Game Details
Player 1
#player1 Ayo Ayo
#player2 JD JD
>Ayo: FOW 8G WOF +18 18
>JD: AAAEIIT -AAAII +0 0
#note seemed like a no-brainer, but Q noticeably prefers AIA at 9I. It gives back 9 extra points, but I can also bingo through the 5s that Ayo plays at 8K, so it wins the sim by 3 points?! cool
>Ayo: BDI 7H DIB +16 34
>JD: AEELOTW 9F WOE +17 17
>Ayo: ?AEILNS K5 INSuLAE +81 115
>JD: AEGJLLT J10 JETLAG +59 76
#note kills JAG and JELL on a sim - ELLT and GAT are not happy leaves, hanging the G in the TWS-TWS lane isn't the end of the world
>Ayo: BEOU 15H BO.UE +27 142
>Ayo: AFX (challenge) +5 147
>JD: AELNOPS M9 NOPALES +79 155
>Ayo: AFX N8 FAX +56 203
>JD: AAANOOR O8 ANOA +40 195
>Ayo: EEIMTTU -EEIMT +0 203
>JD: ADIORTT N12 TOD +18 213
#note lots of Is unseen, should play TID instead
>Ayo: GI J5 GI. +15 218
>JD: AIKMQRT 12L Q.. +24 237
#note GIB suggests he has another I, didn't want to give him free points
>Ayo: IO L4 IO +8 226
>JD: AIKMRRT 14D MIKRA +25 262
#note hopefully the blank is still out there even in spite of his fishy plays the last two turns. Q likes KAM by a point because MIKRA gives back the TWS, but if I think he's bingoing next turn then MIKRA sets up a good counter-spot for me.
>Ayo: ?ADEINR 12C gRADIEN. +68 294
>JD: DERRTTY 15A TYRED +38 300
#note I was scared of the 21/12 consonant-vowel ratio, but I should just take the 9 extra points for DREY. Also notable that RTT>RRT.
>Ayo: ITZ 11E ZIT +51 345
>JD: AEELRRT C10 RE. +2 302
#note I am in trouble. One choice that I undervalued is just to fish an R and go for HEARTLET/ALERTEST/LITREAGE, which is 6/25. I elected to try to open the left side and hope to pull the G for the top-right, in which case I want to turn over more tiles. But it's too easy for Ayo to just play at 10B and kill the bottom-left permanently. In hindsight I think a strong try is REG at C10 for 3, which creates a lane on column B that will be a pain for Ayo to block - any blocks may give me back column D.
#rack1 EGHMRVY
Player 2
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