Hyramgraff wins by achievements! Player: initial hand: Oars1 and Mysticism1 achievement(s): score: (8) 8 Evolution7 Mathematics2 Publications7 Alchemy3 Tools1 Enterprise4 Mysticism1 Bicycle7 Navigation4 Vaccination6 Steam Engine5 Perspective4 3 3 9 6 1 2 Hyramgraff: initial hand: Code of Laws1 and Writing1 achievement(s): Monument 1 – Prehistory 2 – Classical 3 – Medieval 4 – Renaissance 5 – Exploration score: (29) 7 7 7 8 Atomic Theory6 Printing Press4 Calendar2 Writing1 Translation3 Lighting7 Astronomy5 Feudalism3 Education3 Code of Laws1 Compass3 Paper3 Sanitation7 Medicine3 Anatomy4 Combustion7 Colonialism4 Optics3 Gunpowder4 0 8 8 9 1 1
Game log Player melds Mysticism1 and goes first. Hyramgraff melds Writing1.
— Player's turn 1 — Player applies the dogma of Mysticism1. ... Player draws Tools1.
— Hyramgraff's turn 1 — Hyramgraff applies the dogma of Writing1. ... Hyramgraff draws Calendar2. Hyramgraff melds Calendar2.
— Player's turn 2 — Player melds Tools1. Player applies the dogma of Mysticism1. ... Player draws Metalworking1.
— Hyramgraff's turn 2 — Hyramgraff draws Mathematics2. Hyramgraff draws Currency2.
— Player's turn 3 — Player applies the dogma of Mysticism1. ... Player draws Clothing1. Player applies the dogma of Tools1. ... Player returns Oars1, Metalworking1, and Clothing1. ... Player draws and melds Alchemy3. ... Player returns nothing.
— Hyramgraff's turn 3 — Hyramgraff melds Mathematics2. Hyramgraff applies the dogma of Mathematics2. ... Hyramgraff returns Currency2. ... Hyramgraff draws and melds Feudalism3.
— Player's turn 4 — Player applies the dogma of Alchemy3. ... Player draws Navigation4. ... Player melds Navigation4. ... Player has no card to score. Player applies the dogma of Alchemy3. ... Player draws Perspective4. ... Player melds Perspective4. ... Player has no card to score.
— Hyramgraff's turn 4 — Hyramgraff draws Machinery3. Hyramgraff applies the dogma of Mathematics2. ... effects are shared with Player. ... Player has no card to return. ... Hyramgraff returns Machinery3. ... Hyramgraff draws and melds Colonialism4.
— Player's turn 5 — Player applies the dogma of Alchemy3. ... Player draws Enterprise4. ... Player melds Enterprise4. ... Player has no card to score. Player applies the dogma of Enterprise4. ... demands are made of Hyramgraff. ... Hyramgraff transfers Mathematics2 from their board to Player's. ... Hyramgraff draws and melds Printing Press4.
— Hyramgraff's turn 5 — Hyramgraff applies the dogma of Colonialism4. ... Hyramgraff draws and tucks Medicine3. ... Hyramgraff draws and tucks Compass3. ... Hyramgraff draws and tucks Paper3. ... Hyramgraff draws and tucks Optics3. ... Hyramgraff draws and tucks Translation3. ... Hyramgraff draws and tucks Education3. ... Hyramgraff achieves Monument! Hyramgraff draws Invention4.
— Player's turn 6 — Player draws Experimentation4. Player applies the dogma of Mathematics2. ... Player returns Experimentation4. ... Player draws and melds Steam Engine5.
— Hyramgraff's turn 6 — Hyramgraff draws Gunpowder4. Hyramgraff draws Anatomy4.
— Player's turn 7 — Player draws Physics5. Player applies the dogma of Mathematics2. ... effects are shared with Hyramgraff. ... Hyramgraff returns Invention4. ... Hyramgraff draws and melds Astronomy5. ... Player returns Physics5. ... Player draws and melds Vaccination6. ... Player draws Classification6 as a sharing bonus.
— Hyramgraff's turn 7 — Hyramgraff applies the dogma of Astronomy5. ... Hyramgraff draws and melds Atomic Theory6. ... Hyramgraff draws Emancipation6. Hyramgraff applies the dogma of Atomic Theory6. ... Hyramgraff splays his blue cards right. ... Hyramgraff draws and melds Sanitation7.
— Player's turn 8 — Player applies the dogma of Mathematics2. ... effects are shared with Hyramgraff. ... Hyramgraff returns Emancipation6. ... Hyramgraff draws and melds Lighting7. ... Player returns Classification6. ... Player draws and melds Publications7. ... Player draws Bicycle7 as a sharing bonus. Player melds Bicycle7.
— Hyramgraff's turn 8 — Hyramgraff draws Combustion7. Hyramgraff applies the dogma of Lighting7. ... Hyramgraff tucks Code of Laws1, Anatomy4, and Combustion7. ... Hyramgraff draws and scores Explosives7, Railroad7, and Electricity7.
— Player's turn 9 — Player applies the dogma of Publications7. ... effects are shared with Hyramgraff. ... Hyramgraff rearranges his red cards. ... Player rearranges his blue cards. ... Hyramgraff splays his blue cards up. ... Player splays his blue cards up. ... Player draws Evolution7 as a sharing bonus. Player melds Evolution7.
— Hyramgraff's turn 9 — Hyramgraff achieves age 1 – Prehistory! Hyramgraff achieves age 2 – Classical!
— Player's turn 10 — Player applies the dogma of Evolution7. ... Player draws City States1. Player applies the dogma of Bicycle7. ... effects are shared with Hyramgraff. ... Hyramgraff chooses not to exchange. ... Player exchanges his hand (City States1) and his score pile (nothing).
— Hyramgraff's turn 10 — Hyramgraff achieves age 3 – Medieval! Hyramgraff achieves age 4 – Renaissance!
— Player's turn 11 — Player applies the dogma of Evolution7. ... Player draws and scores Mobility8. ... Player returns City States1 from his score pile. Player applies the dogma of Evolution7. ... Player draws Fission9.
— Hyramgraff's turn 11 — Hyramgraff applies the dogma of Lighting7. ... Hyramgraff tucks Gunpowder4. ... Hyramgraff draws and scores Antibiotics8. Hyramgraff achieves age 5 – Exploration! Hyramgraff wins by achievements!