Game Details
Player 1
#player1 Arie Arie
#player2 Matt Matt
>Arie: IJNOSTX 8G JINX +36 36
#note This is slightly better than JOINT for defense and a higher probability of bingoing soon.
>Matt: BDOV H5 BOV.D +11 11
>Arie: EIILOST 10B IOLITES +73 109
#note Best.
>Matt: ?ADSSUU D4 SUbDUA.S +68 79
#note Nice find.
>Arie: ?AEEOVW 5G A.OVE +20 129
#note Quackle really likes C1 WOVE - I suppose the leave is a marginal improvement and it scores two extra points, but I don't like throwing the board open (although ABOVE has a liability in that it creates an S hook on a board where there were previously none available. On the other hand, there is only one unseen S.) I prefer ABOVE because I like the stability that V/C balanced leaves give me - if I keep AE? there are lots of scenarios where I'm not bingoing next turn and scoring 10-15 points.
>Matt: BEZ 8A ZEB. +45 124
>Arie: ?EFLOPW 6F FL.W +25 154
#note Quackle doesn't like this - I think plays like this are what lead to the board evolving in the direction I want it to when I'm ahead. I don't like something like FOWL/WOLF/FEW at 4K at all - the board will never become constricted after that. I guess WOP E3 is okay.
>Matt: ACKM 6K MACK +26 150
>Arie: ?AEIOPR O6 sOAPIER +89 243
>Matt: OPTY C1 TYPO +20 170
>Arie: AACEHMO 1A OA.H +33 276
#note I can play MOCHA B2 for 51, which I didn't see. This is probably slightly paranoid. I don't like HOMA N8 at all (sim loves it) but MOCHA is surely worth doing.
>Matt: AGNST N10 STANG +24 194
>Arie: ACEIMRT M11 AMI +22 298
#note Quackle doesn't want me to play this, prefering ETYMA 2A and MAY 2A, but Quackle doesn't understand defense. This creates a difficult board for Matt to bingo on.
>Matt: EQU G2 EQU.. +24 218
>Arie: CELNRTT N2 CLER. +22 320
#note Maybe not optimal for equity, but it prevents a lot of bingos. I still like this. I don't defend against nearly as much with TYER 2B and RETICENT B7.
>Matt: EEN 2B E.EN +23 241
>Arie: ANNOTTW L8 WONT +15 335
#note I probably should just take the points with a play at 11D like STOW. These plays set up nothing but make it possible for Matt to make some play at 13F that I have a hard time defending against. They also leave worse leaves. However, the extra ten points are as likely to make the difference in the game as any line that Matt could create with his next play.
>Matt: AEIINRT 9C R.T +12 253
>Arie: AEHNRTY 3I EARTH.Y +28 363
#note I did this to score points - however, if that's my goal I might as well just play HAYER 4K, or THEY 4L for the better leave, or HYETAL 3I.
>Matt: DU 9J UD. +13 266
>Arie: FGILNOR 2I OF +28 391
#note Another point-grabbing play.
>Matt: DE G8 .E.D +17 283
>Arie: EGIILNR 1H ER +9 400
#note I thought this was great, because it threatened to go out with either BROILING C8 or TILING G10. However, Matt could block both plays simultaneously with SNED 11D, so this technically isn't best, though in practise it worked out well for me.
>Matt: AEGIINR A5 GRI. +14 297
>Arie: GIILN C8 ...ILING +24 424
>Arie: (AEIN) +8 432
Player 2
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