Game Details
Player 1
#character-encoding UTF-8
#player1 JJB John J. Bulten
#player2 JR Joe Roberdeau
>JJB: ILOOPSV H4 OVOLI +18 18
#note 1:58 [23:02] JR and JJB now face off to complete the first round robin, with JR pulling a U to JJB's O. This makes three firsts for JJB, who now faces three seconds in the second half. He takes his time to optimize the first rack (and remembers that he wants to open vertically more often, hoping to confuse the opponent more often than himself).
>JR: ?ACDIOS 8F AC.DOSIs +61 61
#note 4:01 [20:59] (asconoid 4e 70 +9) JR begins by drawing a full complement of bingos: sevens include ERTZ (R and T are playable); O accommodates N; L takes BPR, all for the same score; I takes SX. JR humbly takes the lowest-scoring bingo.
>JJB: BJNOPRS K5 JOB. +26 44
#note 0:50 [22:12] (banjo f7 30 +7.1; job 7j 27 +1) JJB spotted the best play, banjo, but somehow didn't add up its higher score or recognize its higher leave. Job 7j is also worth calculating.
>JR: EEIINPT F6 PE. +11 72
#note 5:03 [15:42] (piniest m3 20 +8.4; pec g6 15 +4) JR similarly neglects a better overlap, and column M, which yields five good plays of 6-7 letters. Seeking the bingo is understandable but JR is beginning to risk time trouble and keeps a double I in the end.
>JJB: ENPQRSY 6J P.RNY +24 68
#note 0:29 [21:43] JJB gets to make the only play better than exchanging to EPRS (worth +21.3).
>JR: AEIINST M8 .ANITIES +66 138
#note 1:28 [14:14] JR draws right into isatine, and chooses the best of 5 bingos, putting substantial pressure on the spread.
>JJB: DEEGQST 15H SEDGE. +27 95
#note 1:24 [20:19] (qi 13l 11 +2.3) Quackle would now redeem the Q cheaply for 11, but JJB doesn't see sufficient synergy in the board for that. Better to make the best non-Q play and trust to play qi or better very shortly, he believes.
>JR: DEEFNRR N2 FERR. +22 160
#note 0:53 [13:21] (fend n11 31 +5.0) While dumping Rs looks useful, and will get JR to another bingo, the key here is to find the overlap, which yields 31 and keeps a safe enough ERR worth +2.0.
>JJB: AILOQTW O1 QAT +43 138
#note 0:57 [19:22] Further, JR has given JJB an easy decision by opening the triple, which scores 2 more than the other considered placement at l11. Scores remain mostly even.
>JR: AADEINT 9I AD +11 171
#note 2:26 [10:55] (aa 14j 12 +4.9; da 14i 13 +2) JR draws his desired bingo rack (playable through GLMPT), but uses more time concluding it won't go. DEINT is objectively the better leave, and even if da is chosen row 14 is still preferable; but these options are all close together, almost negligibly.
>JJB: EILORWY E5 YOW +27 165
#note 0:24 [18:58] JJB easily finds an optimal balance and narrows opponent's lead to 6 with good time pressure and bingo hopes.
>JR: AEINSTU 14D SINUATE +70 241
#note 1:14 [9:41] (sinuate d1 82 +12) Meanwhile, JR has drawn into tisane a second time. But if 3-tile overlaps are findable, there's one at d1!
>JJB: EEHILRR 14L H.R +17 182
#note 2:50 [16:08] (relish d10 26 +10.4) And JJB has drawn duplicates. He recounts at 18:52 and digs in for the long haul; wishing will not make one able to re-relish the moment. But despite his thinking he has a good bingo leave with EEILR, ER (after relish) is still a point better.
>JR: AAAIOUU O14 OI +13 254
#note 0:31 [9:10] (exchange AAAIOUU 0 +22.5) Now JR, lower on time, must choose between exchanging for self-preservation and blocking the triple line for protection. Blocking is likely to be detrimental to his continuing score, however, and trading is not; plus, the best nontrade for immediate points is acai/weal anyway. Simulation rates several trade and nontrade options about 70%-75% win chances, including unau 6, outa/auto 8, and trades keeping 1-2 tiles; oi, and trading all, come in right at 70%.
