Game Details
Player 1
#player1 Wayne_C Wayne C
#player2 E_Tran E Tran
>Wayne_C: AIMX 8G MAXI +26 26
>E_Tran: AEGIORR G6 AR.IGERO +64 64
#note During his clock, I jot down F, M, N, P.
>Wayne_C: ?CEEOST 12C COTE.iES +68 94
>E_Tran: FIINRWZ F4 WIZ +66 130
>Wayne_C: BLMP J6 BL.MP +23 117
>E_Tran: EFINRVY 13I FIVER +41 171
#note Was hoping for VINIFY at 9F.
>Wayne_C: AGILNOT L6 ANTILOG. +70 187
>Wayne_C: AGILNOT -- -70 117
>E_Tran: ACDKNNY 12L YANK +44 215
#note Will Wayne think of TOLING at H1? If he does, giving him TOKING isn't so bad.
>Wayne_C: AGILNOT O10 TO.ING +33 150
>E_Tran: ACDNOOP H4 COP +24 239
#note H3 COOP is fine. A play will eventually go down at E5, minimizing that bingo line (that was my concern). I don't like E3 COP because that line will stay open the whole game, which is undesirable.
>Wayne_C: EIJU C9 JUI.E +44 194
>E_Tran: ?AADENO N4 ADENOmA +65 304
#note Only bingo. Took me a bit of time to convince myself of it, and also to play it.
>Wayne_C: AGQ 10B Q.AG +34 228
>E_Tran: ADEIOTT O4 TOTED +40 344
#note Kills both hotspots. IODATE 14A is the crazy option to fight fire with fire
>Wayne_C: DSSW F11 D.WS +18 246
>E_Tran: AEIINTU 15J TIEIN. +8 352
#note I like this play a lot.
>Wayne_C: AHR E3 RAH +27 273
>E_Tran: AEEHNUU D4 HAE +36 388
#note Necessary doubleU leave
>Wayne_C: DLO 14C DOL. +21 294
>E_Tran: AEINUUY 15H UN...... +27 415
#note No point giving him tiles to draw.
>Wayne_C: BTU C2 BUT +20 314
>E_Tran: AEEFIUY 11K YE +16 431
#note Weird spot. 3 left in the bag, so I was hesitant to make one of the top two choices, 11K FEY or B13 FIE. This is next: an L gets me LEAF up top for good points, or else preserving FIE B13, while blocking his spot for LEV/REV.
>Wayne_C: ELLRRSV M2 LEV +18 332
>E_Tran: AEFIOSU B13 FIE +29 460
#note E10 GOT. I can't think that far.
>Wayne_C: LNRRS 8G ....S +14 346
>E_Tran: AOSU 7I A. +13 473
#note Low on time now. 11E ODEA is the play.
>Wayne_C: LNRR D4 ...N +7 353
>E_Tran: OSU 3H SOU +12 485
#note Don't go out. go ODES.
>E_Tran: (LRR) +6 491
Player 2
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