Game Details
Player 1
#player1 Mitchell Mitchell
#player2 Arie Arie
>Mitchell: DHIMU 8D HUMID +30 30
>Arie: ADGHIIU 7F AHI +26 26
#note Surprisingly to me, HUMID F6 wins the sim by a margin of 8 points. Apparently it is really defensive. I can see how the scoring options on row 6 are a bit of a free gift after AHI, but I'm surprised that it makes such a big difference. I saw and eschewed HUMID. Shows how much there is to learn about this game.
>Mitchell: ABN 6D NAB +24 54
>Arie: DFGIIOU 6H FUGIO +20 46
#note This is best.
>Mitchell: AJNN E2 JNAN. +24 78
>Arie: ??DEEIR K5 D.EREtIc +78 124
#note Hard to imagine a better draw than EER??. There are a lot of options but I like this because it can't be overlapped.
>Mitchell: AY D3 AY +22 100
>Arie: EIILLNR D8 .ILLIER +20 144
#note Just wanted to get a few points and clear the rack here. Sim recommends RILLE 8K. I think I saw that but preferred the leave after my play. But INR is actually not half bad. Apparently HILLIER really increases the odds that Mitch bingos immediately. I thought HILLIER might be good for long-term exhaustion style defense - the bottom half of the board is becoming increasingly bingo-unfriendly after some play through the floaters in HILLIER. I think this is okay but RILLE is probably better.
>Mitchell: AOP C12 OPA +22 122
>Arie: DGKNRTV 3B DR..K +20 164
#note Didn't think of VANG. Scores less but keeps better tiles. It's probably better.
>Mitchell: ACPS B12 PACS +36 158
>Arie: EEGNTVW 8K .EVET +27 191
#note This is a kind of uninspiring looking play but there's nothing better.
>Mitchell: ILNORST N7 R.TINOLS +70 228
>Arie: DGNOWWX 9G DOW +30 221
#note This is better than the obvious OX O11. Another option is WOODEN L4, scoring two less but clearing out one more consonant. DOW sims better.
>Mitchell: AEVY 11D .EAVY +22 250
>Arie: EEGNTWX O11 EX +36 257
#note boring but nothing better.
>Mitchell: AL M12 LA +18 268
>Arie: EGNQTTW F10 Q.T +32 289
>Mitchell: OZ L4 ZO. +27 295
>Arie: BEGNSTW 5K ..WT +8 297
#note DOWT is a Collins word. I genuinely believed that it was in TWL. I looked at plays like STEW 13F and didn't like my odds, and decided I would be better served by trying to set myself up to score a few points on the triple. I knew there was an S out, but I didn't think that Mitch had it because he would have probably have had some FUGIOS play that was much better than ZOO. It was a creative play but probably misguided, even if it weren't phoney - DOWN is a similar idea, albeit with a worse leave, and DOWN doesn't do very well in the sim. Apparently I should just play STEW for 25 and keep the points coming.
>Mitchell: MR 9C R.M +10 305
>Arie: BEEGNST O1 GENES +30 327
#note I use a phoney hook here. I also opt to play GENES instead of BENES or BEETS because I want the B over the G going into the endgame. I'm not sure about that decision. The sim wants me to play YENTE even assuming I don't get challenged. However, the sim doesn't know I won't be challenging off any DOWTS plays that Mitch makes, because I believe that DOWTS is good. I guess optimally I play YENTE and hope that Mitch plays DOWTS so I can challenge it off, but I am a human being with flawed word knowledge so this is about the best I can come up with.
>Mitchell: GO B9 GO +12 317
>Arie: BCEEIIO B1 BO.ICE +26 353
#note This wins the sim and should bring home the win 75% of the time. No point not emptying the bag, the pool is weak and Mitch doesn't threaten much.
>Mitchell: FRTUU 2J FUTUR. +34 351
>Arie: AEEIOT J8 TIE +26 379
#note Mitch scored ZOO as 29 rather than 27. I saw that he threatened ENS F11 to go out, and consequently thought that TIE was the only winning play. In reality I win by 1 after with optimal play after something like OBIA 1A. 5 suboptimal plays out of 13 in this game. Though I'm not really sure that HILLIER and DRANK were that bad, the whole DOWT(S) seqeunce was kind of ridiculous.
>Mitchell: NS I5 N.S +12 363
>Mitchell: (AEO) +6 369
Player 2
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