theory wins by achievements!

flanders:
    initial hand: Sailing1 and Masonry1
    achievement(s):  1 – Prehistory 2 – Classical 4 – Renaissance 6 – Enlightenment 7 – Romance
    score: (44) 2 4 6 7 7 9 9
     Rocketry8 Mathematics2 Pottery1
     Railroad7 Empiricism8 Lighting7 Societies5
     Corporations8 Bicycle7 Sailing1
     Vaccination6 Agriculture1 Sanitation7
     Machine Tools6 Explosives7 Flight8 Colonialism4 Road Building2
    2  12  6  8  12  7 

theory:
    initial hand: Writing1 and Tools1
    achievement(s):  3 – Medieval 5 – Exploration Monument Wonder Empire 8 – Modern
    score: (44) 4 5 6 6 7 8 8
     Genetics9 Atomic Theory6 Tools1 Evolution7
     Education3 Socialism8
     Mass Media8 Databases10 Metric System6 Paper3 The Wheel1
    Globalization10
     Industrialization6 Mobility8 Metalworking1 Coal5 Gunpowder4 Optics3
    3  2  14  3  10  2 


Game log flanders melds Sailing1 and goes first. theory melds Tools1.
flanders's turn 1 — flanders applies the dogma of Sailing1. ... flanders draws and melds Pottery1.
theory's turn 1 — theory draws Archery1. theory draws The Wheel1.
flanders's turn 2 — flanders applies the dogma of Sailing1. ... flanders draws and melds Metalworking1. flanders applies the dogma of Metalworking1. ... flanders draws Code of Laws1.
theory's turn 2 — theory melds The Wheel1. theory applies the dogma of The Wheel1. ... theory draws Oars1 and Mysticism1.
flanders's turn 3 — flanders applies the dogma of Metalworking1. ... effects are shared with theory. ... theory draws Agriculture1. ... flanders draws and scores Domestication1. ... flanders draws and scores City States1. ... flanders draws and scores Mapmaking2. ... flanders draws Mathematics2. ... flanders draws Currency2 as a sharing bonus. flanders applies the dogma of Pottery1. ... flanders returns Currency2. ... flanders draws and scores Road Building2. ... flanders draws Calendar2.
theory's turn 3 — theory applies the dogma of Tools1. ... theory returns Archery1, Oars1, and Agriculture1. ... theory draws and melds Education3. ... theory returns nothing. theory draws Engineering3.
flanders's turn 4 — flanders achieves age 1 – Prehistory! flanders melds Mathematics2.
theory's turn 4 — theory draws Translation3. theory applies the dogma of Tools1. ... theory returns Writing1, Mysticism1, and Translation3. ... theory draws and melds Paper3. ... theory returns nothing.
flanders's turn 5 — flanders applies the dogma of Metalworking1. ... flanders draws and scores Archery1. ... flanders draws and scores Oars1. ... flanders draws Agriculture1. flanders applies the dogma of Metalworking1. ... flanders draws Writing1.
theory's turn 5 — theory applies the dogma of Paper3. ... theory splays his green cards left. ... theory draws Reformation4. theory melds Reformation4.
flanders's turn 6 — flanders melds Agriculture1. flanders applies the dogma of Metalworking1. ... flanders draws and scores Mysticism1. ... flanders draws and scores Monotheism2. ... flanders draws and scores Construction2. ... flanders draws Philosophy2.
theory's turn 6 — theory draws Anatomy4. theory draws Gunpowder4.
flanders's turn 7 — flanders applies the dogma of Metalworking1. ... flanders draws and scores Fermenting2. ... flanders draws Currency2. flanders achieves age 2 – Classical!
theory's turn 7 — theory melds Gunpowder4. theory applies the dogma of Gunpowder4. ... demands are made of flanders. ... flanders transfers Metalworking1 to theory's score pile. ... theory draws and scores Compass3.
flanders's turn 8 — flanders draws Feudalism3. flanders applies the dogma of Mathematics2. ... effects are shared with theory. ... theory returns Anatomy4. ... theory draws and melds Coal5. ... flanders returns Feudalism3. ... flanders draws and melds Colonialism4. ... flanders draws Perspective4 as a sharing bonus.
