Game Details
Player 1
#player1 Avery Avery
#player2 George George
>Avery: EEKOQTY H7 KEY +20 20
#note A lot more defensive than YOKE since that takes 3 hooks.
>George: GGMU 9D MUGG. +14 14
>Avery: EIOQT E8 Q.ITE +28 48
#note I meant to play QUIET, and laid down this instead by accident. And I missed QUOIT. Game 8 fatigue hitting me hard. I missed my rack.
>George: OPS 10H SOP +22 36
>Avery: GOW 11I WOG +23 71
#note Missed this rack too.
>George: ?ACLSTT 12B TeL.CAST +76 112
>Avery: EOORSTV B10 VO.ER +32 103
>George: AFO A13 OAF +22 134
>Avery: EEEOSTU -EEOU +0 103
#note Definitely not doing OUTSEE.
>George: IO 12K OI +7 141
>Avery: ?AEERST 13G RoSEATE +84 187
>George: AHINPRS J13 .H +13 154
>Avery: ADDIIMN I6 DIM +18 205
#note This is weak since it sets up an S hook when this board was devoid of them. I should just do DIG here.
>George: ACI D12 .AIC +9 163
>Avery: ADDIINR 15D .ANDID +30 235
>George: FN 11A F.N +7 170
>Avery: ADEIRRX J5 DARE +24 259
#note I would obviously like to address the SKI hook here, and I know George well enough that he will be very likely to continue fishing one or two tiles and score minimally per turn while I am able to continue shaping the board the way I want here. So by forcing him to play into the right side of the board, I'll likely be able to continue blocking up the board and without any existing bingo lines, he may struggle to efficiently catch back up if I'm careful. Usually I'll be able to score 20-30 per turn while he scores less than 20, and soon, a bingo won't be enough for him to outrun me. This board is already pretty hard to open, but I do like how hard this makes it to open new threats. I can't say I like Quackle's other options here, so I think this play is pretty strong.
>George: ENY K4 YEN +22 192
>Avery: AIINRWX L3 WAX +47 306
#note Very lucky draw.
>George: O 3L .O +10 202
>Avery: EIILNPR M8 PENIL. +12 318
#note I think this play is a really good example of why my current strategies only work against certain players. He's obviously close to a bingo, and he probably has something sitting on his rack already. There's a couple scenarios to consider here. If he bingos at N1, I get counterplay at 1L, and I'm already up 40, so I can probably outrun most of the plays he could have in response on column O. If he bingos at N2, I can block the new opening at O8 and his path to victory is a lot harder. Not to mention that it has to end with a vowel, and the counterplay there is a lot bigger. If he bingos at N3, The board is closed again and I can probably nickel-and-dime him to a win.
>George: N 11M .N +2 204
>Avery: AIOORRZ 8M .RO +15 333
#note I'd rather not lend myself to a lot of worst-case scenarios here, so I'm not going to play ZORI or ZOO.
>George: BHILTUU F7 BI. +17 221
>Avery: AILORTZ N2 ZORIL +38 371
>George: AELT O1 TALE +36 257
>Avery: AEEIJTU 9L J.E +12 383
#note I was starting to get low on time here.
>George: EHNSUUV O11 NEVUS +30 287
#note Tough endgame for George. This is by far his highest scoring option, and the UUV on his rack makes his options limited, but this play has a big downside. His best play is G11 VAR - this is -22 from that. I'm not sure I would have been able to find VAR.
>Avery: ABEIRTU O8 .R +13 396
#note He's H stuck! I've never had that happen before. I only had about 6 minutes to figure out this endgame and verify he was stuck, and I got pretty close to optimal. This is the best first play, tied with O7 TO.
>George: HU 8H ...U +6 293
#note Actually tied with F14 UN since it prevents the sequence I do next.
>Avery: ABEITU 15N U. +2 398
#note My sequence is +34. Optimal is +38 if I play BAR instead of TAR.
>George: H - +0 293
>Avery: ABEIT 15M B.. +5 403
>George: H - +0 293
>Avery: AEIT G11 T.. +3 406
>George: H - +0 293
>Avery: AEI G11 ...E. +6 412
>George: H - +0 293
>Avery: AI 14F A. +8 420
>George: H - +0 293
>Avery: I 6N .I +2 422
>Avery: (H) +8 430
Player 2
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