Ace Five Count

Ace Five Count

May 14 2021

Ace Five Count

Count bizarrely has two emblems present in Ace Combat 7: Skies Unknown. The first variation is only utilized by the Count emblem obtainable by the player, which has a large top hat brim and the wings placed in front of the hat. The second variation is used on all of Count's aircraft textures, that being his Su-33 and F-15C.

  1. Ace Five Count Strategy
  2. Ace Five Count
  3. Ace Five Count Video
  1. Ace-to-Five Count is the simplest card counting method available as you'll only have to track aces and fives. Needless to say it's also the least profitable when perfectly executed, although also the easiest to execute perfectly. (Credit for the A-to-5 Count goes to Michael Shackleford.).
  2. The Ace-Five Count earns its name because it only considers aces and fives. This greatly simplifies the process for the player, who doesn’t have to track the majority of the cards in the deck. This works because aces are the best card in the deck for the player, while fives are the worst. Aces mean that the player is more likely to make a 3-2.
  3. Blackjack Ace Five Count £100 + £88 no deposit at 888 Casino. Get 100% up to Blackjack Ace Five Count £100 plus £88 no deposit bonus at 888 Casino. Only 30x wagering. Enjoy one of world’s most trusted and secure casino! 18+, T&C Apply, New Customers Only. Gamble Responsibly BeGambleAware.org.
  4. Uston claimed the ace/5 count would add 0.3% edge to whatever edge you have with basic strategy. That means in most of today’s singe-deck, 3-2 blackjack games, you would be playing nearly even or with a tiny edge using the ace/5 count. More recently, gambling mathematician and author Michael Shackleford optimized the Ace/Five system for the.
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I want to give a specific example of what I mean, because this book is intended to offer practical help, not airy generalities. The example requires some knowledge of poker, as given in Chapter 2. You can also skip the example and trust me, but that's not really in the spirit of a poker book.

There are three types of starting hands people play in Texas Hold 'Em: hands with aces, hands with two high cards, and hands with combinations (either pairs or suited connectors-that is, two cards of the same suit and adjacent ranks). These hands overlap: ace/queen, for example, is both an ace hand and two high cards; king of hearts/queen of hearts is both two high cards and suited connectors. In a rough average over many different games in my experience, a player who sees the flop has about a 40 percent chance of having one of these three types of hands. That adds up to more than 100 percent, due to overlaps.

The most important numbers for determining hold 'em strategy are these percentages applied to the table, not to individual other players. I have never seen a hold 'em game, even with the most expert players, in which one of these three types of hands was not overplayed, to the point that it almost never paid to play it. Which type to avoid is easier to determine and more stable than things like how loose or tight an individual opponent is, or whether she likes to play middle pairs. You might see two or three hands an hour from a single opponent. Even with some inferences based on how often he calls and what kinds of flops he folds on, it takes a long time to gather much useful information-and if he's any good, he's shifting frequently and being deceptive. Data on the frequency of ace versus high card versus combinations for the table as a whole are revealed almost every hand, and no one is trying to be deceptive about them.

Why is this so important? If two hands have aces, they obviously have 100 percent probability of sharing a card of the same rank. If two hands have two different cards ten or higher, there is a 62 percent chance they share a card of the same rank. If two hands are pairs or suited connectors, there is only a 7 percent probability they share a card of the same rank, and if they are both suited hands, there is only a 19 percent chance they share the same suit.

Anytime you are in a pot with other players who share cards, you have two advantages. They are each holding cards that would improve the other's hand, so they both have less chance of improvement. More important, it is likely that either both will beat you or neither will beat you. If both beat you, it doesn't cost you any more than if one does. But if neither beats you, you collect twice as much as you risk. Conversely, you don't want to be in a multiway pot sharing cards with another player (if there are only two bettors left, then it doesn't matter). This factor-whether you share cards with another bettor or whether other bettors share cards with each other-overwhelms most other considerations that make one hand different from another. If the other bettors are hoping for the same card, you want to be in with any playable hand. If you are hoping for the same card as another bettor, you rarely want to be in the pot.