theory's turn 8 — theory applies the dogma of Coal5. ... theory draws and tucks Statistics5. ... theory splays his red cards right. ... theory scores nothing. theory applies the dogma of Statistics5. ... demands are made of flanders. ... flanders draws Mapmaking2 from his score pile.
flanders's turn 9 — flanders draws Navigation4. flanders applies the dogma of Mathematics2. ... effects are shared with theory. ... theory returns nothing. ... flanders returns Navigation4. ... flanders draws and melds Societies5.
theory's turn 9 — theory draws Chemistry5. theory draws The Pirate Code5.
flanders's turn 10 — flanders draws Physics5. flanders applies the dogma of Mathematics2. ... effects are shared with theory. ... theory returns Chemistry5. ... theory draws and melds Metric System6. ... flanders returns Physics5. ... flanders draws and melds Vaccination6. ... flanders draws Democracy6 as a sharing bonus.
theory's turn 10 — theory applies the dogma of Metric System6. ... effects are shared with flanders. ... theory splays his green cards right. theory draws Encyclopedia6.
flanders's turn 11 — flanders draws Machine Tools6. flanders applies the dogma of Mathematics2. ... effects are shared with theory. ... theory returns Encyclopedia6. ... theory draws and melds Refrigeration7. ... flanders returns Machine Tools6. ... flanders draws and melds Lighting7. ... flanders draws Bicycle7 as a sharing bonus.
theory's turn 11 — theory draws Explosives7. theory applies the dogma of Metric System6. ... effects are shared with flanders. ... theory splays his yellow cards right.
flanders's turn 12 — flanders melds Bicycle7. flanders applies the dogma of Bicycle7. ... effects are shared with theory. ... theory exchanges his hand (Engineering3, The Pirate Code5, and Explosives7) and his score pile (Metalworking1 and Compass3). ... flanders exchanges his hand (Masonry1, Code of Laws1, Calendar2, Writing1, Philosophy2, Currency2, Perspective4, Mapmaking2, and Democracy6) and his score pile (Archery1, City States1, Domestication1, Mysticism1, Oars1, Construction2, Fermenting2, Monotheism2, and Road Building2). ... flanders draws Sanitation7 as a sharing bonus.
theory's turn 12 — theory achieves age 3 – Medieval! theory draws Railroad7.
flanders's turn 13 — flanders achieves age 4 – Renaissance! flanders draws Evolution7.
theory's turn 13 — theory applies the dogma of Refrigeration7. ... demands are made of flanders. ... flanders returns Archery1, City States1, Domestication1, Mysticism1, and Oars1. ... theory scores Railroad7 from his hand. theory applies the dogma of Refrigeration7. ... demands are made of flanders. ... flanders returns Construction2, Fermenting2, and Monotheism2. ... theory scores Compass3 from his hand.
flanders's turn 14 — flanders applies the dogma of Mathematics2. ... effects are shared with theory. ... theory returns nothing. ... flanders returns Evolution7. ... flanders draws and melds Flight8. flanders applies the dogma of Lighting7. ... effects are shared with theory. ... theory tucks nothing. ... theory draws and scores nothing. ... flanders tucks Road Building2 and Sanitation7. ... flanders draws and scores Publications7 and Combustion7.
theory's turn 14 — theory achieves age 5 – Exploration! theory melds Metalworking1.
flanders's turn 15 — flanders achieves age 6 – Enlightenment! flanders achieves age 7 – Romance!
theory's turn 15 — theory applies the dogma of Metalworking1. ... theory draws and scores Archery1. ... theory draws and scores City States1. ... theory draws and scores Domestication1. ... theory draws and scores Mysticism1. ... theory draws and scores Oars1. ... theory draws and scores Construction2. ... theory achieves Monument! ... theory draws and scores Fermenting2. ... theory draws and scores Monotheism2. ... theory draws and scores Alchemy3. ... theory draws and scores Machinery3. ... theory draws Optics3. theory draws Evolution7.
flanders's turn 16 — flanders applies the dogma of Flight8. ... flanders splays his red cards up. flanders applies the dogma of Flight8. ... flanders splays his yellow cards up.
