Game Details
Player 1
#character-encoding UTF-8
#player1 Kit_Morehead Kit Morehead
#player2 Arie_Sinke Arie Sinke
>Kit_Morehead: AAENR 8D ANEAR +12 12
>Arie_Sinke: AFFGRSS 7E AFF +29 29
#note I have a lot of options here. I thought this would be worth it for the points, and it's a reasonable play, but the sim is very narrowly favoring GAFFS I4 for 22, giving up 7 points to upgrade my leave from GRSS to RS. AFF constricts the board in a very annoying way, which may not actually favor me here.
>Kit_Morehead: CEOR E6 C..OER +16 28
>Arie_Sinke: BGIRSSY D7 G.BY +30 59
#note For the second consecutive turn, I opt for a defensive play that retains a four tile leave with 2 Ss. Quackle hates this, preferring GORY 9D, which I eschewed, as I didn't think it was right to retain the B when I could get rid of it and keep an R instead at a cost of only 4 points. The higher scoring BROSY 9C for 38, which I didn't see, also sims a bit up. Apparently the B is good here, and the G is less so.
>Kit_Morehead: AKNT C10 TANK +22 50
>Arie_Sinke: AEIRSSV 12A VI.AS +33 92
#note This is a straightforward best play.
>Kit_Morehead: ENT A12 .ENT +21 71
>Arie_Sinke: EHMQRSU 9G HERM +29 121
#note I thought HERM would be better than HEM here to set up a higher scoring placement of SUQ, and thought the R didn't go very well with the QSU leave, as it would make that leave too consonant heavy. Quackle likes HEM better by about a point, suggesting that I am overthinking this position - there is probably no meaningful positional difference between the plays and the one extra point that HEM gets makes it better. Both HEM and HERM take additional hooks as well (E and A.)
>Kit_Morehead: MTU 10J MUT +23 94
>Arie_Sinke: AQSTUWY K9 S.Q +34 155
#note Bad play - there are lots of better options and somehow I missed them all. Best is QUAYS B6 for 48 - it wasn't until midgame that I thought about STYE. The leave after SUQ is really atrocious.
>Kit_Morehead: ?DELNRS M6 LENDeRS +65 159
>Arie_Sinke: AEOTUWY L3 YOWE +22 177
#note Not loving this situation, and the fact that I'm no longer ahead and all my options don't score much is making me nervous and angsty. Something like ENOW or ANEW at 8L is better - scores a few points more and adds a scoring consonant to the bingo-weak ATU leave. TUYERE H4 is a good find and also better than my play.
>Kit_Morehead: NOO K3 ONO +23 182
>Arie_Sinke: AEEITUZ 8L U.AI +15 192
#note I miss OYEZ 3K for 32, which is better. This is second best and not actually that much worse.
>Kit_Morehead: CIILV N2 CIVIL +29 211
>Arie_Sinke: EEIINTZ J5 TIZ +20 212
#note My inability to find any plays that score a reasonable number of points is beginning to stress me out. TIZ looks second best, after TIE in the same spot, surprisingly - the EEIN leave is so bad that it pays to give up 9 points to keep the Z.
>Kit_Morehead: BDIS 12H BIDS +23 234
>Arie_Sinke: EEEILNO H11 O.ELI +21 233
#note This looks best.
>Kit_Morehead: EHP 14F HE.P +17 251
>Arie_Sinke: EEENOUW 13F EW. +24 257
#note I should have looked a bit harder for better plays here - WEENIE 15D for 24 looks like a clear improvement - it scores the same and clears out most of my poor tiles. Even something simple like OWIE 15F is better than this play.
>Kit_Morehead: AJT J1 TAJ +25 276
>Arie_Sinke: EENORTU 1G TOU.ER +21 278
#note I have a hard time believing that playing for 15 or 18 in the same spot with ROUTE/OUTER/OUTRE is actually better, but Quackle really likes it.
>Kit_Morehead: DDEGLOX 15G D.OL +16 292
>Arie_Sinke: EEGINUX 2F XI +27 305
#note Apparently this is the best I can do, and I can only expect to win 30% of the time after this play.
>Kit_Morehead: ?AADIOP 3E DIP +26 318
>Arie_Sinke: EEGGNRU 4A GUNGE +21 326
#note This is my best play, but it still loses to optimal play - she has A(G)OrA A3 for a mere 5 points to go out and win by one. I was fortunate that she missed that.
>Kit_Morehead: ?AAO 4A .....s +16 334
>Arie_Sinke: ER 14F ....ER +17 343
#note Best.
>Arie_Sinke: (AAO) +6 349
Player 2
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