Player 1 |
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#player1 Trip_Payne Trip Payne
#player2 JD JD
>Trip_Payne: JOY 8G JOY +26 26
>JD: AGOOOPR 9E GOOP +22 22
>Trip_Payne: DIU E9 .UID +12 38
>JD: ADLNORR D11 LORN +16 38
>Trip_Payne: ABER 10G BEAR +25 63
>JD: ADDIIRT K10 DID +18 56
>Trip_Payne: ACW 7H CAW +23 86
>JD: ?AINRST L4 qINTARS +73 129
#note wow, quite the draw, I looked for a long time for an overlap on row 6 but it doesn't exist.
>Trip_Payne: DEIO 12H DIO.E +18 104
>JD: ?GHNSTU 13I SHoTGUN +87 216
#note fun rack
>Trip_Payne: EEGLMSU 6B LEGUMES +77 181
>JD: AAEEFIO D4 FO.IE +20 236
#note forgot about the GUIDE hook, looks like AREAE/GUIDE is best
>Trip_Payne: IVV 8A VIV. +30 211
>JD: AAELOTT O11 TO.AL +18 254
#note ATONAL is bad because the Z is out, TAO at 12C leaves the right open, and I thought TETANAL blew up an OK leave unnecessarily. TETANAL sims 2-3 better but in terms of long-term control of the game I prefer TONAL.
>Trip_Payne: HPU N12 H.P +29 240
>JD: AEENQTY 8K Q.NAT +42 296
>Trip_Payne: EFLU G3 FLU. +11 251
>JD: CEEIKXY 5D .X +36 332
#note I didn't look hard enough for a setup with this rack, CREEK at 13C sets up a 56-point XI play that will be hard for him to stop. I am still a big favorite one way or the other though.
>Trip_Payne: BIRT C2 TRIB. +31 282
>JD: CEEIKRY H1 KYE +35 367
#note CREEK still looks like my best play. It has the added advantage of blocking the N.
>Trip_Payne: AEW I2 AWE +28 310
>JD: ACEINRT O1 INTERAC. +83 450
#note the nail in the coffin
>Trip_Payne: AEEMNOS C12 MOAN +24 334
#note complicated endgame, ARENE at 13C is best setting up MOS at 14I next turn, but this is close
>JD: AEEIRZ 10N ZA +37 487
#note best because it blocks REES/INTERACTS
>Trip_Payne: EES N1 SEE +14 348
>Trip_Payne: (EEIR) +8 356
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