Game Details
Player 1
#character-encoding UTF-8
#player1 Jackson Jackson
#player2 Josh_Sokol Josh Sokol
>Jackson: AEGKLOT H4 KETOL +28 28
#note gave serious thought to OK, which sims a hair ahead of KETOL. seems like a tossup
>Josh_Sokol: DFLSSVY 5G V.LDS +18 18
>Jackson: ADGHJTU G7 JAG +40 68
>Josh_Sokol: EFLPSWY I7 YEW +37 55
>Jackson: BDHITUY J2 BUD.Y +26 94
>Josh_Sokol: EFIPPRS 10D PIPS +26 81
#note pretty big error here - DIF and ALEF kill a sim, the S hook on JAGS is not easy to block and the double P combo works pretty well
>Jackson: BHIILST D10 .HI +16 110
#note didnt see BUILT, which looks like the play easily. I considered DIB and SHILPIT - DIB sims better than PHI, it seems like quack has me scoring a lot in response to 11 row plays next turn, plus HILST is better than BILST despite some synergy in the latter leave. Still, BUILT for sure
>Josh_Sokol: AEEFGOR E8 GR.EF +33 114
#note he said GRIEF over FOGIE partly in response to my nice leave after PHI, makes sense. FOGIE is the only play that sims ahead of GRIEF, but the sacrifice is reasonable
>Jackson: BCILSTT 3I C.BIT +24 134
>Josh_Sokol: AENNOOQ 4J .ONA +21 135
#note often the A pairs better with the Q, but theres a pretty even number of Es and As left, and the Q's main out here is QI/CUBITI, not any QAT type play, so it's better to have an E longer term after dumping QI
>Jackson: AELOSTW J9 OW +18 152
>Josh_Sokol: EIINOOQ N2 QI +32 167
>Jackson: AEILSTT O1 TI +17 169
#note close with APT for 15, TI sims slightly better
>Josh_Sokol: EEILNOO K8 LOOIE +21 188
#note tough call here - LOONIE sims better standardly and with a good rack implied, but part of that might be me underreacting in the sim to opening the 14 row, when I can often place words in a more defensive way. LOONIE does reach for more blanks with 2 in the bag, and makes the board more conducive to josh counterbingoing. LOONIE may be slightly better in the end, but its hard to say for sure
>Jackson: ?ADELST L7 DALEThS +86 255
>Josh_Sokol: EEMNRUZ J12 MEZE +39 227
#note I assume Josh missed REZ/PHIZ, cause it gets things going on the left side nicely without handing me too much in the scoring department. Sim has REZ up around 16
>Jackson: AACEEER 15H AR.CA +24 279
#note A cool option I didnt consider was AREA(E) for just 15, since it makes a worse lane on the 14 row. While the diff in bingo % isn't huge immediately (8% vs 10%), it both encourages 14F plays that take out the whole bottom left quadrant, and also reacts preemptively to board opening plays on row 8 on either side, cause it will not leave as good a lane open on row 14. That said, I think AREA(E) is still premature, since the scoring spot it opens can launch Josh back into the game through scoring. Based on a sim, AR(E)AE seems clearly better than ARECA. I didnt mind the EEE leave so much here given the dearth in the pool and the fact that vowels can help on tighter boards, but still CEE guarantees a more balanced rack and gives me way more flexibility over EEE, so this was a misstep.
>Josh_Sokol: MNORRTU 8K ..RUM +21 248
>Jackson: AEEEINN O5 ENA.INE +9 288
#note did not see (D)ENE for 15, which might be worth playing. Still, the lone E works well with the pool and it's nice to draw into scoring tiles and the blank, so I think this is okay.
>Josh_Sokol: ENORTTX N11 OXTER +26 274
#note seems like the right idea to go for a more outscoring line and reach for the blank
>Jackson: AAAEHNR C12 RAH +18 306
#note quackle does not like this play. I have the case As for the D column (save the blank), and I figure my position is just good enough up tempo with a pretty flexible leave for the pool to try and squeak out outrunning. I liked this play mainly cause leaving 7 in the bag is good for me, I will often have command over the preendgame, leaving 0-2 in the bag as I see fit. Q likes D6 AHA, which I maintain relinquishes a fairly commanding position
>Josh_Sokol: ?INOSTU 8B TUN. +6 280
#note very tough position. He considered STUNG, TUNG, TUG, NUG, which all have their merits. All four plays will almost always get responded to with a pretty effective block, so the plan is to pull out a sneaky victory either through outrunning or through bingoing through the H at the bottom. josh liked TUG over the board for that reason, drawing ADHESION and INHESION at the bottom. STUNG and TUNG have the nice aspect of leaving the D column open after my blocks, since I can't block everything at once. STUNG is really close in a lot of endgames, it can definitely outrun if Josh draws decently after I block on the A or B column. A sim is pretty useless here cause it doesn't have me making anything close to the proper blocking play. I'm inclined to prefer one of the stronger, less flexible options, TUG or STUNG, which at least go for it with their respective plans. That said this is one for the theory books. SUING and USING were not plays we discussed postmortem. SUING will get a block through the U and USING a block through the S, but the T may help his bingo chances slightly more than the I, since it's already a vowel heavy pool.
>Jackson: AAENNRV 9A VAN +12 318
>Josh_Sokol: ?EFIOSU 14B E. +10 290
#note seems like Josh had EFFUSION immediately!
>Jackson: AEGINOR 7A AERO +14 332
#note playing it safe with respect to 9s, column D
>Josh_Sokol: ?DFIOSU F12 SOU +12 302
#note PSEUDO/RIFE is the best endgame
>Jackson: GIN A9 .IG +7 339
>Josh_Sokol: ?DFI 15A IF +20 322
>Jackson: N 7N N. +4 343
>Jackson: (D?) +4 347
Player 2
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