Game Details
Player 1
#player1 JD JD
#player2 XP XP
>JD: AOORTTU 8G OUT +6 6
#note taking the points for OUTRO is better. the additional OR leave is not particularly good.
>XP: IPU F8 PIU +13 13
>JD: AAORTTU 9H TAU +9 15
>XP: BDER 7G BRED +25 38
>JD: AILORTY K9 TOY +16 31
#note he blocked my bingo, which was fairly likely. many plays sim very close. this is reasonable.
>XP: EHV 10J H.VE +31 69
>JD: AEILRSZ M8 SL.AZIER +86 117
>XP: EGINW 15H WINGE. +33 102
>JD: FILMOSV 6I FILM +23 140
#note failed to think of VIOL at N7 until after hitting my clock.
>XP: IQ 14I QI +28 130
>JD: EINOSVW 8M .OW +18 158
#note the EINSV leave is not worth sacrificing points to keep, should just take the points for VOWEL (which actually leads to me bingoing more).
>XP: AELN N10 LEAN +34 164
>JD: ADEINSV E2 INVADES +79 237
>XP: ANP O13 NAP +18 182
>JD: AEEELOT 3B LOA.EE +14 251
#note elodea is a couple of extra points.
>XP: AHM 5J HAM +33 215
>JD: EIIOTTY 6C TI.Y +16 267
#note quackle suggests TOMMY or IOLITE as improvements - I strongly dislike what IOLITE does to the board, turning it into a permanent shootout. TOMMY looks good.
>XP: ACNR E10 NARC +14 229
>JD: EGIORST 7N GO +11 278
#note quackle loves turning over tiles on this play with the two blanks unseen. after GRIOT, my play the next turn is only 6 points worse on average than after GO. definitely GRIOT!
>XP: ?BDEIRR 2G BIRDERs +67 296
>JD: EIKORST 1H KOI +44 322
>XP: AGJ 2A JAG +29 325
>JD: EFNRSTT 14L F.T. +29 351
>XP: ?CEEOOU 12J COl.. +37 362
#note the question is, can XP win without drawing the E?
>JD: DENRSST G10 TRENDS +22 373
#note not the correct endgame since it gives big X play. key realization is that after his best play of EXEC, he can't actually go out in two, so I should start by slow-playing with OWTS at O7 and see what he does.
>XP: EEOUX H11 EX +36 398
>JD: S O12 S... +24 397
#note still good enough.
>JD: (EOU) +6 403
Player 2
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