Game log Captain_Frisk melds Domestication1 and goes first. theory melds The Wheel1.
— Captain_Frisk's turn 1 — Captain_Frisk applies the dogma of Domestication1. ...effects are shared with theory. ... theory melds Pottery1. ... theory draws a 1. ... Captain_Frisk melds Writing1. ... Captain_Frisk draws a 1. ... Captain_Frisk draws a 1 as a sharing bonus.
— theory's turn 1 — theory applies the dogma of The Wheel1. ... theory draws two 1s. theory melds Metalworking1.
— Captain_Frisk's turn 2 — Captain_Frisk applies the dogma of Domestication1. ...effects are shared with theory. ... theory melds Sailing1. ... theory draws a 1. ... Captain_Frisk melds City States1. ... Captain_Frisk draws a 1. ... Captain_Frisk draws a 1 as a sharing bonus. Captain_Frisk applies the dogma of City States1. ...
demands are made of theory. ... theory has only three
on the board.
— theory's turn 2 — theory draws a 1. theory applies the dogma of Sailing1. ...effects are shared with Captain_Frisk. ... Captain_Frisk draws and melds Mysticism1. ... theory draws and melds Fermenting2. ... theory draws a 2 as a sharing bonus.
— Captain_Frisk's turn 3 — Captain_Frisk applies the dogma of Domestication1. ... Captain_Frisk melds Archery1. ... Captain_Frisk draws a 2. Captain_Frisk applies the dogma of Mysticism1. ... Captain_Frisk draws and melds Mathematics2 and then draws a 2.
— theory's turn 3 — theory applies the dogma of Sailing1. ...effects are shared with Captain_Frisk. ... Captain_Frisk draws and melds Calendar2. ... theory draws and melds Philosophy2. ... theory draws a 2 as a sharing bonus. theory applies the dogma of Fermenting2. ... theory draws a 2 and two 3s.
— Captain_Frisk's turn 4 — Captain_Frisk applies the dogma of Mysticism1. ... Captain_Frisk draws Compass3. Captain_Frisk applies the dogma of Mysticism1. ... Captain_Frisk draws and melds Medicine3 and then draws a 3.
— theory's turn 4 — theory melds Paper3. theory applies the dogma of Paper3. ... theory splays his green cards left. ... theory draws a 4.
— Captain_Frisk's turn 5 — Captain_Frisk applies the dogma of Mysticism1. ...effects are shared with theory. ... theory draws and melds Feudalism3 and then draws a 3. ... Captain_Frisk draws and melds Machinery3 and then draws a 3. ... Captain_Frisk draws a 4 as a sharing bonus. Captain_Frisk melds Masonry1.
— theory's turn 5 — theory applies the dogma of Fermenting2. ... theory draws three 4s. theory applies the dogma of Fermenting2. ... theory draws three 4s.
— Captain_Frisk's turn 6 — Captain_Frisk applies the dogma of Masonry1. ... Captain_Frisk melds Construction2, Monotheism2, and Alchemy3. Captain_Frisk applies the dogma of Alchemy3. ... Captain_Frisk draws Invention4, Measurement5, and Physics5. ... Captain_Frisk melds Measurement5. ... Captain_Frisk scores Physics5.
— theory's turn 6 — theory melds Reformation4. theory applies the dogma of Reformation4. ... theory tucks Anatomy4, Enterprise4, Clothing1, and Perspective4. ... theory splays his purple cards right.
— Captain_Frisk's turn 7 — Captain_Frisk achieves age 1Prehistory! Captain_Frisk applies the dogma of Construction2. ...demands are made of theory. ... theory transfers two 1s to Captain_Frisk's hand. ... theory draws a 5.
— theory's turn 7 — theory applies the dogma of Reformation4. ... theory tucks Mapmaking2, Currency2, Translation3, Printing Press4, and Engineering3. ... theory splays his yellow cards right. theory applies the dogma of Reformation4. ... theory achieves Monument! ... theory tucks Coal5, Colonialism4, Gunpowder4, and Road Building2.
