In this article I give a summary of what is known on gambling strategies (system ) in the simple language.
At the outset I must say that it is not possible to come up with general rules, because the structure and odds are as many as the variety of games, for example, card-playing games, table and casino games, sports betting.
One sure rule is that in casino games, in the long run, it is the casino that wins. This is because the programing is such that in the long run the casino makes a profit, the "house edge". The gambler CAN win in the short run, by playing according to a hit-and-run strategic plan. It is here that legends are born, gamblers that have devised plans by using mathematics, statistics, memory, logic, superstition, intuition and instinct.
Odds vary across games as well as within a particular round. For example, in card-playing the odds change as cards are drawn from the deck. Memory can be of great help here and, combined with the mustering of strategic plans, can lead to almost 100% wins. In the hands of talented gamblers such strategies have led to the creation of legends!
In almost all strategic planning, there is, to a varying degree, mathematical and statistical knowledge. Statistics an area in mathematics that deals with probability, the likelihood of an event to occur. Imagine a Texas hat in which you have placed 2000 little pieces of paper on each of which a number from zero to 1000 is written. Only on 10 of these papers the number 1000 is written. Twenty papers carry the number 100, and 50 papers carry the number 2. If I draw one of these papers, the probability that I draw the one that carries the number 1000 is very small, smaller that the probability that I draw a paper with the number 2 on it. Statistics books use this simple situation as the prototype for reasoning and mathematics to construct tests that are used in all science even Medicine! Almost all statistics books are not easy to follow. They usually have a one-year college math as a prerequisite. However, there is a book, Statistics: Concepts and Examples, that uses funny stories to teach elementary (and advanced!) statistics.