Game Details
Player 1
#player1 Will Will
#player2 Bob Bob
>Will: EFLNNOV 8D FELON +24 24
>Bob: AHPSTUZ 7G HUTZPAS +88 88
>Will: GHMMNUV 8M HMM +35 59
#note L4 UMMAH is a smidge better if only to get UV off my rack. M3 VUGHS is also an incredibly creative long term move - the appeal is that I'm extremely likely to play something parallel down column N with HM next turn for a very nice score. Often, that will be MIM/MOM/MUM; but sometimes if I draw the right stuff, I don't have to use both Ms, and my play will set up my *second* M so that I can play down to the triple with HMM the turn after that! Still, I think UMMAH and HMM are both just too many more points than VUGHS; the time I spend doing those setups is time that I would like to spend building towards a bingo.
>Bob: AUY 9L AYU +27 115
>Will: CGNOTUV F5 UNC.OG +39 98
#note I really almost played CLUNG here, but 5 extra points is so much and how dangerous could a hanging U be?
>Bob: ?AEIQRR 5E Q.ARRIEd +114 229
>Will: AEGLSTV N8 ..G +10 108
#note The VALETS leave is way, way better in CSW. I didn't imagine that Bob would just let me play MUGS, but there were a few other things (VOLTAGES/VEGETALS/FESTIVAL) to hit.
>Bob: NNOOSTW 11H WONTONS +77 306
>Will: AELSTVW L9 .V.W +20 128
>Bob: ACDEFR 12D FARCED +35 341
>Will: AEELSTV H10 T..LVE +36 164
#note Think I just missed WEAVE here.
>Bob: EGINX 14H .EXING +33 374
>Will: AADEKLS H1 DAKE. +33 197
#note I was pretty sure of VEXINGS but decided I needed more space. I should probably just pack it in, but you never know...
>Bob: BDELR 2F BL.RED +17 391
>Will: AAIILST 6D AI. +14 211
#note Need another line
>Bob: IOP 3D POI +9 400
>Will: AIILSTY 14H ......LY +44 255
>Bob: AEJ D1 JA.E +42 442
>Will: ADIIOST 15N IO +23 278
#note Didn't think of DIYA, but IO bingos a lot more.
>Bob: BEOORT 1J REBOOT +38 480
>Will: ADEINST 15A ANDESIT. +80 358
>Bob: AEEIRTU 14A AUE +15 495
>Will: ?IIS 3J ISIt +13 371
#note Given the start I'm totally fine with a near 100 point loss in this one.
>Will: (EIRT) +8 379
Player 2
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