Game Details
Player 1
#player1 josh josh
#player2 jackson jackson
>josh: AEEINPV H5 VAPE +18 18
#note VEENA is standard, but this has merit. they sim evenly
>jackson: DILLOTU 9F LUDO +18 18
>josh: ?AEEINS 5E NAI.EtES +90 108
>jackson: DILNTUU 6D LUD +17 35
#note this is standard and boring and doesn't accomplish much. I thought about ULU/US, ULU/UN, didn't think much about (L)ULU, and I considered INDULT. INDULT goes against bingoing, so I discarded it quickly. ULU/UN is nice because it opens the top left better than other plays, and leaves the E and S open, which go well with DINT. LUD just scores better and is higher valuated, but perhaps not by enough to justify its weak board control. It also leaves me with few options once josh overlaps the TES of NAIVETES, whereas something like ULU/UN or LULU leave me with better scoring and bingo options. I think this is a mistake
>josh: EEIMOTW 6J OWIE +19 127
#note nice choice to take out lanes. good idea to play below naivetes rather than on top, so now opening the top takes a lot of effort. I also forgot OWIE took an S!
>jackson: EEINTTU F9 .UTE +6 41
#note happy with this - discarded TENTIE for the same reason as INDULT last turn, I would much rather keep better bingo chances, so LUTE is good. setting up the front E hook is also nice, cause 8a plays will open the top left some
>josh: CEMNOOT E10 MENO +22 149
#note meno doesn't take a hook, this is nice
>jackson: AEHINTT D11 HAT +26 67
#note I thought about (P)ATENT, which is nice cause it sets up my H with SINH! however, I need to draw an A, and he could have one of GGGK that goes nicely there, or some other occasional overlaps like REA- words. I thought about keeping the A and playing TENT instead, guaranteeing I can hit the spot next turn. A more extreme version of the setup is NET/SIT, which is good cause making SIT is better for me cause not much else goes after the T. However I felt like each of these sacrificed too much, and PATENT was the best setup. I considered THETA as well, but I prefer HAT to keep my bingo % high once again. I also liked not blocking ELUTE, which will be a nice and high scoring way to open the left side. I ultimately went with HAT over PATENT to keep better bingo chances; if I was ahead instead, I would be inclined to go with the scoring setup of PATENT. HAT wins a sim
>josh: CJMOQRT G4 Q. +11 160
>jackson: EIKNNST 7C KIN +17 84
#note if I'm sure of OWIES, then maybe i do (SI)NK. Or maybe in either case I do KIN, I think it's kinda forced at this point. if he blocks he's gonna either give me a floater at 8a, or leave me TAKIN hooks. this has downsides like letting him score well, but luckily not too much goes after LI that will hit hard. I need to put pressure on so he can't close the board easily.
>josh: CJMORTT I8 T.RC +8 168
#note interesting choice - he's setting up JUT on the left for next turn, and blocking some lanes immediately. I might consider MOJO as well, scoring better and shedding the J. CRTT can go very south though with 3 consonant draws. MOJO does give back more as well and lets me open the bottom more easily. TORC hooks can actually be blocked with plays from the C, many of which are pretty good for exhausting the main quadrant (bottom right) of the board. TORC is really nonstandard but it has a lot of things going for it
>jackson: DEFNSTX 7J NEXT +33 117
#note I should probably play XED here instead. I considered it given his consonant heavy range after TORC, but I also thought he could have some strong fishing racks, and XED lets him score better than after NEXT. One issue is that NEXTS can be blocked with OWIES plays, but I thought OWIE didn't take an S. Given it does take an S, XED is a good idea. I think in either case I should play XED, cause FNST bingoes more than DFS which is really necessarily at my deficit.
>josh: JMNOPRT G8 J.T +25 193
#note jun is a minor improvement
>jackson: BDDEFSV -BDFV +0 117
>josh: IMNOPRU 8A UNI +15 208
#note RUIN scores more, which might be worth it. UNI gives a much worse lane back to me though, which is nice when I will likely be opening new lanes. UNI also saves MOP underneath for next turn, which is the real value of this play. I will not be blocking there too often, and as long as I don't open a really big threat that needs to be addressed, Josh can close this lane he created for a lot. UNI + block nets him 43, whereas RUIN would require an 18 point block to work out. Of course there are other situations to consider, where he doesn't get to block at all, in which case RUIN has the advantage of outrunning better, but UNI still has the immediate bingo defense advantage. Tough call, and i'm glad josh is taking nonstandard routes
>jackson: AADEIOS B6 DA.IO +20 137
#note although this closes a lane, I still have TORCS and NEXTS. My favourite thing about this play is it allows two plays on the A column, the upper one opening the top of the board, which is really necessary! basically this is a longterm open play despite being slightly shortterm defensive
>josh: CEIMOPR A10 MOPIER +43 251
#note one issue of these 6 tile plays is they score mightily
>jackson: AAAAERS -AAA +0 137
#note basically dead now
>josh: ?CFIOSZ C7 ..F +23 274
>jackson: AAEERSY 8M AYE +21 158
#note just AY is probably the winningest, but I'm not really winning this game anyways
>josh: ?CIOSWZ O4 ZOWI. +27 301
>jackson: EIORRSV I2 RIV. +8 166
>josh: ?ACGNSS 2H C.AG +9 310
>jackson: AEIORRS H1 O.A +17 183
>josh: ?AALNSS 12I SANtALS +71 381
>josh: ?AALNSS -- -71 310
>jackson: EHILRRS 12I HIRER +26 209
>josh: ?AALNSS B12 ASS +16 326
>jackson: BEGLRST K11 B.R +10 219
>josh: ?ABELNO 3H ..L +5 331
>jackson: EGGLSTY 2G S....GLY +30 249
>josh: ?ABDENO 14F BANDOrE +72 403
>josh: (EFGT) +16 419
Player 2
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