Now, suppose you notice that the table plays too many high-card hands, suited connectors, and pairs, without enough respect for hands with aces. Obviously, you want to play all your ace hands and only the best hands of the other types (also, you prefer combinations in which the overcrowding causes less chance of overlap compared to high-card hands). Most poker theory focuses on individual other players and would tell you to go in with an ace only against other players who play too low a proportion of aces. But think instead about what happens if you play every hand as if it's impossible for any other player to be holding an ace. If anyone comes into a multiway pot holding an ace against you, they will lose money. You'll lose money, too. If you defend your niche with vigor, you can become the designated ace player. Other players will rationally fold aces against you, leaving you alone in a profitable niche (you don't care what they do when you're not in the pot). If everyone knows you only play aces, no one wants to be holding an ace against you with other players in the pot as well. The table as a whole would be better off if someone challenged you, but no individual player would.

Okay, I admit that winning poker is not this simple. There are problems with this strategy-for instance, you're too predictable. Or you might lose so much money fighting over the ace niche that it's not worth winning, or you might pay a lot of money and lose the niche. You might encourage opponents to wait for ace/king or suited ace hands. My point isn't to play all your Texas Hold 'Em hands with aces in them; it's to remember that the game is not a sequence of independent hands, like spins of a roulette wheel, but a session in which it makes sense to invest money early to acquire a favorable position. A poker session is not a series of independent battles against individual opponents; success requires finding and defending a profitable niche at the table that it is in no one player's interest to dispute.



I will talk more about the forest than the trees, but you have to know trees as well. You still have to play each hand and each other player individually. But there's also a level above the forest-call it the ecosystem. Winning poker requires knowing why other people are at the table and how you got there yourself. If you want to play randomwalk poker, without an unrealistically large bankroll or playing for trivial stakes, you need to understand the credit structure of the poker economy. If you plan to link a significant part of your life to the game, whether in terms of hours devoted or in terms of financial importance, I have some important things to tell you about the history and direction of the game considered as a financial institution.

TRUTH

I'm going to tell some stories in this book. I believe they're all true. When the names of the people matter, I use full names, like Bill Gates or Bob Feduniak. When they don't, I use real first names like Robert or Brian. In some cases, where the person might be embarrassed by a private story, I use nicknames like Dixie and Slick. The only possible confusion is with people like The Arm and Crazy Mike, real people I knew by nicknames. I will specify those occurrences in the text.

This book is about what I think today, not what I did in the past. I tell stories to help illustrate my points. I didn't make them up or consciously edit them, but I didn't go back and check against written records or the recollections of other participants. Memory being what it is, I might have transposed facts or inverted chronologies. That hardly matters, because it's what I remember, not what actually happened, that shapes my present thinking.

Poker books contain stories about hands, usually straight flushes beating fours of a kind, or one player holding absolutely nothing. Most of the money in poker changes hands when both players have pretty good, but not great, hands-maybe sevens and threes beating a pair of aces, or a pair of jacks beating a king high. For some reason, those hands don't often make it into the books. Just as hard cases make bad law, statistical freak hands teach bad poker. If you optimize your play for the hand when four of a kind comes up against a straight flush, you will be seriously miscalibrated for all but a few hands in your lifetime.

Another problem is that there is no such thing as an interesting poker hand. The play makes sense only in the context of a session. Telling about individual hands is like reviewing a book by picking out four or five of the interesting words it uses. Actually, Amazon.com does exactly that with its 'statistically improbable phrases' and 'capitalized phrases,' and you can see for yourself how useful it is. Even the simplest poker decision involves consideration of past and future hands.

The same thing is true of trading and investing. People often ask me for a stock tip or whether it makes sense to be long or short the dollar. If you think that way, you've lost already. You need a strategy, and a trade or investment decision can be evaluated only in the context of that strategy.

Despite that, there's no way to write this book without discussing some real poker hands and real trades. The question is, how to do it without being misleading. It would fill this book if I listed all the considerations that go into even one hand. I'd have to put in everything I knew about everyone at the table, everything that affected my judgment about what cards people had, every past hand, and my thoughts about future hands. But that could give the impression that I sat for two hours mulling over subtleties before folding a worthless hand. I rarely go through even a few seconds of formal calculation or conscious weighing. Afterward I can reconstruct the factors that went into the decision, but that makes it seem much more organized and deliberate than it is. If I asked you how you decided to wear what you're wearing right now, you could probably think of dozens of things that influenced your choice, but you probably didn't spend a lot of conscious effort weighing them.

