Game Details
Player 1
#player1 glenn glenn
#player2 wow wow
>glenn: EIORU 8D OURIE +12 12
>wow: ACGLNRS D3 CLANG.RS +72 72
>glenn: OOX E4 OXO +42 54
>wow: AEEGNOT F5 EGE. +27 99
>glenn: AITV 10B VI.TA +18 72
>wow: AAINOTT 11E OAT +12 111
>glenn: FZ G7 F.Z +38 110
>wow: ACGINTT 12G ACTING +26 137
#note not doing EFT or T(E)AT/EFT, that sets up an S lane that's really hard to block, don't need that volatility in my life rn
>glenn: EHW H12 .HEW +36 146
>wow: ?AHOPST 15H .ASHTOPs +98 235
>wow: ?AHOPST -- -98 137
#note my mind doesn't want the blank to be the U or smthn, SOUTHPAW and TAPHOUSE are both tasty plays. looks a bit close honestly, southpaw has much better board control. leaving the E in ourie alone is tempting cause it's blockable later on, a play ending in TE or even better just (E)AT. extra 6 points for worse board control and opening more lanes immediately (including the monster 1 row) make the decision interesting. I really thought this was good and played it for the extra 3 points over SPATHOSE and what I felt was better board control, slightly blocking the ING lanes, leaving the E in ourie alone for future north-board closure. but then again this was a huge ass mistake
>glenn: DEKLMRU J7 DRUML.KE +73 219
#note I got glenn'd so hard! or maybe just jackson'd so hard, idek. he laid down RUMLIKE and counted it and then slapped on the D - made me reminisce about the fun times at CNSC when he laid down RICHED on the triple and then tacked on the fun EN for a cool 203. I think this looked bad enough to me that I would have probably challenged even if he didn't play his mind games, but you never know. quite the one-two punch here
>wow: ?AHOPST - +0 137
>glenn: AAEQU K4 AQUAE +33 252
>wow: ?AHOPST H1 sPATHOS. +95 232
#note taphouse again.
>glenn: EEJR L1 JEER +42 294
>wow: IIIOOSW I3 WOO +26 258
#note would anyone play JOWS? felt like I'll still need a bingo after JOWS cause I'm so wrecked next turn. WOO is rough cause I still need a bingo as well, and J plays can put him even slightly out of 1 bingo range. Q hates this. I felt like I needed to play woo over exchanging to stay within 1 bingo range, as an exchange plus a J play or even any random play will be really rough. WOO is more of a two turn plan to stay in the game and bingo in two turns. Q still likes JOWS, which is maybe the better three turn plan :)
>glenn: AOT 1L .ATO +33 327
>wow: DIIIMNS 13A DIMINIS. +84 342
#note or you can just draw DMN wtf
>glenn: BDIY A11 BI.DY +39 366
>wow: ABEFITU 8J ..FUTE +39 381
#note apparently the 8J spot is really good for scoring, and blocking it is important. With the pool as it is, I wasn't so worried about the lanes REFUTE opens - the E is duplicated in the pool and the pool is pretty consonant heavy. Bingoes are a definite concern but I'm not raising his bingo % by a ton, and REFUTE really helps my outscoring chances (keeping the A and a couple extra vowels).
>glenn: EEILLNN M3 NENE +15 381
>wow: ABDEIPY 9L APED +27 408
#note it's important to block the E here, and APED leaves enough scoring options for me I should be fine to outrun his out in twos. Q approves
>glenn: ?ILLRRV D12 V.RL +16 397
>wow: BILSY K10 YI. +23 431
#note oh lol SIBYL(s). I saw LIMBY but was only 99% sure so didn't wanna risk it, same with ACTINGS
>glenn: ?INR N6 NI..Rs +13 410
>glenn: (LBS) +10 420
Player 2
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