— Captain_Frisk's turn 8 — Captain_Frisk applies the dogma of Measurement5. ...effects are shared with theory. ... theory has nothing to return. ... Captain_Frisk splays his cards right. ... Captain_Frisk draws a 5. Captain_Frisk applies the dogma of Measurement5. ...
effects are shared with theory. ... theory has nothing to return. ... Captain_Frisk splays his cards right. ... Captain_Frisk draws a 5.
— theory's turn 8 — theory applies the dogma of Paper3. ...effects are shared with Captain_Frisk. ... theory splays his blue cards left. ... theory draws two 5s. theory applies the dogma of Fermenting2. ... theory draws two 5s and four 6s.
— Captain_Frisk's turn 9 — Captain_Frisk melds Societies5. Captain_Frisk draws a 6.
— theory's turn 9 — theory melds Emancipation6. theory applies the dogma of Emancipation6. ...demands are made of Captain_Frisk. ... Captain_Frisk transfers a 1 to theory's score pile. ... Captain_Frisk draws a 6. ... theory splays his red cards right.
— Captain_Frisk's turn 10 — Captain_Frisk melds Banking5. Captain_Frisk applies the dogma of Banking5. ...demands are made of theory. ... theory transfers Emancipation6 from his board to Captain_Frisk's. ... theory draws and scores a 6 ... Captain_Frisk splays his green cards right.
— theory's turn 10 — theory melds Atomic Theory6. theory applies the dogma of Atomic Theory6. ... theory splays his blue cards right. ... theory draws and melds Bicycle7.
— Captain_Frisk's turn 11 — Captain_Frisk melds Canning6. Captain_Frisk applies the dogma of Emancipation6. ...demands are made of theory. ... theory transfers a 5 to Captain_Frisk's score pile. ... theory draws a 6. ... Captain_Frisk splays his purple cards right.
— theory's turn 11 — theory applies the dogma of Fermenting2. ... theory draws a 6 and four 7s. theory applies the dogma of Fermenting2. ... theory draws four 7s and an 8.
— Captain_Frisk's turn 12 — Captain_Frisk achieves age 2Classical! Captain_Frisk applies the dogma of Canning6. ... Captain_Frisk draws and tucks Corporations8. ... Captain_Frisk scores Alchemy3 and Construction2.
— theory's turn 12 — theory applies the dogma of Fermenting2. ... theory draws five 8s. theory applies the dogma of Bicycle7. ...effects are shared with Captain_Frisk. ... Captain_Frisk exchanges his hand (two 3s, two 4s, and a 6) and his score pile (a 2, a 3, and two 5s). ... theory exchanges his hand (three 5s, four 6s, eight 7s, and six 8s) and his score pile (a 1 and a 6). ... theory draws an 8 as a sharing bonus.
— Captain_Frisk's turn 13 — Captain_Frisk achieves age 3Medieval! Captain_Frisk achieves age 4Renaissance!
— theory's turn 13 — theory achieves age 5Exploration! theory achieves age 6Enlightenment!
— Captain_Frisk's turn 14 — Captain_Frisk draws an 8. Captain_Frisk melds Empiricism8.
— theory's turn 14 — theory applies the dogma of Fermenting2. ... theory draws five 9s. theory applies the dogma of Fermenting2. ... theory draws four 9s and a 10.
— Captain_Frisk's turn 15 — Captain_Frisk applies the dogma of Empiricism8. ... Captain_Frisk chooses yellow and purple. ... Captain_Frisk draws, reveals, and melds Globalization10. ... Captain_Frisk splays his yellow cards up. Captain_Frisk applies the dogma of Empiricism8. ... Captain_Frisk chooses green and purple. ... Captain_Frisk draws and reveals Robotics10.
— theory's turn 15 — theory applies the dogma of Fermenting2. ... theory draws five 10s. theory applies the dogma of Fermenting2. ... theory draws two 10s. ... theory attempts to draw a card above 10. theory wins by score!