JimKam wins by achievements!

fweep:
    initial hand: Pottery1 and Bell1
    achievement(s):  Advancement 2 – Classical 1 – Prehistory 3 – Medieval 5 – Exploration
    score: (43)    5 2 3 2 3 5 1 5 3 2 4
    Stove5 Statistics5 Toothbrush2
    Pagoda2 Bell1 Astronomy5
    The Pirate Code5
    Archimedes2 Pottery1
    Chintz4
    2  0  2  4  2  0 

JimKam:
    initial hand: Oars1 and Ruler1
    achievement(s):  Trade 4 – Renaissance Wonder + 5
    score: (26)        4 5 6
     Watermill2 Chopsticks1
     Niccolo Machiavelli4 Reformation4 Flute1 Code of Laws1 Chaturanga2 Sunglasses3 Piano5
     Gunpowder4 Candles1 Oars1
     Chemistry5 Ruler1 Almanac3
     Banking5 C. Columbus4 Scissors2 Currency2 Charitable Trust3 Homing Pigeons3
    1  10  4  7  5  0 


Game log fweep melds Pottery1 and goes first. JimKam melds Ruler1.
fweep's turn 1 — fweep draws Archery1.
JimKam's turn 1 — JimKam applies the dogma of Ruler1. ... JimKam draws Crossbow2. JimKam melds Crossbow2.
fweep's turn 2 — fweep melds Bell1. fweep applies the dogma of Bell1. ... effects are shared with JimKam. ... JimKam scores nothing. ... fweep scores nothing. ... JimKam draws and foreshadows Horseshoes2. ... fweep draws and foreshadows Lever2. ... fweep draws Huang Di1 as a sharing bonus.
JimKam's turn 2 — JimKam draws Scissors2. JimKam melds Scissors2. ... JimKam melds Horseshoes2 from their forecast. ... JimKam applies the dogma of Horseshoes2. ... ... effects are shared with fweep. ... ... fweep draws and foreshadows Pagoda2. ... ... JimKam draws and foreshadows Watermill2. ... ... demands are made of no one. ... ... JimKam draws Archimedes2 as a sharing bonus.
fweep's turn 3 — fweep melds Archery1. fweep applies the dogma of Archery1. ... demands are made of JimKam. ... JimKam draws Candles1. ... JimKam transfers Archimedes2 to fweep's hand.
JimKam's turn 3 — JimKam applies the dogma of Horseshoes2. ... effects are shared with fweep. ... fweep draws and foreshadows Toothbrush2. ... JimKam draws and foreshadows Canal Building2. ... demands are made of no one. ... JimKam draws Sun Tzu2 as a sharing bonus. JimKam melds Sun Tzu2. ... JimKam melds Watermill2 from their forecast. ... JimKam applies the dogma of Watermill2. ... ... effects are shared with fweep. ... ... fweep tucks nothing. ... ... JimKam tucks Candles1. ... ... JimKam draws Flute1. ... ... JimKam tucks Flute1. ... ... JimKam draws Chopsticks1.
fweep's turn 4 — fweep melds Archimedes2. ... fweep melds Pagoda2 from his forecast. ... fweep applies the dogma of Pagoda2. ... fweep would take a Dogma action, triggering the karma of Archimedes2. ... ... fweep draws Chintz4. ... ... fweep foreshadows Chintz4. fweep applies the dogma of Archimedes2. fweep would take a Dogma action, triggering the karma of Archimedes2. ... fweep draws Katana3.
JimKam's turn 4 — JimKam applies the dogma of Flute1. ... JimKam splays their red cards left. ... demands are made of fweep. ... fweep returns nothing. ... JimKam draws Code of Laws1. JimKam applies the dogma of Ruler1. ... effects are shared with fweep. ... fweep draws Mapmaking2. ... JimKam draws Currency2. ... JimKam would draw for sharing, triggering the karma of Sun Tzu2. ... ... JimKam melds nothing. ... JimKam draws Ptolemy2 as a sharing bonus.
fweep's turn 5 — fweep applies the dogma of Pagoda2. fweep would take a Dogma action, triggering the karma of Archimedes2. ... effects are shared with JimKam. ... JimKam draws Reformation4. ... JimKam tucks Code of Laws1. ... JimKam melds Reformation4. ... fweep draws Enterprise4. ... fweep foreshadows Enterprise4. ... fweep draws Alexander the Great2 as a sharing bonus. fweep melds Katana3. ... fweep melds Toothbrush2 from his forecast.
JimKam's turn 5 — JimKam applies the dogma of Reformation4. ... JimKam tucks Oars1, Chopsticks1, and Currency2. ... JimKam splays their yellow cards right. JimKam inspires red. ... JimKam draws Chaturanga2. ... JimKam draws Calendar2.
