Game Details
Player 1
#character-encoding UTF-8
#player1 Arie_Sinke Arie Sinke
#player2 Steve_Grob Steve Grob
>Arie_Sinke: AAEIJOR 8G JIAO +22 22
#note This looks best.
>Steve_Grob: BGIO 9I BIOG +19 19
>Arie_Sinke: AAEORRS L8 A.ORA +14 36
#note This is also best. It seems like an optimal compromise between fishing and scoring points. It also forks the board when I have a leave that is likely to lead to a bingo.
>Steve_Grob: EPV 11J PE.V +18 37
>Arie_Sinke: EKRRSTZ 13K ZERK +41 77
#note This looks best.
>Steve_Grob: HNO N10 HON. +29 66
>Arie_Sinke: DRSSTTT -DSTTT +0 77
#note Exchanging is correct but I probably threw in too much potential here. All the top simming exchanges keep both Ss, with RSST being the best simming leave of all. I am not 100% convinced that Quackle evaluates this correctly, though.
>Steve_Grob: AGIO O7 AGIO +20 86
>Arie_Sinke: ADMRSVW M6 VAWS +26 103
#note I gave up 10 points to play VAWS instead of SAW O13, which keeps the V. Quackle says VAWS is worth the point sacrifice, but barely, only by a margin of about 2 points.
>Steve_Grob: ABEEFHT 14J FA +24 110
>Arie_Sinke: DHMNRTT -DHMNT +0 103
#note Poor timing for a 7 consonant draw. If I had played SAW last turn I would be in the same position with 10 more points. RT looks like the best leave.
>Steve_Grob: AEGP 15H PEAG +39 149
>Arie_Sinke: ?DEIRTT N10 ....ED +28 131
#note This looks right. Biding my time here, fishing is pointless.
>Steve_Grob: OW O14 WO +29 178
>Arie_Sinke: ?IILRTT G8 .ILT +12 143
#note This looks best; cleans up the rack far better than any other option.
>Steve_Grob: AQRU 11C QUAR. +28 206
>Arie_Sinke: ?ILMRTT E5 ReMITT.L +68 211
#note Only bingo.
>Steve_Grob: BCILY 6D B.YLIC +20 226
>Arie_Sinke: ?AEEHNS 13C dASHEEN +82 293
#note This and bANSHEE for 2 fewer points are my only bingos. Underscored by 1.
>Steve_Grob: IY 6L I.Y +17 243
>Arie_Sinke: EEIMNTU K4 MUTE +22 315
#note MUTE seemed like a good idea to prevent Steve from playing a 7 with the T in position 6 (something like CORDITE.) Quackle prefers MINUTE in the same spot instead, which sets up more floaters but is a better equity play and gives Steve less time to get the bingo he needs to win.
>Steve_Grob: DFNU 8A FUND. +33 276
>Arie_Sinke: DEILNSU 4K .ULED +20 335
#note It's very close between this play and UNI L4; they sim comparably. Both block a few bingos while continuing to score and leave balanced racks. With a lot of Es out the INS leave after MULED is very good.
>Steve_Grob: CEENORT F2 CONE. +18 294
#note This is Steve's actual rack. CONEY is his best play by a clear margin. He has to hope that he draws a bingo and I block the wrong spot.
>Arie_Sinke: EEINORS G3 NOE. +13 348
#note I thought this play was great but it's actually an error. I thought Steve couldn't have anything through the F or the U in FUNDI, but DETRIT(U)S and DRI(F)TNET are available. I can't block DRIFTNET without leaving many other bingos available through the C and the O in CONEY (including INTORTED if he has DRIFTNET) but by playing SONIC 2B I can block DETRITUS and still consistently outrun in the endgame if he scores well with the X. NOEL blocks all the bingos through the C and the O but loses immediately to DETRITUS/DRIFTNET about 5% of the time. SONIC only loses to DRIFTNET.
>Steve_Grob: DEINSTX 3L XED +38 332
>Arie_Sinke: EIRRST H1 REST +22 370
#note This is my best endgame play. It's the only way I can prevent Steve from going out.
>Steve_Grob: INST N1 TI.. +10 342
>Arie_Sinke: IR A8 .IR +6 376
>Arie_Sinke: (NS) +4 380
Player 2
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