight 1, 2, 3, 4, 5, and 6 lbs each. The goal of the game is to be the first one to win a total of 32 lbs by tipping the scales in their favor.


Each round a random gold nugget is tossed on to the tetter totter and the players toss out one nugget each from their own pile. The heaviest nugget wins by tipping the see saw to their side.


This game relies on your ability to guess what your opponent will do. Will they toss out their heaviest nugget, or one in the middle? Which nugget should you toss out? You only have one of each kind so if you use your 6 pounder you won’t have it later. On the other hand, maybe the stack in the middle is big enough to justify it. Hmm.... what should you do?


The buttons and game play are simple. To toss a gold nugget simply click on it. The strategy however, is up to you. Gold Rush is a fun and simple game to play, and highly addictive!


Graphics: 5/5
Sound: 5/5
Ease of Gameplay: 5/5

Monday, March 19, 2007

Hi Lo Basics

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Hi Lo

Hi Lo is a very fun and addictive game that is sure to keep you coming back for more.
Each player starts with a deck of 52 cards and 4 lives, and ends when a player loses all their lives, or reaches the checkered flag at the end. Both players start out with a 2 of Hearts as their first card. It is then up to them to decide if their next card is going to be Higher or Lower.


2 is the lowest card and Ace is the highest. Suits don’t matter. Sounds simple, but there’s a fun twist to it that adds skill and strategy to the game.


There are 4 buttons a player can depress:

Same or Higher, which means the next card will either be the same, or it will be higher.
Lower, which means the next card will be lower.
Lock, which locks your cards in place up to that point.
Lock & Change, which locks your cards in place up to that point and exchanges your current card for a random one.


The Lock, and Lock & Change buttons are what give the game it’s strategy and skill. Since your goal is to guess correctly 10 times in a row to get to the finish line, the lock keys can make or break you. When a player guesses incorrectly they fall back down the line to the beginning, or to the last placed they locked their cards.


The winner is determined by which player is the furthest along the card line when the game ends.
This is why guessing incorrectly in the later stages of the game and not having a good lock can be devastating.

Be aware though, that using a Lock or Lock & Change will take away 1 of your lives.


To keep the game going at a nice pace there is a 15 second timer and if your time runs out you forfeit the game. But don’t worry, once you play the game a few times the timer doesn’t really bother you and you hardly notice it’s there at all.


To add even more strategy to the game you are allowed to see your opponents cards. This helps you adjust your own strategy. If you see they have a 2 you know they will guess correctly that the next card will be higher. Sometimes that will affect your decision to lock or not. Hi Lo is a very easy game to learn, but slightly difficult to master. There is also an element of luck involved. Overall it is a great starter game and very addicting.


Graphics: 3/5
Sounds: 3/5
Ease of Gameplay: 5/5

Why I exist

Hi,
This blog is for Tips and Tricks for the online gaming site called Moola.com. It is currently in Beta stage and only accepts members by invitation, but when it is released to the public it will be huge. I made this site for other players like myself to share their knowledge with others.

If you would like to submit an article please email it to me and I might include it in the site. If you would like an invitation to join Moola, please send me your email address and I will send you out an invitation. :)
Sunny~