fweep's turn 6 — fweep issues a Advancement decree. ... fweep removes from the game Huang Di1, Mapmaking2, and Alexander the Great2. ... fweep achieves Advancement! ... fweep draws Statistics5. fweep melds Statistics5. ... fweep melds Chintz4 from his forecast. ... fweep applies the dogma of Chintz4. ... fweep would take a Dogma action, triggering the karma of Archimedes2. ... ... fweep draws The Pirate Code5. ... ... fweep draws Stove5. ... ... fweep draws and scores Societies5.
JimKam's turn 6 — JimKam applies the dogma of Watermill2. ... JimKam tucks Chaturanga2. ... JimKam draws Charitable Trust3. ... JimKam tucks Charitable Trust3. ... JimKam draws Homing Pigeons3. ... JimKam tucks Homing Pigeons3. ... JimKam draws Sunglasses3. ... JimKam tucks Sunglasses3. ... JimKam draws Almanac3. ... JimKam tucks Almanac3. ... JimKam draws Barometer4. JimKam applies the dogma of Reformation4. ... JimKam splays their purple cards right.
fweep's turn 7 — fweep achieves age 2 – Classical (Fermenting2)! ... JimKam draws C. Columbus4. fweep achieves age 1 – Prehistory (City States1)! ... JimKam draws Takiyuddin4.
JimKam's turn 7 — JimKam melds C. Columbus4. JimKam fades Sun Tzu2 from their board. JimKam melds Barometer4.
fweep's turn 8 — fweep applies the dogma of Pagoda2. fweep would take a Dogma action, triggering the karma of Archimedes2. ... fweep draws Gunpowder4. ... fweep tucks The Pirate Code5. ... fweep melds Gunpowder4. fweep applies the dogma of Gunpowder4. fweep would take a Dogma action, triggering the karma of Archimedes2. ... demands are made of JimKam. ... JimKam transfers Horseshoes2 from their board to fweep's score pile. ... fweep draws and scores Medicine3.
JimKam's turn 8 — JimKam issues a Trade decree. ... JimKam removes from the game Ptolemy2, Calendar2, and Takiyuddin4. ... JimKam achieves Trade! ... JimKam draws and foreshadows Chemistry5, Physics5, and Banking5. JimKam applies the dogma of Barometer4. ... JimKam transfers Chemistry5 from their forecast to their hand. ... JimKam draws and foreshadows Lightning Rod5.
fweep's turn 9 — fweep applies the dogma of Gunpowder4. fweep would take a Dogma action, triggering the karma of Archimedes2. ... demands are made of JimKam. ... JimKam transfers Crossbow2 from their board to fweep's score pile. ... fweep draws and scores Compass3. fweep achieves age 3 – Medieval (Translation3)! ... JimKam draws Niccolo Machiavelli4.
JimKam's turn 9 — JimKam melds Chemistry5. ... JimKam melds Banking5 from their forecast. ... JimKam applies the dogma of Banking5. ... ... demands are made of fweep. ... ... fweep transfers Gunpowder4 from his board to JimKam's board. ... ... fweep draws and scores Measurement5. ... ... JimKam splays their green cards right. JimKam applies the dogma of Gunpowder4. ... demands are made of fweep. ... fweep transfers Katana3 from his board to JimKam's score pile. ... JimKam draws and scores Glassblowing2.
fweep's turn 10 — fweep melds Stove5. ... fweep melds Enterprise4 from his forecast. fweep applies the dogma of Stove5. fweep would take a Dogma action, triggering the karma of Archimedes2. ... effects are shared with JimKam. ... JimKam scores Barometer4. ... fweep scores Archery1. ... JimKam draws and tucks Piano5. ... JimKam draws and scores Seed Drill5. ... fweep draws and tucks Astronomy5. ... fweep draws and scores Coal5. ... fweep draws Edward Jenner6 as a sharing bonus.
JimKam's turn 10 — JimKam achieves age 4 – Renaissance (Experimentation4)! ... fweep draws John Harrison6. JimKam applies the dogma of Chemistry5. ... JimKam splays their blue cards right. ... JimKam draws and scores Stethoscope6. ... JimKam returns Sun Tzu2 from JimKam's score pile.
fweep's turn 11 — fweep applies the dogma of The Pirate Code5. fweep would take a Dogma action, triggering the karma of Archimedes2. ... demands are made of JimKam. ... JimKam transfers Katana3 and Glassblowing2 from their score pile to fweep's score pile. ... fweep scores Enterprise4 from his board. fweep achieves age 5 – Exploration (Steam Engine5)! ... JimKam draws Tecumseh6.
JimKam's turn 11 — JimKam melds Niccolo Machiavelli4. JimKam applies the dogma of Niccolo Machiavelli4. ... JimKam draws Indian Clubs6. ... JimKam splays their red cards right. ... JimKam achieves Wonder! JimKam wins by achievements!