There's another misleading aspect to this kind of account. I was a baseball umpire in high school. Once in a while the runner would be safe, I would see him as safe, and I would call him safe, but looking at myself from above I would see that I was calling him out. These were the clearest and most definite calls I made. All the while, one part of my brain was telling me, 'No, you're supposed to call him safe.' I can't explain why I did it; every conscious part of my brain said 'safe,' but my body was clearly signaling 'out.' I've done the same thing in trading and poker. I never know why I do what I do, and I am reminded of that fact only when what I do is exactly the opposite of what my brain ordered. Otherwise, I ignore the difference to maintain the fiction that I am in charge of my life.

In baseball, an umpire can never change a call. Maybe in the World Series, where the game really mattered, you would; I don't know, no one ever asked me to umpire the World Series. But in amateur games, changing one call just means people will argue every call, and no one will have any fun. Some umpires practice payback. I just figure the bad calls are random pieces of luck, like bad hops on grounders. Oddly enough, I have never gotten an argument on that kind of bad call, the ones from another dimension. However obvious the mistake, the added authority your body gets when disobeying your brain intimidates people. On some deep level they realize that if my body won't obey my brain, what chance do they have of influencing me?

In poker and trading, it's too late to change the call. You just factor it into your calculations and go on from there. If you're shaken, you recite this aphorism from James Joyce's Ulysses three times: 'A man of genius makes no mistakes. His errors are volitional and are the portals to discovery.' If the decision works, it was an unconventional masterstroke. If it doesn't, it was a devious misdirection to keep other players off balance. It's never a mistake.

Therefore, when I tell you about a poker hand, I can't pretend to describe what I thought at the time. The best I can do is reconstruct a scenario based on what I remember about the few seconds of conscious thought, consistent with what I actually did. Again, that's fine for illustrating my points, but it's misleading if you interpret it as how I think during a poker game. I don't know how I think in a poker game, and I don't know how my thoughts affect what I actually do.

Finally, there's the trivial point that I don't remember every card of every hand I've ever played. Since it's tedious to write 'I held a middling pair, probably sixes to nines, with some cards that don't matter except there were no straight or flush possibilities,' I will just go ahead and write 'I held seven of clubs, seven of diamonds, king of spades, nine of diamonds, and three of spades.' I will follow a similar convention for trading.

CHAPTER 2

Poker Basics

Is it a reasonable thing, I ask you, for a grown man to run about and hit a ball? Poker's the only game fit for a grown man. Then, your hand is against every man's, and every man's is against yours. Teamwork? Who ever made a fortune by teamwork? There's only one way to make a fortune, and that's to down the fellow who's up against you.-W. Somerset Maugham, Cosmopolitans Poker is a family of games that share hand ranks and betting rules. It can be played with as few as two people. Six is the most common number in home games; nine or ten is usually a full table at a commercial establishment. In recent years, online play has become popular.

To play poker, you need a standard deck of 52 cards; some games use the joker. There are four suits (spades, hearts, diamonds, and clubs) and 13 ranks (ace, which can be high or low, king, queen, jack, then ten through two). Unlike bridge, the suits have no order in poker: Two hands that are identical except for suits tie. Also, the order in which you receive the cards seldom matters; you can rearrange your hand as you like.

POKER HANDS

In poker games that use a wild card, the best hand is five of a kind. For example, if the joker is wild, five aces is the best hand.

With a single wild joker as a fifty-third card, and no draw, you will see five of a kind only once in 220,745 five-card hands. In many poker games, the joker is not completely wild; it can be used only as an ace or to complete a straight or flush. Some poker games allow cards other than the joker to be wild.

The next best hand, which is the best hand possible without wild cards, is a straight flush. It consists of five cards in sequence, all of the same suit. For example:

The ace is always allowed to be high, so the highest straight flush (called a royal flush) is:

In most games, the ace is also allowed to be played low; this is also a straight flush:

Despite the presence of the ace, it is the lowest straight flush because the ace is being used as a low card. You cannot use the ace as both high and low-this round-the-corner straight flush is not recognized in conventional poker (it is a flush, but not a straight flush).

Two straight flushes of the same rank tie, since there is no order ranking among suits.

A straight flush will come up in 1 five-card hand out of 64,974, without a wild card or draw. All further odds are stated under those conditions. Straight flushes are more than 20 times as common in seven-card games like Seven-Card Stud or Texas Hold 'Em; you'll see one every 3,217 hands.

