Game Details
Player 1
#player1 John John
#player2 Arie Arie
>John: ELNOTTW 8D TOWNLET +72 72
>John: AAAFLWY (challenge) +5 77
>Arie: DINRTTU 7I DUNT +14 14
#note Firstly, I shouldn't have challenged TOWNLET - I figured it was probably good, but for five points I was willing to look it up. Secondly, DONUT E7 and DUNT G6 do better in the sim - they score 2 and 7 points less, respectively, but they bingo more often, likely because they don't block the E, which is very valuable with IRT or INRT. However, I overscored this play by 2, which makes it slightly better.
>John: AAAFLWY -7 +0 77
>Arie: FILMNRT L4 FRI.T +18 32
#note I eschewed the sim winner INFORM E5 because I didn't want to create the S hook. I guess the 4 extra points and the improved leave make it worth it. It wins the sim by about four points. This and some other choices look reasonable.
>John: EIK 8L .IKE +24 101
>Arie: BILMNNT O4 BINM.N +13 45
#note The sim winner is INTOMB E5, another play that creates a huge S hook. It scores significantly more than the alternatives. MILNEB and NIMBLE in the same spot as this also look better. I saw BINMEN and quickly played it assuming that it couldn't be wrong.
>John: CO F6 CO. +14 115
>Arie: EILTUVY D4 LEVI.Y +24 69
#note It's this or LIVERY/LIVYER through the R.
>John: GMU C9 MUG +19 134
>Arie: AAORSTU E4 ORA +20 89
#note I couldn't come up with the best play of AUK N6, which keeps a much better leave. I did contemplate KATSURA O8 but ultimately eschewed it - it scores well but the lone O is a sacrifice, and it creates opportunities for John.
>John: ETV 9I VET +24 158
>Arie: ADGISTU 12C GAUD +20 109
#note This and GUID are very close (there are a lot of As out.)
>John: ERY 13B RYE +38 196
>Arie: HIOQSST 10H QIS +28 137
#note I saw QI N5 but thought that by shedding the second S I improved my chances of bingoing immediately - note that 3E-K is a possible spot for sevens with the leave that I have. The two plays are too close to call.
>John: ADINR H10 .INDAR +51 247
>Arie: EHLORST 14G R.THOLES +88 225
>John: IOP 13M POI +20 267
>Arie: DEGHLOX 15M HEX +50 275
>John: EJO K3 JOE +29 296
>Arie: DEFGLOO N5 LOO.ED +29 304
#note This is a kind of interesting situation - I saw GOOFED and GOLFED at M1 for 37, but putting the G out in the open with two blanks unseen seemed rather foolhardy to me. Quackle loves these plays. Quackle, however, thinks that I'm a significant underdog after LOOKED, whereas I think I'm in decent shape - the only spot for John to bingo is row 15, and I think if no bingos happen I'm a favorite to outrun, despite only taking an 8 point lead. I don't really want to play GOOFED and make the game come down to whether or not John can immediately respond with a bingo.
>John: ??AEIIS 15H .IA +10 306
>Arie: BEFGIPW M2 GIF +23 327
#note I think this is probably the best I can do. It seems unlikely that any bingos will be played, and I now have all the scoring tiles except the C and the Z (BEPW isn't a bad leave here - I can use them to get a few points). BEWIG 3E is an option, but it invites high scoring responses at H1 (especially with the Z.) So no BEWIG.
>John: ??AAERS 2L A.A +8 314
>Arie: ABCEPSW 1J CAB +17 344
#note This blocks the most obvious line and gives me my best shot at getting a blank. It is possible that John could have some nine like ANALOGIZES, but no sevens or eights can play. However, I'm not out of the woods yet, because ZA N1 and IZAR M8 could easily put John in good shape going into the endgame.
>John: ??AENRS 7C A. +3 317
>Arie: ?EPSSWZ 4C P..WS +10 354
#note This is best - blocks UNEAgER and threatens to go out.
>John: ?AEENRU F2 NE. +8 325
>Arie: ?ESZ 1N Za +41 395
#note I should go out here.
>John: ?AERU 1D URAEi +22 347
>John: (ES) +4 351
Player 2
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