Game Details
Player 1
#player1 JD JD
#player2 Rob_Robinsky Rob Robinsky
>JD: ABDIILO 8H LIBIDO +22 22
#note Sims even with the more defensive placements on the sim
>Rob_Robinsky: BEEILTU H5 TUL.IBEE +61 61
>JD: AAHJRUW 7K HAJ +46 68
#note there are some cool options here - I can play HAW at G9 setting up the J for lots of points, but Rob would likely smell a rat since I have a safe HAW placement at 7K
>Rob_Robinsky: ?EGIMRZ 10H .EZ +34 95
#note Right idea in theory, but not quite right in the execution. BEZ 10H complicates the bingo possibilities in row 11, which is a small mistake given the blank in hand. It looks like J8 BIZ is a bit stronger - despite the fact that retaining the I somewhat softens the retained G?, the E is still better than the I and there is potential for monster plays hooking BIZE. I did decide to keep the I for the HAJI hook, which is probably the main reason that the sim is as close as it is.
>JD: AAORUWY 11J AWAY +31 99
>Rob_Robinsky: ??GIMOR 5D eRGO.IsM +86 181
#note JD: I might chance GOURAMI/HAJI here in Rob's shoes

RR: I agonized over the choice. GOURAMI is deceptively defensive, as while it opens up high scoring possibilities they are relatively difficult to take full advantage of. ERGOTISM largely guarantees that I will not be seizing control of the board any time soon. I need to learn to accept some kinds of risks instead of shying away from the potential worst case scenarios.
>JD: EGORTUX 12J GOX +58 157
>Rob_Robinsky: EMOORSW 9K MOW +41 222
>JD: AERRTTU 13K TEAR +24 181
#note hard play. I liked this because it opens up two new lanes while I'm losing (row 14 and column O). I didn't want to slot the T at 4I because it doesn't open any threats.
>Rob_Robinsky: ENOPPRS D1 PROP.NSE +80 302
#note Pretty close between D1 PROPENSE, D1 PROPENES, D3 PREPONES, and 12A PROPENSE. I chose D1 PROPENSE over 12A to open fewer lines, and PROPENSE over PROPENES to avoid creating the 7C hotspot, but in retrospect I think I underestimated the defensive value of PREPONES. I assumed that Jesse's leave after TEAR was stronger than it actually was, but that's actually a good argument in favor of PREPONES.
>JD: DFRSTUY O12 FYRD +53 234
>Rob_Robinsky: ACDEIIO 1C A.ODIC +33 335
>Rob_Robinsky: ACDEIIO -- -33 302
#note JD: Will this be the break I need to get back into the game?!

RR: ANODAL, ENODAL, EPODIC, APODIC*. I swear I play like 75% of my phoneys against Jesse, ugh.
>JD: EFNSTTU 3C F.UNT +18 252
#note four Ns unseen hence FOUNT and not TOFU
>Rob_Robinsky: ACDEIIO 1A ADI.IC +33 335
#note EPODIC is pretty clearly better, but at this point I needed to play something I was sure of. Hopefully someday I'll be able to eliminate these kinds of mistakes from my game.
>JD: ADENSTU C7 UNSATED +75 327
#note usually, when trying to pull off a comeback, you want to bingo on the unlikelier lane first while you have the chance - which would suggest SAUNTED at 4I for two extra. on the other hand, opening the triple gives back more free points, and I have plenty of places to bingo even after UNSATED.
>Rob_Robinsky: EEINOSV N6 VISNE +51 386
>Rob_Robinsky: AEILOST (challenge) +5 391
#note JD: Nice fit

RR: VISNE wins the sim, but it's surprising how strongly Quackle is rating a set-up gambit like B6 VOE.
>JD: AEGNRTU 4I GAUNTER +76 403
#note back from 121 down to take the lead!
>Rob_Robinsky: AEILOST 15H ISOLATE. +80 471
#note JD: oops

RR: Far more of my playing history against Jesse than I'd like to admit evokes the whole "better lucky than good" edict.
>JD: EEILOOV 3J EVOE +30 433
#note I'm dead. I can fish to create a line for RELIEVO/OVERLIE, but he can just ignore it and score. this is almost dead even with OLIVE at D11 which blocks KANEH but also leads to ugliness when I can't draw an out
>Rob_Robinsky: AEHKNQR B10 KANEH +67 538
#note Lucky lucky lucky!
>JD: CILO 2J COIL +38 471
#note RR: From my perspective, EVOE setting this up looked pretty damn brilliant.
>JD: (QR) +22 493
Player 2
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