Four of a kind, also known as quads, is the next ranking hand. If two players each have four of a kind, the higher four wins (aces are high). So:

beats:

If two players have the same four of a kind (as can happen in games with community cards), the higher fifth card (called a kicker) wins. So if the board in hold 'em is:

then your:

beats my:

Your best five-card hand is four nines with a queen kicker; mine is four nines with a jack kicker. My three jacks don't matter; only five cards count. If, instead, you had:

we would have tied because both of us would have had four nines with a jack kicker. You'll see four of a kind in 1 five-card hand in 4,165 or 1 seven-card hand in 595.

Below four of a kind comes a full house. This consists of three of one rank and two of another. Among full houses, the higher set of three wins, with the higher pair breaking ties. You get 1 full house per 694 five-card hands, versus 1 per 39 seven-card hands.

Next comes a flush, five cards of the same suit that are not in sequence. Flushes are ranked by highest card, then next highest, and so on.

beats

One in 509 five-card hands is a flush, and 1 in 33 seven-card hands. Flushes are followed by straights-five cards in sequence that are not all of the same suit. Straights have the same rules as straight flushes for breaking ties. You'll see 1 straight in 255 five-card hands, and 1 in 22 seven-card hands.

Three of a kind is the next best hand. These are called trips or (if at least one of the cards is a hole card in stud or community card games) a set. The higher three of a kind wins. In a tie, we look first at the highest kicker, then if necessary the second highest. Trips show up in 1 in 47 five-card hands and 1 in 21 seven-card hands.

Two pair follows in the rankings, and the higher high pair wins. If those are the same, we look at the higher second pair. If both pairs are the same, the highest kicker wins. In five-card poker you get two pair once in 21 hands, and 1 out of 4.3 in seven-card games.

Next comes one pair. For one pair, the highest pair wins, with ties broken by the three kickers in order. A pair is about equally likely in both five- and seven-card poker-1 per 2.4 in five-card hands, and 1 per 2.3 in seven-card hands.

Finally, hands with no pair, straight, or flush are ranked the same way as flushes. These appear in 1 out of every 2 five-card hands, but only 1 out of 5.7 seven-card hands has nothing better.

BETTING

Poker is not poker unless it is played for stakes of some value to the players. For one thing, the card play is too simple to hold anyone's interest. Beyond that, the entire point of the game is the betting. This is one similarity between poker and finance.

Betting can be done with money, but chips are more commonly used. Home chips are traditionally plastic in white, red, and blue. Values can be assigned as convenient for the stakes, but the ratio of five whites to a red and two reds to a blue is traditional. Either one player (usually the host) can act as banker, selling chips and redeeming them at the end of the game, or all players can be issued a fixed amount, with winners and losers settling up after the game. Commercial card rooms issue their own clay chips, which are heavier and have security features to detect counterfeiting. While there are differences among establishments, a common color denomination is white or blue ($1), red ($5), green ($25), black ($100), purple ($500), and orange ($1,000). Limit signs are usually color coded to the appropriate chips.

Table position is very important in poker. It is advantageous to have good or cautious players seated to your right and poor or reckless players on your left. In many games, players arrange themselves and move only if a player leaves. Serious players often assign seats by dealing one card to each player: The highest card deals, the next highest sits to his right, and so on around the table. Extra cards are dealt to break ties. By tradition, after an hour of play any player can request a new deal for seats. Most commercial establishments allow players to choose seats in the order in which they arrive. When a player leaves, any player at the table can take that seat before it is offered to a new player. Tournaments assign seats randomly.

In some commercial establishments, such as Las Vegas and Atlantic City casinos and northern California card rooms, the dealer is an employee who does not take part in the play. In others, such as southern California card rooms and many smaller places, the players deal for themselves. In either case, one player is designated as dealer for each hand to determine playing positions. That player may be designated by a button, a small object used for the purpose. The dealer position is therefore referred to as 'on the button.' The deal passes to the left after each hand.

Ace Five Count Strategy

The betting begins before any cards are dealt, or at least before any player has looked at cards. There are many variations and elaborations of these systems to create a pot before players see their cards. In most home games, each player places a white chip in the pot. This bet is called an ante. In commercial games, the most common arrangement is to use two blinds instead of antes. The player to the dealer's left puts up the small blind, equal to half the limit on first-round raises if this is a limit game. The player to the left of the small blind puts up twice as much. This is called the big blind. Other arrangements are possible-different numbers and amounts of blinds or combinations of blinds and antes. Some games allow more complicated predeal bets such as straddles and kills.

