Player 1 |
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#player1 whatnoloan whatnoloan
#player2 Yukiko Yukiko
>whatnoloan: ENOORSZ H3 SNOOZER +84 84
>Yukiko: CEEHO 3C ECHOE. +24 24
>whatnoloan: AILMNRS 10B MARLINS +84 168
>Yukiko: JO 2F JO +52 76
>whatnoloan: ABFILNT 1G FLAB +33 201
>Yukiko: AEEGINT D6 INTE.AGE +70 146
>whatnoloan: AEINOTT D1 TA.O +14 215
>Yukiko: ?AEOPRS 8A PRO.EAS.s +80 226
#note Cool! There's actually another play at 8A.
>whatnoloan: BEINPTT 2I BITTEN +30 245
#note BAIT 11C is probably better to make the game more difficult.
>Yukiko: ITW 1M WIT +25 251
>whatnoloan: FHLLPUY 1A FLU.Y +33 278
#note Between FLUTY and HELPFUL, I chose this to do what BAIT would've done: make the game more difficult.
>Yukiko: DIN E3 .IND +21 272
>whatnoloan: ADEHLPR I5 PHA.E +35 313
#note An interesting choice between this and OPAH C8, which I didn't see. This has the advantage of scoring more points, while OPAH keeps a better leave and doesn't open a great new line for Yuki. ADELR probably isn't as good after OPAH as it usually is though. Also, Yuki doesn't bingo much more after PHAsE than after OPAH next turn, but PHAsE is much more conducive to repeated efforts to bingo. She probably has bingo tiles given her last couple plays too, and I would guess that her range is ahead of mine. Should I play OPAH to keep things tight, or PHAsE to score and go for the blank? Tough decision.
>Yukiko: IVW 13B VI.W +20 292
>whatnoloan: ?DILRUU B6 DU.U. +12 325
>Yukiko: CKU K2 .UCK +20 312
>whatnoloan: ?DILRRY F8 .R.DLY +24 349
#note Damn, WEIRDLY is available.
>Yukiko: GMO J9 MOG +13 325
>whatnoloan: ?AEIIQR A5 QI +14 363
>Yukiko: EISX 12F .EXIS +27 352
>whatnoloan: ?AEIORV L5 AVOIdER +66 429
>Yukiko: ADEEGNT M11 EDGE +14 366
#note GUAN 3J is best.
>whatnoloan: AR M1 ..AR +14 443
>whatnoloan: (ANT) +6 449
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