antithesis wins by Gene Roddenberry!

carstimon:
    initial hand: Clothing1 and Tools1
    achievement(s):  1 – Prehistory World 4 – Renaissance 5 – Exploration
    score: (12) 1 1 1 1 2 2 2 2
     Navigation4 Paper3 Compass3 Bi Sheng2 Clothing1 The Wheel1
     Experimentation4 Translation3 Tools1
    A. van Leeuwenhoek5 Steam Engine5
    Code of Laws1 City States1
    The Pirate Code5 Coal5 Optics3
    2  3  5  9  1  0 

antithesis:
    initial hand: Archery1 and Code of Laws1
    achievement(s):  2 – Classical 3 – Medieval
    score: (24)  1 2 2 2 8
     Banking5 Mass Media8 Invention4
     Physics5 Mathematics2 Pottery1
    Suburbia9 Domestication1 Ximen Bao2
    Gene Roddenberry9 Democracy6 Astronomy5
    Engineering3 Saladin3 Metalworking1
    2  3  5  4  3  0 


Game log carstimon melds Clothing1 and goes first. antithesis melds Code of Laws1.
carstimon's turn 1 — carstimon applies the dogma of Clothing1. ... carstimon melds Tools1. ... carstimon draws and scores Masonry1 and Mysticism1.
antithesis's turn 1 — antithesis draws Metalworking1. antithesis melds Metalworking1.
carstimon's turn 2 — carstimon draws City States1. carstimon applies the dogma of Clothing1. ... carstimon melds City States1. ... carstimon draws and scores Agriculture1 and Sailing1.
antithesis's turn 2 — antithesis applies the dogma of Metalworking1. ... antithesis draws and scores Oars1. ... antithesis draws Pottery1. antithesis melds Pottery1.
carstimon's turn 3 — carstimon draws The Wheel1. carstimon draws Domestication1.
antithesis's turn 3 — antithesis applies the dogma of Metalworking1. ... antithesis draws Philosophy2. antithesis applies the dogma of Metalworking1. ... antithesis draws Calendar2.
carstimon's turn 4 — carstimon applies the dogma of Clothing1. ... effects are shared with antithesis. ... antithesis melds nothing. ... carstimon melds Domestication1. ... antithesis draws and scores Construction2. ... carstimon draws and scores Road Building2 and Currency2. ... carstimon draws Plato2 as a sharing bonus. carstimon achieves age 1 – Prehistory (Writing1)! ... antithesis draws Ximen Bao2.
antithesis's turn 4 — antithesis melds Ximen Bao2. antithesis applies the dogma of Pottery1. ... antithesis returns Philosophy2. ... antithesis draws and scores Canal Building2. ... antithesis draws Mathematics2.
carstimon's turn 5 — carstimon applies the dogma of Clothing1. ... effects are shared with antithesis. ... antithesis melds nothing. ... carstimon melds nothing. ... antithesis draws and scores Fermenting2. ... carstimon draws and scores Mapmaking2. ... carstimon draws Bi Sheng2 as a sharing bonus. carstimon melds Bi Sheng2.
antithesis's turn 5 — antithesis applies the dogma of Pottery1. ... antithesis returns Calendar2. ... antithesis draws and scores Philosophy2. ... antithesis draws Calendar2. antithesis achieves age 2 – Classical (Monotheism2)! ... carstimon draws Alhazen3.
carstimon's turn 6 — carstimon inspires green. ... carstimon draws and foreshadows Navigation4. ... carstimon draws Compass3. carstimon melds Compass3.
antithesis's turn 6 — antithesis applies the dogma of Metalworking1. ... effects are shared with carstimon. ... carstimon draws Optics3. ... antithesis draws Medicine3. ... antithesis draws Saladin3 as a sharing bonus. antithesis melds Mathematics2.
carstimon's turn 7 — carstimon applies the dogma of Compass3. ... demands are made of antithesis. ... antithesis transfers Code of Laws1 from their board to carstimon's board. ... antithesis transfers Domestication1 from carstimon's board to their board. carstimon applies the dogma of Code of Laws1. ... carstimon tucks The Wheel1. ... carstimon splays their green cards left.
