Game Details
Player 1
#player1 JJB John J. Bulten
#player2 CM Conor Munro
>JJB: ABINNOY 8H BONNY +28 28
#note 0:53 [24:07] Quackle rates annoy 24 by .3 better.
>CM: ??AEMQU 9C MArQUeE +77 77
#note 2:14 [22:46] I'm glad we got that out of the way! Best are squamae 9e/7e and ramequin k1, both 84; manque k6 34, keeping two blanks worth +44.9, also rates higher than the bingo chosen, and it's arguable that 34 this turn is usually better than an early random draw next turn.
>JJB: AIIORRS 8A RIA +13 41
#note 2:51 [21:16] This really calls for the superior dumping of moirai 16 (6.1 diff), but both are susceptible to CM's J.
>CM: JO 7C JO +37 114
#note 0:41 [22:05]
>JJB: AIIORST F9 .I +13 54
#note 3:26 [17:50] Tragically, JJB had just written down sartorii as a possibility for the previous rack, but, now that it's available for a clever quaduple (88, 57.6 diff), he does not reconsult his notes or recognize the connection. Torii 18 is also slightly better on overall value.
>CM: AOORTT E3 ROTATO. +22 136
#note 0:40 [21:25]
>JJB: ABIORST K1 SORBITA. +70 124
#note 1:26 [16:24] Also missing taborins j2 81, unsure of word; arborist 3a 72 is also safer.
>CM: AFMO 1G FOAM. +30 166
#note 2:14 [19:11] Parallel beats triple again: foam d1 36.
>JJB: CENTWYZ 3C NE.TZ +48 172
#note 0:27 [15:57] Nertz 3i is slightly interesting, but when JJB slides it left, wow!
>CM: EGILLNS 11F SELLING +78 244
#note 0:36 [18:35] Cashing opponent's hook.
>JJB: CDOTUWY 3I WO.DY +32 204
#note 3:15 [12:42] JJB had studied woodcut (2i 41, 11.7 diff) and could easily have found it if directing himself that way.
>CM: EGIL D1 LI.GE +22 266
#note 1:54 [16:41]
>JJB: ACDEETU A3 CAUTE.ED +62 266
#note 0:24 [12:18] Neither player blinks an eye at this game-tying phony, 33.2 behind if challenged. The recommendation is beaut 4k 27 (beau 23 is behind). Teaselling 22 is tempting. The mnemonic is educate: bands.
>CM: IRV 1A VIR. +21 287
#note 2:45 [13:56]
>JJB: CDEINUV H11 .UVED +30 296
#note 0:39 [11:39] Helpfully, the best play is another word rejected by Collins (usually cited as luvved), so JJB is attuned to it, even as he considers unselling 20.
>CM: EEF 4K .EEF +29 316
#note 1:42 [12:14] CM continues methodical score and rack improvement.
>JJB: CEILNTW N4 .LIC +11 307
#note 3:14 [8:25] JJB misperceives a duty to shut down hooks, although CM probably does have the S, but this choice is well behind such low-rated plays as tinselling 22 and trading to CEINT; JJB also misrates the leave, which is -.8. Best rank and best leave is the simple awl 6e 14 (18.0 diff). Partial bingo blocks include wet 5m 20, few n4 17, flew n4 12, twice 6k 16k, tec 5m 16, but going for the full block is too harmful.
>CM: GHR D9 .RGH +16 332
#note 0:44 [11:30]
>JJB: AEIINTW F5 AW +29 336
#note 1:47 [6:38] JJB now cashes f6, best but tied with vawntie 28.
>CM: HNOS O1 HONS +35 367
#note 0:30 [11:00] Holding tight for the endgame, where the last S and X go to CM.
>JJB: EEIIKNT 10J KI +34 370
#note 4:31 [1:04] JJB does not have the power racks so is scrambling for bingos, but even with the best play (better than ki 8n 32) both may fail him.
>CM: EX 2G EX +33 400
#note 3:11 [7:49] Great setup, and CM draws into a 6-out to boot, sealing the victory.
>JJB: EEINPTU 14F PE. +11 381
#note 0:50 [0:14] JJB must block and cannot play his choices of getup/genip 22 (parades 12+6, net of 4). But many blocks are worse because allowing stronger comebacks. Peined 15c 10 allows pared 20 (or grasp 22), tui 13+4 (or +6), net of 7. Equal is upend 9, straw 26 (not grasp 22), gite 10+14, net of 7. Even better is neep 14g (or peen 14f) 12, grasp 22, etui 13+6, net of 9. Pee 14f 11, grasp 22, untie 10+6 (actual game continuation) appears to yield an acceptable net of 5; and if CM blocks with spar 17, JJB also saw dunite 8+6, netting 8, so JJB's play has decent analysis for the short time; the problem is that CM can block both with pards 14, nite 17, ad 17+2, net of -5, 14 points behind.
>CM: AADPRS L11 .RASP +22 422
#note 0:33 [7:16] Missing pards 14, which nets 10 better as noted.
>JJB: EINTU 15B UNTIE +10 391
#note 0:50 [0:14] JJB chooses untie over unite, given his feelings about the game.
>JJB: (AD) +6 397
#note Very even game is marred by JJB's seeing and not playing sartorii, and particularly by his ineffective block flic, which was susceptible to CM's superior endgame draws and plays. Points improvable based on tiles played: CM 23, JJB 25. Points improvable based on values: JJB 118.7.
Player 2
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