Player 1 |
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#player1 Avery Avery
#player2 Carl Carl
>Avery: ABEEFOX H7 FOX +26 26
#note ISC game from 12/28/17
>Carl: AENPUWY 10H YAW +34 34
>Avery: ABEENRU K6 URBANE +26 52
#note I considered BEAU, UNBEAR, URBANE and UNBE. UNBE gives up two easy bingo lanes and I'm not really a strong favorite to draw a bingo since I'm drawing 4 tiles. I opted for turnover. The biggest weakness of this play is that it gives back a triple for 30+, but I don't mind that. There's also a slight possibility of Carl not noticing the R hook, but that doesn't add a whole lot of merit to this.
>Carl: AEGNPUU 8K .EGUN +27 61
#note His other option is I6 GENUA, which the sim prefers by 2%, but it might be underestimating the value of a closed board. We agree that my rack on average is better than what he draws into leaving APU. Carl notes that if he plays GENUA and I play to the B, he often doesn't get strong counterplay without an R draw, which is a good point. Not really sure what's better here.
>Avery: DEEEIMO I6 MEDI.E +30 82
#note Would rather take the URBANER hook out immediately than worry about who draws an R first.
>Carl: ABHLOPU L3 OUPH +23 84
>Avery: DEEIOOR 12J OROIDE +25 107
#note Could do GOODIE, but I like partially blocking the BEGUN lanes and making a new lane that's hard to deal with and doesn't score a whole lot if Carl hits it.
>Carl: ABELRRY O3 BARRE.LY +64 148
>Avery: DEEQRTU 3J QU.D +28 135
#note Not a lot of wonderful options here since I'm either giving a lot of points back or closing off parts of the board, but I eschewed plays at M10 since it gave him an easy opportunity to block row 13, score a lot and kill the bottom of the board.
>Carl: AEOSSTZ N4 ZOA +31 179
>Avery: CEEGJRT M11 J.G +22 157
>Carl: EEGOSST 14H TAGLESS +86 265
>Carl: EEGOSST -- -86 179
>Avery: ACEERTW 13H AWE +12 169
#note I'm awful at these types of positions. I know Carl has an easy way to score points on row 14, and 20 points is a luxury on this board for something like SAG. So I want to create an opening that's hard to efficiently deal with and saves well enough to bingo occasionally. So the easiest way to do that is by playing on row 13. He doesn't have any strong scoring tiles, so he's not about to wallop me. I doubted he would be naive enough to play something putting an S at 15H, but it allowed for that possibility to bingo with a newly created lane. If he opted to leave it alone and infers a strong leave on my rack as he did, I can draw a 4 pointer and even the score. Sim's liking WE, which is understandable. Knowing there's both blanks unseen though, I don't mind flipping over one more tile. I think WE is better since it forces him to blow up the rack, but I feel like I'm making myself dependent on a good draw to win. Not sure what to think here - would like some thoughts.
>Carl: AEGLSST 14M SAG +20 199
>Avery: CELRTTV H12 C.VE +36 205
>Carl: AEEHLST 14F HA.E +23 222
#note An easily blocked setup, but there's not a lot of other great options.
>Avery: ELNPRTT 15E REL.NT +19 224
>Carl: ?EKLSTT F13 T.. +6 228
#note Nice play here - makes a spot that's hard to use and draws bingos with any of the 7 (!) I's unseen.
>Avery: AIIPRTV E10 VITA +16 240
>Carl: ?EKLOST D11 KETO +29 257
>Avery: ?AIIIPR 11B PI.. +10 250
#note Gotta address this SKI hook
>Carl: ?ILSSST C10 T.LS +19 276
>Avery: ?ACIINR 4F ACINI +19 269
#note Dangerously low on time here, but I like this play a lot. He doesn't get an easy 7 lane, and if he does bingo, he's forced to play an 8 which will give me back a lane to possibly bingo through. I can't picture myself winning after a small play like GI. As it turns out, I can't draw anything ecept MARCONI on row 4 or CANTRAIP on column B. If he can't bingo, this opening could be hard to block as well. CP puts this at 55%, higher than anything else by at least 5%. I couldn't calculate everything in the game since I wanted to leave myself some time for a pre-endgame if I needed it, but I'm glad I saw this.
>Carl: ?IINOSS F2 lI.ISONS +59 335
#note The only bingo.
>Avery: ?FIMORT 6A dRIFT. +10 279
#note No bingos, but this is the best endgame. A good strategy I've learned over the years is to find a high scoring play and make sure that playing it first isn't a bad idea. If I do MOD first here, he goes out with LENDS, so I have to block that and then I can play it since MOD is unblockable. I also save 15N MO as a backup.
>Carl: DELN O12 .D.E +18 353
>Avery: MO N10 MO. +34 313
>Avery: (LN) +4 317
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