The difference between an ante and a blind is that a blind is actually a bet. The player to the left of the blinds, after looking at her cards, must either match the big blind, raise, or fold, putting no money in and taking no further part in the hand. In an ante game without blinds, the player to the left of the dealer can check (bet zero) and remain in the game because no bets have been made in that round yet. In an ante game, the player to the dealer's left opens the betting. He can check or bet. In a blind game, the player to the left of the last blind acts first. She can bet or fold. In either case on subsequent rounds, the first remaining player from the dealer's left opens the betting, except for games in which exposed cards determine the betting order.

LIMITS

Almost all poker games today have some kind of limit on the bet. The most common is a fixed limit game. All bets and raises must be for a specified amount, which usually doubles on the later rounds. For example, a typical limit game might be $100/$200 Hold 'Em, meaning the small blind is $50 and the big blind is $100. Any player calling the big blind must put up $100 to match that bet. If she wants to raise, she can only put up $200-$100 to call and $100 to raise, no more, no less. A player raising her must put up $300-$200 to call and $100 to raise, no more, no less. On the last two rounds of betting, any bet or raise must be $200.

In other cases, the limit is a spread limit, meaning that the player can bet or raise any amount up to that number. Some games limit the number of raises to three or four per round. That rule is usually waived if there are only two players remaining in the pot or sometimes in the last round of betting.

Other games are pot limit, meaning you can raise as much as is in the pot (including any amount you have to put in to call a previous bet), or table stakes, meaning you can bet as much as you have on the table (in this case you are not allowed to put money on the table or take it off during a hand). Table stakes is now often called no limit, but in true no limit someone can raise you any amount of money and you have 24 hours to raise it in cash.

The betting moves around to the left in strict order. Each player in turn can call by matching the sum of all previous bets and raises since his last action, raise by calling and then adding more to the pot, or fold. The betting round ends after one player makes a bet or raise and everyone else still in the hand either calls or folds. You are never allowed to reraise your own raise (the partial exception is the last blind, who can raise even if everyone else folds or calls the blind). At the end of every betting round, every remaining player in the hand has put the same amount of money in the pot in that round (and since the beginning of the hand, unless there were uneven antes).

Once money goes into the pot, it never is taken out, except by the winner or winners of the hand. Some games do not allow checkraising-that is, betting zero at your first opportunity but raising after some other player bets. Check-raising is also called sandbagging. Even when allowed, some players regard it as unfriendly, but serious poker players cherish it as an important tactic.

The situation can arise that a player is raised more than the amount he has in front of him. In modern games he is almost always allowed to go all-in. That means he bets all of his chips. The amount that was previously bet, which he was unable to match, is segregated in a side pot. The remaining players can continue to bet in the side pot among themselves. At the end of the hand, the remaining hands are exposed. The best hand takes the original pot. The best hand, ignoring the allin player's hand, takes the side pot. It can happen that A goes all-in, while B and C continue to bet. C eventually folds. When A and B reveal their hands, A beats B, so he gets the original pot and B gets the side pot. If C's hand is better than A's, she could argue that she should get the original pot since she matched all of A's bets and has a better hand. While many players have argued this, poker rules give A the pot. If you fold against any player, you can never share in any pot for that hand.

MECHANICS

In home games, players often throw their chips in the pot, make change for themselves if necessary, and grab the pot if they win. If there is a professional dealer, players place the chips they intend to bet in front of their stack, but not all the way into the pot. The dealer checks the amount and pushes the chips in the pot at the end of each betting round, distributing appropriate change. At the end of the hand, the dealer pushes the chips to the winner. Players never touch the pot.

Commercial establishments generally have rules to prevent string betting, whereby a player bets some chips, looks for a reaction from another player, then adds more chips. If you say nothing, once you place an amount in the betting area, that is your entire bet and you cannot get change, except that placing a single chip of any denomination is assumed to be a call and you will get change if it exceeds the call amount. If you say anything, you are required to adhere to it, so if you say, 'I raise $100,' the amount you put in is irrelevant; you will be required to place the call amount plus $100 in the pot. To prevent the verbal equivalent of string betting, if you say, 'I call and raise $100,' the dealer stops listening after the word call and you have not raised the bet. These rules may be enforced strictly or not at all.