>JJB: BEEIILR 12K BI.E +12 194
#note 2:25 [13:43] (beliers d8 24 +3.0; bise d12 14 +2) Turnover is again indicated, but JJB's balancing is not far behind.
>JR: AAAEUUV -AAUU +0 254
#note 0:22 [8:48] (uvea 11h 22 +8.3) Now the positive moves include uvea for 22 or 19, or trading to E or an empty rack.
>JJB: EILMNRT O7 MINTER +35 229
#note 1:19 [12:24] (milter o7 35 +.4) JJB was looking for the alternatives but did not put together milter or limner, negligibly preferable.
>JR: ACEGNVW 11J VAG. +27 281
#note 0:39 [8:09] (vaw 13h 27 +4.6) While this is an excellent overlap, disposing of the W for the same score is significantly better and more congenial.
>JJB: AFLNUUZ E11 FUZ.L +34 263
#note 2:21 [10:03] JJB is rewarded with an easy find that continues his catchup, but he needs either a bingo or a continuing score pattern to pull ahead.
>JR: ACEELNW M3 WEA. +30 311
#note 0:31 [7:38] (we m3 24 +1.1) Leaving off the A for 6 less is one point preferable due to synergy, though bingo prospects are slim enough. More important to JR is keeping up about 30 points per turn.
>JJB: AKNOOTU D4 KOTO +32 295
#note 1:59 [8:04] (ouzo 13c 30 +6.0) A little rework would yield otaku d5 30, much better leave (a word JJB was challenged on in an earlier tourney this year). A little more board vision would yield ouzo 13c 30, which keeps the K in reserve with supportive tiles.
>JR: ACEILLN 13C LA.E +30 341
#note 2:12 [5:26] (call c5 29 +.2) And JR promptly swoops on the Z spot getting value for his bingo tiles, keeping a safe distance in the lead. Almost even would be the overlap of call 29. Either way he has about 65% win chances. Nazi 13c, leaving CELL, comes in around 75%.
>JJB: AGHMNRU 12D H.MAN +39 334
#note 1:49 [6:15] (hum c7 29 +12.0) JJB knows he's emptying the bag but wants the points anyway and isn't looking closely at the row 13 overlap. Several plays retaining AGNR rate 25%-30%, and human is not too far behind them, but most draws will favor JR, even some where JJB pulls the blank.
>JR: CEILNUX C7 LUX +27 368
#note 2:16 [3:10] JR makes the best endgame move, blocking all of JJB's column B bingos and creating a very fluid reply even though he only has one out (it's very hard to block). Luxe is slightly behind because it helps JJB's reply.
>JJB: ?DEGRTU B11 TEGU +25 359
#note 5:40 [0:35] (gurged b10 35, nice i1 11+2 +23) JJB puts his full endgame practice onto the situation, but has made one key error: mistracking. If he'd intuited that of course JR has an out (only one), he would play rugged 33 as he saw, or better gurged 35 (not drogue 37 or tegu 25, which allow more to opponent). But even if JR held CEIO as JJB guessed, he could still play obe/pood/rei 15, which after the intended rad/tegua still wins by 2; so tegu was not the play even in the alternative. JR's tiles are incredibly responsive to attempts to block the out also; blocking is way behind. So JJB has a lost game at any rate, but has opportunities here to lose by a single digit only.
>JR: CEIN I1 NICE +11 379
#note 0:14 [2:56] (nice a8 20+6 +9) JR makes one final error, not checking his power to reply directly to opponent's play, which would net him 9 more.
>JR: (?DR) +6 385
#note While JR draws three common bingos and JJB never sees playable bingo tiles the whole game, there is already a huge deficit to overcome. JJB takes it manly and keeps narrowing the score, but JR comes back and finds a perfect endgame closer in 3 minutes to seal the deal. It's not an unwinnable game for JJB, as it could be argued a little more here and there would theoretically win a similar game; but there is no specific point at which he made a single major losing error either. The attitude game is very important too, and so JJB consoles himself at lunch by a quick analysis showing many of his plays were optimal, and errors (banjo, relish) were not significant (except in the endgame where they didn't matter). This replaces the attitude of drawing poorly with the attitude of having done one's best. Known points available: JJB 26, JR 36. Overall points available: JJB 64.2, JR 85.0.
Player 2
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