Game log theory melds Pottery1 and goes first. pops melds Writing1.
— theory's turn 1 — theory draws a 1.
— pops's turn 1 — pops applies the dogma of Writing1. ... pops draws a 2. pops melds Construction2.
— theory's turn 2 — theory melds The Wheel1. theory applies the dogma of The Wheel1. ...effects are shared with pops. ... pops draws two 1s. ... theory draws two 1s. ... theory draws a 1 as a sharing bonus.
— pops's turn 2 — pops melds Domestication1. pops applies the dogma of Domestication1. ... pops melds Clothing1. ... pops draws a 1.
— theory's turn 3 — theory melds Masonry1. theory applies the dogma of The Wheel1. ... theory draws two 1s.
— pops's turn 3 — pops applies the dogma of Clothing1. ...effects are shared with theory. ... theory melds Metalworking1. ... pops melds City States1. ... theory has no unique colors. ... pops draws and scores a 1. ... pops draws a 2 as a sharing bonus. pops applies the dogma of Construction2. ...
demands are made of no one. ...
effects are shared with theory. ... pops achieves Empire!
— theory's turn 4 — theory applies the dogma of The Wheel1. ... theory draws two 2s. theory applies the dogma of The Wheel1. ... theory draws two 2s.
— pops's turn 4 — pops applies the dogma of City States1. ...demands are made of theory. ... theory transfers Metalworking1 to pops's board. ... theory draws a 2. pops applies the dogma of City States1. ...
demands are made of theory. ... theory transfers The Wheel1 to pops's board. ... theory draws a 2.
— theory's turn 5 — theory applies the dogma of Masonry1. ...effects are shared with pops. ... pops melds Monotheism2. ... theory melds Archery1, Mysticism1, Fermenting2, and Road Building2. ... theory achieves Monument! ... theory draws a 2 as a sharing bonus. theory applies the dogma of Road Building2. ...
effects are shared with pops. ... pops melds Oars1. ... theory melds Philosophy2 and Mathematics2. ... theory doesn't transfer Road Building2. ... theory draws a 3 as a sharing bonus.
— pops's turn 5 — pops applies the dogma of The Wheel1. ... pops draws two 3s. pops applies the dogma of Domestication1. ... pops melds Engineering3. ... pops draws a 3.
— theory's turn 6 — theory applies the dogma of Mathematics2. ... theory returns a 3. ... theory draws and melds Printing Press4. theory melds Agriculture1.
— pops's turn 6 — pops applies the dogma of Engineering3. ...demands are made of theory. ... theory transfers Road Building2 to pops's score pile. ... pops splays his red cards left. pops applies the dogma of Domestication1. ... pops melds Feudalism3. ... pops draws a 3.
— theory's turn 7 — theory draws a 4. theory draws a 4.
— pops's turn 7 — pops applies the dogma of The Wheel1. ... pops draws two 3s. pops applies the dogma of The Wheel1. ... pops draws two 3s.
— theory's turn 8 — theory melds Reformation4. theory applies the dogma of Reformation4. ... theory tucks Canal Building2, Mapmaking2, and Currency2. ... theory splays his yellow cards right.
— pops's turn 8 — pops melds Paper3. pops applies the dogma of Paper3. ... pops splays his green cards left. ... pops draws two 4s.
— theory's turn 9 — theory applies the dogma of Mapmaking2. ...demands are made of pops. ... pops transfers a 1 from his score pile to theory's. ... theory draws and scores a 3. theory applies the dogma of Printing Press4. ...
effects are shared with pops. ... pops returns nothing. ... theory returns a 1 from his score pile. ... theory draws a 6. ... theory splays his blue cards right.
— pops's turn 9 — pops applies the dogma of Engineering3. ...demands are made of theory. ... theory transfers Mapmaking2 and Archery1 to pops's score pile. pops achieves age 1 – Prehistory!
— theory's turn 10 — theory melds Vaccination6. theory draws a 6.
— pops's turn 10 — pops applies the dogma of Paper3. ... pops draws two 4s. pops melds Invention4.
— theory's turn 11 — theory draws a 6. theory draws a 6.
— pops's turn 11 — pops applies the dogma of Feudalism3. ...demands are made of theory. ... theory has no card to transfer. ... pops splays his purple cards left. pops applies the dogma of Invention4. ... pops splays his red cards right. ... pops draws and scores a 4.
— theory's turn 12 — theory applies the dogma of Reformation4. ... theory tucks Sailing1, Perspective4, Canning6, Machine Tools6, and Democracy6. ... theory splays his purple cards right. theory draws a 6.
— pops's turn 12 — pops applies the dogma of Invention4. ...effects are shared with theory. ... pops splays his green cards right. ... pops draws and scores a 4. pops achieves age 2 – Classical!
— theory's turn 13 — theory melds Industrialization6. theory applies the dogma of Industrialization6. ... theory draws and tucks Encyclopedia6 and Emancipation6. ... theory splays his red cards right.
— pops's turn 13 — pops applies the dogma of Invention4. ...effects are shared with theory. ... pops splays his purple cards right. ... pops draws and scores a 5. pops achieves age 3 – Medieval!
— theory's turn 14 — theory applies the dogma of Industrialization6. ... theory draws and tucks Atomic Theory6, Classification6, and Railroad7. theory draws a 7.
— pops's turn 14 — pops melds Experimentation4. pops melds Medicine3.
— theory's turn 15 — theory applies the dogma of Industrialization6. ... theory draws and tucks Lighting7, Bicycle7, Combustion7, and Sanitation7. theory applies the dogma of Industrialization6. ... theory draws and tucks Refrigeration7, Evolution7, Publications7, and Antibiotics8.
— pops's turn 15 — pops applies the dogma of Feudalism3. ...demands are made of theory. ... theory has no card to transfer. ... pops splays his yellow cards left. pops applies the dogma of Invention4. ...
effects are shared with theory. ... pops splays his yellow cards right. ... pops draws and scores a 5.
— theory's turn 16 — theory draws an 8. theory melds Empiricism8.
— pops's turn 16 — pops achieves age 4 – Renaissance! pops applies the dogma of Experimentation4. ...effects are shared with theory. ... theory draws and melds The Pirate Code5. ... pops draws and melds Astronomy5. ... pops draws a 5 as a sharing bonus.
— theory's turn 17 — theory applies the dogma of Empiricism8. ... theory chooses green and blue. ... theory draws and reveals Ecology9. theory applies the dogma of Empiricism8. ... theory chooses green and blue. ... theory draws, reveals, and melds Collaboration9. ... theory splays his green cards up. ... theory achieves Wonder!
— pops's turn 17 — pops applies the dogma of Experimentation4. ...effects are shared with theory. ... theory draws and melds Measurement5. ... pops draws and melds Chemistry5. ... pops draws a 5 as a sharing bonus. pops applies the dogma of Chemistry5. ...
effects are shared with theory. ... pops splays his blue cards right. ... theory draws and scores a 9. ... theory returns a 3 from his score pile. ... pops draws and scores an 8. ... pops returns a 2 from his score pile. ... pops draws a 5 as a sharing bonus.
— theory's turn 18 — theory melds Ecology9. theory applies the dogma of Empiricism8. ... theory chooses red and green. ... theory draws and reveals Suburbia9. theory wins by Empiricism!