Another aspect that causes trouble in commercial card rooms for some casual home players is that you are responsible for protecting your own cards. If you do not place a chip or some marker on top of your cards, the dealer may scoop them up, assuming you have folded. If another player's cards touch yours, your hand is dead, even if it is the winning hand. If your cards get out of sight of the dealer, your hand is dead. You see hold 'em players cup their hands over their cards and lift the corners; if the cards leave an imaginary plane extending up from the table's edge, the hand is dead. You cannot fan your cards in front of your face and lean back in your chair.

The commercial game moves more quickly than home games. If players are paying by time, they are in a hurry; if the house is collecting a percentage rake per pot, it is in a hurry. Even experienced home players are well advised to watch for a good while before playing, start at extremely low stakes, and inform the dealer (if any) of their inexperience. Online play is even quicker, but you don't have the physical issues of cards and chips, and the software prevents you from doing most illegal things. Also, you can practice with simula tors before you risk money. Many players play in several online games at once.

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The Multistate Bar Examination (MBE) is developed by the National Conference of Bar Examiners (NCBE). To understand the exam's scoring and instructions, or to obtain sample outlines and questions, download the MBE information booklet from the NCBE website.

When studying for the MBE, think of it as a game. Focus on playing rather than studying. Play the MBE every day with 34 questions at a time for as many weeks as possible before the exam. With BarMax, students get 1,750+ real MBE questions from previous bar exams, licensed directly from the NCBE. Unlike other bar prep courses, BarMax provides real questions only, so you know the questions you practice on are written by the same minds that write the questions you will see on the actual bar exam.

Ace Five Count Video

The MBE consists of two 3-hour (180 minutes) sessions-one session in the morning (9am - 12pm), a one-hour break, and another session in the afternoon (1pm - 4pm). There are 100 questions in each session. While practicing, make a spreadsheet to track your progress and write down the number of questions you answer correctly (e.g. 10/34 = 29%). If you are using BarMax, the app will track your progress for you. The goal is to complete 17 questions in 30 minutes with 70% or better accuracy (i.e. - 24/34). Love your mistakes and make them now while you are preparing, as opposed to on test day.

The NCBE booklet outlines frequently tested issues for the 7 tested subjects (i.e. Civil Procedure, Crimes, Contracts, Constitutional Law, Evidence, Real Property and Torts). Keep in mind the MBE is a national exam. This means you should ignore local laws and instead learn prevailing majority and minority views. Seven separate subject matter committees draft the MBE questions, so practice each subject separately.

The MOST important part of practicing MBEs is not the number of questions you complete, but rather it is studying the questions you have finished. Zero-in on the reasons why you missed a question and understand the answer to every question. This will help you learn the law and catch patterns. Even if you get a question right, you should still review the answer to ensure that you answered it correctly because you understood the question as opposed to random guessing. This approach will give you a look into the mind of the test makers.

Ask yourself: (1) Why did I pick this answer? (2) Why is the correct answer correct? (3) Why are the incorrect answers incorrect? (4) Do I know the law? (5) Did I inappropriately assume facts? (6) Did I read carefully?

Example MBE question:

Plaintiff, a jockey, was seriously injured in a race when another jockey, Daring, cut too sharply in front of her without adequate clearance. The two horses collided, causing Plaintiff to fall to the ground, sustaining injury. The State Racetrack Commission ruled that, by cutting in too sharply, Daring committed a foul in violation of racetrack rules requiring adequate clearance for crossing lanes. Plaintiff has brought an action against Daring for damages in which one count is based on battery.

Will Plaintiff prevail on the battery claim?

  1. Yes, if Daring was reckless in cutting across in front of Plaintiff's horse.
  2. Yes, because the State Racetrack Commission determined that Daring committed a foul in violation of rules applicable to racing.
  3. No, unless Daring intended to cause impermissible contact between the two horses or apprehension of such contact by Plaintiff.
  4. No, because Plaintiff assumed the risk of accidental injury inherent in riding as a jockey in a horse race.

Most students can get this question down to answer choices (C) & (D). Can you distinguish between the two? Why is one correct and why is the other incorrect?

Play the MBE as you would any other game. You will get addicted and have more fun studying for the bar exam, and this will help you maximize your MBE score!

Ace Five Count

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