Game Details
Player 1
#player1 hall hall
#player2 jacks jacks
>hall: COW 8G COW +16 16
>jacks: ?DINRUV G6 IN.URVeD +67 67
>hall: ?ABEENO 10C aNAE.OBE +63 79
>jacks: ADIIPQT F6 QI +64 131
>hall: AEISSTT D6 SATI.ETS +68 147
>jacks: ADIJLPT J6 JILT.D +39 170
>hall: TZ 9C Z.T +44 191
>jacks: AAEFNPP H12 FANE +44 214
#note fun to save PEP
>hall: SX 11C S.X +51 242
>jacks: AAGMMPP I13 PAM +25 239
#note not shedding the G here, the 4 point sacrifice to keep AMPP is not worth it
>hall: OY J14 YO +32 274
>jacks: AAEGMPR C3 PRAAM +33 272
#note over REMAP to make D1 and B column overlaps way harder
>hall: AEEFOOR -AEEFO +0 274
>jacks: AEEEGOU 4A AE.UGO +16 288
#note considered E(R)UGO as well, only two As out. If it didn't keep AEE and kept something a bit more manageable I might make the setup. Q likes OGEE D1, apparently I score as much after it as I do AERUGO, which I find hard to believe. Maybe it has him playing at b6 after ogee more often? I'm okay with this play
>hall: EITV A1 VIT.E +24 298
>jacks: CEEHIKT B4 .TH +31 319
>hall: DUY 6J .UDY +15 313
>jacks: CEEIKLR L4 RE.ECK +32 351
#note should probably do COWLIKE here. REDECK* is phony, but def the play if it's good.
>hall: GIINRSU 8L .IG +6 319
#note actual rack. super cool setup! H1 UNRIGS is also interesting
>jacks: DHILLNR 9N ID +6 357
#note awesome! CIG really screwed me over
>hall: ORU K11 OUR +12 331
>jacks: EHILLNR L12 HELL +28 385
#note wilconsidered HILLER strongly as well. The timing of HILLER is really nice because it leaves 5 in the bag, so any H1 or 2J or O9 scoring play he may have will empty the bag, making it pretty likely I can win in the endgame. The issue is that he can re-fish and make sure that any bingo he gets wins, and any occasional immediate bingo he gets will win. HELL takes a more standard outrunning route. If he makes a standard scoring play after HILLER it's definitely worth playing, but I think he'll recognize that he will need to fish, and then I'm probably better off playing HELL. Up 54, I will likely be able to leave 1 in the bag next turn, which is prime when I'm trying to outrun.
>hall: AO E3 A.O +8 339
>jacks: ABINNRW 5K N.B +21 406
#note looks like it's between N(E)B and (L)AWN. The worries are: V bingoes, 2 row bingoes, 4 row bingoes, and then refishing options for him. After NEB, unless he bingoes immediately, I expect him to open on the left side. I'm up 67, and probably aroundr 60 after his opening - perhaps GO(S) or GI(S), or maybe RE(S). It's hard for him to properly open without giving stuff back to me, but he could definitely have all the Es and do GI(S), which is a legit worry (I can't score a bunch there so it's harder for me to outrun). Most of the time I will be able to score a lot there and even outrun 1 row bingoes. NEB will outrun 2 row bingoes consistently. I played NEB finally because the V bingoes he can have largely do not contain the G (I didn't see VELIGERS, his other bingoes there are VIOLONES, VENERIES, VOLERIES). if he has the latter three, I will draw the G 40% of the time and outrun with DRAWING. Usually leaving 3 in the bag with a play like NEB is annoying because of refishing, but the refishing options he have are usually not good cause I can outrun. LAWN is a more standard play in terms of timing, 2 in the bag gives him fewer fishing options, but since my MO is to outrun, LAWN doesn't do any better a job of that than NEB, since it loses more frequently to V- bingoes but still will probably beat the 2 row bingoes.
>hall: EEFGINO 10M OE +10 349
>jacks: AGINORW 1A .OWING +14 420
>hall: EEILNRS H1 LINERS +33 382
>jacks: AFR I2 FAR +17 437
>jacks: (E) +2 439
Player 2
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