Game Details
Player 1
#player1 Aldo Aldo
#player2 Will Will
>Aldo: LOTU 8G TOLU +8 8
>Will: CEIIKST K5 EKISTIC +107 107
#note Spoiler alert, I lose
>Aldo: ?EINSTW 5E ENTWIn.S +70 78
>Will: ADEFLOR E2 FRE.LOAD +62 169
>Aldo: BERV L1 VERB. +28 106
>Will: AIJSTYY 10B JAYS +43 212
>Aldo: GHU 1L .UGH +33 139
>Will: IIOTTVY 3I IVO.Y +24 236
>Aldo: AEPR B10 .APER +28 167
>Will: AIILNTT C10 .LIT +18 254
#note Almost played longer here. This is probably OK
>Aldo: AWX A13 WAX +47 214
>Will: ADDGINT D10 .AG +29 283
>Aldo: AEHR D1 HEAR +33 247
>Will: ADDINNT C3 TAD +17 300
#note Very confused here. 3C DARN/NARD crush the sim. They undouble, keep vowels, and still foul up the newly created scoring spot. Looks good to me.
>Aldo: AABC 8A ABAC. +36 283
>Will: DINNNQZ 10J Q. +31 331
>Aldo: EGM B4 MEG +19 302
>Will: DEINNNZ H7 D.NNE +6 337
#note The thinking here was to cripple the EKISTICS hook and retain some scoring punch for next/later turns. Sim likes 4L BEND, I assume because I get DIZEN a lot?
>Aldo: FO F1 OF +30 332
>Will: ?ILNOOZ 2N OI +15 352
#note Very nearly played ICON here...took a more defensive tack. Sims well. I will draw OUZO/OZONE a lot.
>Aldo: DEEINRS 12I RESINED +84 416
#note That's bad
>Will: ?LNOOUZ N10 ZO.aL +66 418
#note It seems very clear now that OUZO is the play - if Aldo does not have a decent play through the E of RESINED i will have a decent chance to hit at least one line, and at least give myself a chance at some endgames. ZOEAL is the best way to ensure that I lose a close game (i.e. it is not correct). I think in this specific situation (EEOU in the bag) I would have been dead after any play to the D down col. O (the only bingo, UNLOOSEN, doesn't fit) but come on, let's try to make the best play.
>Aldo: IIMNPRT 1A PIT. +27 443
>Will: EENOOUU 7H .EN. +11 429
#note Right idea, I7 OLE is best though.
>Aldo: IMNR 2A IN +12 455
>Will: EOOUU 4L .OO +10 439
>Aldo: MR I2 M.R. +6 461
>Aldo: (EUU) +6 467
Player 2
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