antithesis's turn 7 — antithesis melds Saladin3. antithesis draws Engineering3.
carstimon's turn 8 — carstimon inspires green. ... carstimon draws and foreshadows Printing Press4. ... carstimon draws Translation3. carstimon melds Translation3.
antithesis's turn 8 — antithesis applies the dogma of Mathematics2. ... antithesis returns Medicine3. ... antithesis draws and melds Invention4. antithesis draws Gunpowder4.
carstimon's turn 9 — carstimon inspires green. ... carstimon draws and foreshadows Experimentation4. ... carstimon draws Education3. carstimon applies the dogma of Translation3. ... carstimon melds nothing from their score pile. ... carstimon achieves World!
antithesis's turn 9 — antithesis applies the dogma of Mathematics2. ... antithesis returns Gunpowder4. ... antithesis draws and melds Astronomy5. antithesis applies the dogma of Astronomy5. ... antithesis draws Democracy6.
carstimon's turn 10 — carstimon inspires green. ... carstimon draws and foreshadows Anatomy4. ... carstimon draws Machinery3. carstimon melds Optics3.
antithesis's turn 10 — antithesis melds Democracy6. antithesis applies the dogma of Democracy6. ... antithesis returns Archery1. ... antithesis would score Mass Media8, triggering the karma of Saladin3. ... ... antithesis melds Mass Media8. ... ... antithesis splays their green cards left.
carstimon's turn 11 — carstimon inspires green. ... carstimon draws and foreshadows Perspective4. ... carstimon draws Paper3. carstimon melds Paper3.
antithesis's turn 11 — antithesis draws Empiricism8. antithesis applies the dogma of Mathematics2. ... antithesis returns Empiricism8. ... antithesis draws and melds Suburbia9.
carstimon's turn 12 — carstimon applies the dogma of Paper3. ... effects are shared with antithesis. ... antithesis splays their blue cards left. ... carstimon splays their blue cards left. ... antithesis draws Colonialism4 and Enterprise4. ... carstimon draws Gunpowder4 and Coal5. ... carstimon draws Shen Kuo3 as a sharing bonus. carstimon melds Coal5. ... carstimon melds Experimentation4 from their forecast. ... carstimon applies the dogma of Experimentation4. ... ... effects are shared with antithesis. ... ... antithesis draws and melds Banking5. ... ... carstimon draws and melds The Pirate Code5. ... ... carstimon draws Christian Huygens5 as a sharing bonus.
antithesis's turn 12 — antithesis melds Engineering3. antithesis applies the dogma of Democracy6. ... antithesis returns Calendar2. ... antithesis draws and scores Antibiotics8.
carstimon's turn 13 — carstimon applies the dogma of Experimentation4. ... effects are shared with antithesis. ... antithesis draws and melds Physics5. ... carstimon draws and melds Steam Engine5. ... carstimon draws A. van Leeuwenhoek5 as a sharing bonus. carstimon melds A. van Leeuwenhoek5. ... carstimon melds Navigation4 from their forecast. ... carstimon applies the dogma of Navigation4. ... ... demands are made of antithesis. ... ... antithesis transfers Construction2 from their score pile to carstimon's score pile.
antithesis's turn 13 — antithesis achieves age 3 – Medieval (Feudalism3)! ... carstimon draws Christopher Polhem5. antithesis draws Composites9.
carstimon's turn 14 — carstimon achieves age 4 – Renaissance (Reformation4)! ... antithesis draws Gene Roddenberry9. carstimon achieves age 5 – Exploration (Societies5)! ... antithesis draws Che Guevara9.
antithesis's turn 14 — antithesis melds Gene Roddenberry9. antithesis would meld Enterprise4, triggering the karma of Gene Roddenberry9. antithesis wins by Gene Roddenberry!