Player 1 |
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#player1 joey joey
#player2 jackson jackson
>joey: BSU 8G BUS +10 10
>jackson: AEEIMNO 9G EMO +19 19
#note ANOMIE 9E as well. this whole turn was based on my belief that BUSS was an invalid word. I liked EMO to be defensive, not leaving a super easy S hook like ANOMIE does. I also like making his plays a bit harder as EMO does (he'll have to open something and score badly if he doesn't bingo). Holding AEIN isn't ideal, but if he does bingo, it's a pretty decent bingo leave. If I was sure that BUSS was a word I may have played ANOMIE instead, cause BUSS isn't very easy to block nicely.
>joey: ISW J6 WIS +20 30
>jackson: AEEINOW - +0 19
#note strong play, sims well
>joey: ELNOORV H7 V.. +8 38
>jackson: AEEINOW 6E WINO +18 37
#note a full 10.8 points below the highest static play - fully felt this might be way excessive, but it's cool to leave 10a and 10I as the main bingo lanes, cause that gives back the triple.
bad side of WINO is that AEE is a lot worse than AEIN when he does hit. It's just better positionally, since his range is strong with VUM. This also makes some of his decisions harder, as it doesn't leave easy plays like WOE k4 does.
this sims terribly, with ERS implied it's 6 behind NEWIE, 5 behind WOE. def could be an overreaction/overadjustment, but I was happiest with this play out of everything I saw
>joey: EJ E4 JE. +26 64
>jackson: AAEERRY 10D AERY +17 54
#note YWIS is a big miss - YARE may not be ideal, but setting up my R and a phony S hook are decent, and scoring 24 is a lot better than scoring 17.
this is bad cause I'm not even lowering his bingo % by a lot - D and E column are now okay marginal lanes, he can still start with an S with BEYS, and he still has the K column and 10 row. YARE is a big improvement
>joey: NPTU 11B PUNT +18 82
>jackson: AEIILRZ D9 Z..IER +30 84
#note ZAIRE is okay - I didn't like IZAR because it gives back a lot of easy places to score well, between IZARS plays and IZARD and the 4 row. ZANIER makes his position tougher. ZAIRE is a decent balance between the two.
>joey: DEELORS K1 RESOLED +74 156
>jackson: AAAILLS 1H LAA.I +18 102
#note thought about AAL as well - AILS bingoes slightly more often, and AAL doesn't give as much back scoring wise, both things I like to accomplish. despite AILS being slightly more bingo prone, LAARI leaves more lanes open, so I ultimately bingo more after it. I do raise his average which is unideal, but LAARI looks worth it overall
>joey: AI 4D A.I +20 176
>jackson: AACEILS 2J A. +8 110
#note considered APICAL as well, but it's more thematic to go all in on the bingo here. APICAL also opens more scoring spots, which is something I don't want to do. ACEILS isn't perfect, but I bingo around 2/3 of the time, much more than APICAL.
This also blocks a scoring spot, another thing I want to do
>joey: DEHITV 14B TH.IVED +44 220
>jackson: ACEHILS 15G LAICHES +100 210
#note this is not a word - only LAICHS is the plural. I could play HELIAC for 56 here, but I had about 2 seconds to decide whether to pull the trigger, and I went for it. he held for a while
>joey: BFU 3B FUB +20 240
>jackson: AEGGNRT M9 GRANGE. +22 232
#note really tough play - fishing the G is really strong here. I hit bingoes with 22/35 tiles. these mostly don't get blocked unless he actively blocks or bingoes now - in either of those cases, waaaaay fewer bingoes play, cause they pretty much have the 10 row and the M column, and both those can be blocked. My issues with dropping the G was that I get totally wrecked by bingoes, which is an issue after FUB with 2 blanks out and a really nice M column lane, and that if he decides to block he can also wreck me.
GRANGES does a good job of blocking quite a few bingoes, and plays the outrunning game, which I'm much more comfortable doing at this point. Q doesn't think I'm blocking all that much with GRANGES, interestingly. this still looks fine
>joey: NPUY 12K PU.NY +28 268
>jackson: ACGMOTT O8 GOAT. +27 259
#note kinda a gross position - no words to the Y really clean my rack up. It's between CATTY and GOATY - GMO isn't ideal, but keeping MO for the 2 row overlaps is a good idea. I chose GOATY because CMT seems to have better longterm potential, shedding the G now while I can for a low cost. there are lots of Os to draw for 2 row plays, and CM fits nicely at 15a for a good score. ultimatley CMT felt like a better leave to outrun with than GMO
>joey: IX N12 .IX +41 309
>jackson: ?CEFMOT 13G COFT +28 287
#note looks fine to keep the M and the E, both great tiles in this position. The M has value at 15C and 2C, which will help with getting overlaps. It may be hard to outscore him at this point, but between the M and controlling endgame timing next turn, I have faith. EM? also helps draw bingoes a lot of the time
>joey: Q F3 Q. +11 320
>jackson: ?DELMOO 15A DOM +27 314
#note timing is hard here cause it would be nice to leave 2 in the bag, but there isn't a good way to play 7 tiles. DEMO is interesting here - there are a lot of downsides, such as OD leaving 1 in the bag, or getting immediately wrecked with OKE or OKA. M(H)O is quackle's choice. It isn't great for timing, but I bingo a lot. DOM isn't great in any real direction, it forces him to play only 3 tiles but that isn't a big deal here.
>joey: AKO N6 KOA +20 340
>jackson: ?EILNOT 3H OIL.ToNE +69 383
#note LINOTYPE is the play! lots of things win 3/8, as this does, but LINOTYPE wins 4/8!
>joey: ?DEENRT B1 De.ERENT +76 416
>joey: (R) +2 418
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