At first I was under the idea the Fitzroy system and the D'alembert were the same system, but after reading on both systems the Fitzroy is a little different. Here I will explain the Fitzroy System in more detail.
THE 'FITZROY' SYSTEM
THIS is quite a good system, and was very popular but unfortunately it is barred to most people on account of the enormous capital it requires. To feel at all sure of ultimate success, a capital of 10,000 units is essential, and even then it is not absolutely infallible. The idea of the game is to increase your stakes by 1 unit every time, without ever
decreasing, until you have wiped out all previous losses and gained 1 unit as well for every ' coup ' played. There are two exceptions to this rule. Your first stake is always 1, but if you lose this, instead of your next stake being 2, it is 3 ; after that it should be 4, 5, 6, 7, 8, etc., until your task is accomplished. Your game is finished when you can wipe out all minus quantities from your score-sheet and bring the result to + 1 Suppose, therefore, your score-sheet shows you to be 3, and your stake in the ordinary way ought to be 7 ; instead of staking 7, you would only stake 4, in order to arrive at the result of + 1 if you win. In the event of your losing the stake of 4 your next stake will be 8, just as if you had staked 7 in the ordinary course of the game the previous ' coup.' If you lose the 8 you would continue with 9, 10, u, etc.
If you win two or three stakes of 1 at the commencement you consider them as definite gains, and put them away quite apart from your capital.
Suppose you lose your first two stakes of 1 and 3, you are now out of pocket
1st Loss - 1
2nd Loss - 3
Total - 4
But in addition to getting back your previous losses, the object of the system is to win a unit
per ' coup ' as well, consequently in order to keep a clear record of the amount you require to win, it is best to add 1 unit to your losses after every ' coup.'
By far the best way to play this system is to work it on both sides of the table. On a favorable table you will win
twice as fast and expose less money to the risk of Zero. If only played on one side, I would
recommend the method of either follow the last bet or wait until two consecutive losses and then switch.
If you cannot raise the suggested capital of 10,000 or 20,000 units, the system can be attempted with several small capitals of about 200 units each. It is quite possible to turn 200 into 1000 in a very short time, if you are
sufficiently lucky to avoid a bad day at the start.
I think too many players spend too much time trying to figure out progressions. Progressions don't win the roulette, no matter how attractive they may look. What wins the roulette is the overwhelming success rate of a system after a carefully planned trigger appears
If for example you determine that after the trigger appears, the system wins by 95% of the time within 5 spins for example, then you have a base to work with. Your progression is confined to 5 spins. Then you play with the progression numbers to make sure that when the 5% loss hits you (and it will for sure), it doesn't exceed the amount of total winnings under the 95% win rate. If it does, then even at 95% win rate the system will lose. If the 5 times you lost, the lost amount exceeds the amount you won 95 times, the net result is a loss.