Game Details
Player 1
#player1 wally wally
#player2 Jackson Jackson
>wally: CDEOU H4 COUDE +22 22
>Jackson: ADEFHNT 4H .HAFED +30 30
#note I don't really like the board after HAFT, it doesn't work well with DEN and is a bit volatile. CHAFED gives back easy plays but it's the type of board I want
>wally: ER 5K ER +16 38
>Jackson: EEINNST 9B TENNIES +68 98
#note Intense is 1 more, but I felt that closing the bottom right was a bit of a possibility, worth 1 point of sacrifice. Also baiting the coudes challenge here, so if he's a bit uncertain of tennies that might push him over the edge. he held for a while, remembering coudes used to be no good
>wally: UW M2 WU. +14 52
>Jackson: ADIJRSZ 8A JAR +34 132
#note I don't think I saw IZARD 6J, which is great for valuation but not what I'd play here with my commanding position. JAR closes immediate bingo possibilities and retains great scoring tiles.
>wally: EEGIRTT E7 RI.GETTE +68 120
>Jackson: ?ADFISZ 14B FAZ.D +44 176
#note Didn't see SAmIZD(AT), an awesome play. I prefer fez and fazed though, they hold great leaves and the hook for ringette. FEZ and FAZED flipflop in a sim, I like the less risky scoring option, but ADIS is awesome with the SA overlaps for ringettes, and 83% bingo chance. I would play FAZED again but maybe not in all positions
>wally: AMY 15A MAY +34 154
>Jackson: ?BINSTX C11 IXN.. +30 206
#note not worth it to play IBEX here for 8 fewer, NST? is worse than usual here
>wally: AKO 15F OKA +24 178
>Jackson: ?BMPSTV 6G B.MP +16 222
#note tough call between VIBE and BUMP here. I didn't see OMBER or consider BUMPS. VIBE seemed to be the highest valuation play, MPST? bingoes a lot with tons of even single-vowel draws, and when I don't bingo I can still score fairly well. However, drawing two consonants is the most likely draw (maybe 30% of the time), and in my commanding position I didn't want to risk that. Consistent with JAR and FAZED, I took the less risky option by playing off an extra consonant to make a vowelless rack much less likely. VIBE wins a sim, followed by BUMPS then BUMP.

the S is worse than usual here, and might be worth playing off. I'm inclined to keep Ss to counter Wally's potential board opening plays, which the sim won't account for.
>wally: HOP N1 POH +31 209
>Jackson: ?AGISTV L4 ..GATIVeS +76 298
>wally: S I3 S. +6 215
>Jackson: ABNOOUW O1 OW +36 334
>wally: EEINORS J6 .IONEERS +62 277
>Jackson: ABLLNOU D3 BULLA +16 350
#note obstructing ASH
>wally: DGRY 11H GR.Y.D +20 297
>Jackson: AILNOOU 3C O.OLI +16 366
#note more paranoid blocking, should be okay. GREYED blocked LUXATION!
>wally: ENT 8L .ENT +12 309
>Jackson: ACEINUV N8 .AV +14 380
#note thought about emptying the bag, but I thought a 2 row bingo was possible and I could still outrun it after NAV, but not if I empty the bag and draw the Q. I like saving QU(AT)E with this play, since I expect to draw the Q a third of the time
>wally: EI 12B E.I. +22 331
>Jackson: ACEILNU F2 C.UE +12 392
#note gah all the setups! (S)AU setting up CLINE is the best endgame, followed by 2H LAIN setting up CUE
>wally: ?IOQRT O4 QuOI. +23 354
>Jackson: AILN 2H NAIL +12 404
>Jackson: (RT) +4 408
Player 2
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