Game Details
Player 1
#player1 Sharmaine Sharmaine
#player2 Arie Arie
>Sharmaine: FNU 8G FUN +12 12
>Arie: DIKLLOO J5 LOOK +21 21
#note This is probably best. KOLO and KILO create an S hook that I don't have.
>Sharmaine: EIP K4 PIE +16 28
>Arie: AADILOW L2 WOAD +28 49
#note I think this is probably best. WADI in the same spot creates an opening unnecessarily while retaining a worse leave (scores 4 more.) PILAW 4K scores the same but I like AIL better than ADO.
>Sharmaine: DIRY K8 YIRD +31 59
>Arie: AHILLOU 9B HULLOA +17 66
#note A variety of options here, none particularly inspiring; this and a few other plays rise to the top of the sim. OIL M2 scores 20 and doesn't create an opening, but leaves AHLU, an undeveloped leave. AHULL L11 does well in the sim but slotting the L in the 3x3 looks insane to me. I'm fine with this play.
>Sharmaine: AABIRST 12G BARISTA +79 138
>Arie: BIIIMPT H11 I.MBI +27 93
#note I saw this and played it quickly, assuming it must be best, but IMPI 10A is available for 6 more points. The IPT leave after IAMBI is clearly better than the BIT leave after IMPI, and it's nice to keep the tiles in HULLOA open and create new openings with IAMBI, but still for the 6 extra points I should play IMPI.
>Sharmaine: EY 8A YE +20 158
>Arie: FINPRTT D8 F.INT +24 117
#note Looks best.
>Sharmaine: GI 14H .IG +10 168
>Arie: JOPRRTU M9 JUR.T +40 157
#note Looks best.
>Sharmaine: EH N10 HE +28 196
>Arie: CDEOPRT O11 COPED +38 195
#note Some column M plays are available (REDTOP M1 is a nice find) but I might as well score about the same, retain a better/comparable leave, and take out the column O scoring spot.
>Sharmaine: AOR N13 ORA +18 214
>Arie: AASTTXZ 13B ZAS +33 228
#note I liked ZAS to set up TAX. Sim agrees; it quickly rises to the top. A play that blocks TAX could end up setting up something comparably good.
>Sharmaine: AEGLRTV 14B AE +28 242
>Arie: AENTTVX M1 VEXT +56 284
#note Looks best.
>Sharmaine: EI 1M .IE +18 260
>Arie: AGNNSST 2L ..NT +20 304
#note Played this in lieu of WENS. I'm not really expecting to bingo before the end of the game; my plan is to do something about the Y next turn and completely deaden the board. Hence I would rather play with two Ss for scoring some cheap points. The sim does not agree with me, but sims are less useful in late game situation.
>Sharmaine: INV A5 VIN. +10 270
>Arie: AGNOSSU 5A .ANGS +18 322
#note The sim doesn't like this play, but I think it has to be best - takes out the V and I in VINY and the L in HULLOA, leaving only improbable overlaps of VANGS and US ending eights through the U in FUNKY, as well as bingos through the I in IAMBI and some very improbable nines like MARROWFAT G2. With 13 tiles in the bag, Sharmaine's bingo options are very limited and hard to see, despite both blanks being available.I retain the U, so drawing the Q will not hurt me much.
>Sharmaine: GRT B3 GR.T +11 281
>Arie: CEENOSU D3 CO. +12 334
#note This has got to be best - even the sim recognizes that it limits my ways to lose the game Lots of bingos through the G need to get blocked. (ET)hMOiDAL and vERMOuL(U) could still hurt me - anything else scores in the 70s, and I probably win, because Sharmaine will either draw the Q or I'll get it and be able to score well with it.
>Sharmaine: ??AEEOW A14 WE +21 302
>Arie: DEENOSU 15J ODE +8 342
#note EME 13G is best - scores 16, and leaves two places to play SUQ in the event that I draw the Q. I can't see how I lose after ODE, but with EME I do better on spread.
>Sharmaine: ??AEMQR A1 QuA +36 338
>Arie: EELNSU 1A .UEENS +16 358
>Sharmaine: ?EMR 1A ......iER +51 389
>Sharmaine: ?EMR -- -51 338
#note My 10F loses by 2.
>Arie: L C1 .L +2 360
>Arie: (EMR?) +10 370
Player 2
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