theory's turn 16 — theory applies the dogma of Reformation4. ... effects are shared with flanders. ... flanders has nothing to tuck. ... theory tucks Optics3 and Evolution7. ... flanders splays his purple cards right. ... theory splays his purple cards right. ... theory draws Quantum Theory8 as a sharing bonus. theory applies the dogma of Metric System6. ... effects are shared with flanders. ... theory splays his blue cards right. ... theory achieves Wonder! ... flanders splays his green cards right. ... theory draws Mass Media8 as a sharing bonus.
flanders's turn 17 — flanders applies the dogma of Vaccination6. ... demands are made of theory. ... theory returns Archery1, City States1, Domestication1, Mysticism1, and Oars1. ... theory draws and melds Atomic Theory6. ... flanders draws and melds Empiricism8. flanders applies the dogma of Flight8. ... flanders splays his blue cards up.
theory's turn 17 — theory applies the dogma of Metalworking1. ... theory draws and scores Archery1. ... theory draws and scores City States1. ... theory draws and scores Domestication1. ... theory draws and scores Mysticism1. ... theory draws and scores Oars1. ... theory draws Translation3. theory applies the dogma of Atomic Theory6. ... theory draws and melds Mobility8.
flanders's turn 18 — flanders applies the dogma of Vaccination6. ... demands are made of theory. ... theory returns Archery1, City States1, Domestication1, Mysticism1, and Oars1. ... theory draws and melds Industrialization6. ... flanders draws and melds Corporations8. flanders applies the dogma of Vaccination6. ... demands are made of theory. ... theory returns Construction2, Fermenting2, and Monotheism2. ... theory draws and melds Canning6. ... flanders draws and melds Rocketry8.
theory's turn 18 — theory melds Quantum Theory8. theory achieves Empire! theory applies the dogma of Quantum Theory8. ... effects are shared with flanders. ... flanders has nothing to return. ... theory returns Mass Media8 and Translation3. ... theory draws Databases10. ... theory draws and scores A.I.10.
flanders's turn 19 — flanders applies the dogma of Rocketry8. ... flanders returns Railroad7 and A.I.10 from theory's score pile. flanders applies the dogma of Rocketry8. ... flanders returns The Pirate Code5 and Explosives7 from theory's score pile.
theory's turn 19 — theory melds Databases10. theory applies the dogma of Databases10. ... demands are made of flanders. ... flanders removes Code of Laws1, Masonry1, Writing1, Calendar2, Currency2, and Mapmaking2 from his score pile. ... flanders returns Code of Laws1, Masonry1, Writing1, Calendar2, Currency2, and Mapmaking2.
flanders's turn 20 — flanders applies the dogma of Vaccination6. ... demands are made of theory. ... theory returns Alchemy3, Compass3, Engineering3, and Machinery3. ... theory draws and melds Classification6. ... flanders draws and melds Railroad7. flanders applies the dogma of Railroad7. ... flanders draws Encyclopedia6, Machine Tools6, and Explosives7. ... flanders splays his purple cards up.
theory's turn 20 — theory applies the dogma of Canning6. ... theory draws and tucks Socialism8. ... theory scores Quantum Theory8, Reformation4, and Classification6. theory draws Self Service10.
flanders's turn 21 — flanders melds Explosives7. flanders melds Machine Tools6.
theory's turn 21 — theory applies the dogma of Atomic Theory6. ... theory draws and melds Skyscrapers8. theory applies the dogma of Atomic Theory6. ... theory draws and melds Mass Media8.
flanders's turn 22 — flanders applies the dogma of Machine Tools6. ... flanders draws and scores Services9. flanders applies the dogma of Machine Tools6. ... flanders draws and scores Computers9.
theory's turn 22 — theory applies the dogma of Mass Media8. ... theory returns Self Service10. ... theory chooses the value 9. ... theory takes nothing from his score pile. ... theory takes Computers9 and Services9 from flanders's score pile. ... theory returns Computers9 and Services9. ... theory splays his purple cards up. theory applies the dogma of Atomic Theory6. ... theory draws and melds Genetics9.
flanders's turn 23 — flanders applies the dogma of Machine Tools6. ... flanders draws and scores Satellites9. flanders applies the dogma of Machine Tools6. ... flanders draws and scores Composites9.
theory's turn 23 — theory applies the dogma of Genetics9. ... theory draws and melds Globalization10. ... theory scores Statistics5, Refrigeration7, Canning6, and Skyscrapers8. theory achieves age 8 – Modern! theory wins by achievements!