Game Details
Player 1
#player1 Chuck Chuck
#player2 Avery Avery
>Chuck: AGIRTU 8D GUITAR +18 18
>Avery: EELNSST J2 NETLESS +69 69
>Chuck: INOWY D3 YOWIN. +26 44
>Avery: AAEEGLP C3 AGAPE +43 112
>Chuck: AEUV 5H VA.UE +16 60
>Avery: ?BDELNX E4 DEX +51 163
>Chuck: EEY 9G EYE +19 79
>Avery: ?BEHLNO L4 B.HOLdEN +76 239
#note Only bingo. Only other 8 in this rack is BUNGHOLE.
>Chuck: OOW M7 WOO +24 103
#note Here he overdraws and I throw back the blank.
>Avery: BDIKLNR 10C BLIND +14 253
#note A good example of a play that's bad in principle but works well against my given opponent. Assuming he's close to a bingo, this makes his chances go down a lot while also blocking the double-double chances. His bingos will now be on column N or row 2, both of which should give me counterplay. I think I blocked something here too if I remember right.
>Chuck: CIM B1 MIC +22 125
>Avery: GIIKRTU 2F KITI.G +21 274
#note Not a fan of giving back lots of points at 1G, but I'd rather him not triple-triple.
>Chuck: AFO 11C OAF +28 153
>Avery: ?ADMRRU N9 eARDRUM +73 347
#note Only bingo.
>Chuck: EOP 15L PO.E +33 186
>Avery: CEFILNU N1 FUNICLE +84 431
#note So unnecessary.
>Chuck: AIT 1G AIT +19 205
>Avery: EEQRSTZ 13I ZESTE. +50 481
#note Just in case BEHOLDENS* is good (I didn't think it was) and to not give back 40 point plays with ZEST.
>Chuck: ORTV J10 VOT.R +18 223
>Avery: ADIJQRR 12B JAR +31 512
#note Best.
>Chuck: AHNOS O1 AH +35 258
>Avery: DIQR 2A Q. +11 523
#note It's 10 points better to block his out with 13C RID.
>Chuck: NOS 13A NOS +27 285
>Chuck: (DIR) +8 293
Player 2
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