Trojan Horse wins by A.I.!

Trojan Horse:
    initial hand: City States1 and Clothing1
    achievement(s):  World 1 – Prehistory 3 – Medieval Universe
    score: (10) 10
    Software10 Quantum Theory8
    Robotics10
    A.I.10 Lighting7
    Globalization10 Agriculture1
    Self Service10 Bicycle7
    0  0  2  3  5  5 

Mood:
    initial hand: Archery1 and Mysticism1
    achievement(s):  2 – Classical Monument 4 – Renaissance
    score: (20) 10 10
    Rocketry8 Encyclopedia6
    Combustion7 Mobility8 Flight8
    Socialism8 Empiricism8
    Refrigeration7 Antibiotics8
     Metric System6 Mass Media8
    0  5  1  5  2  3 


Game log Trojan Horse melds Clothing1 and goes first. Mood melds Mysticism1.
Trojan Horse's turn 1 — Trojan Horse activates the dogma of Clothing1. ... Trojan Horse melds City States1. ... Trojan Horse draws and scores Agriculture1.
Mood's turn 1 — Mood draws Pottery1. Mood melds Pottery1.
Trojan Horse's turn 2 — Trojan Horse draws Masonry1. Trojan Horse melds Masonry1.
Mood's turn 2 — Mood draws Sailing1. Mood melds Sailing1.
Trojan Horse's turn 3 — Trojan Horse draws The Wheel1. Trojan Horse melds The Wheel1.
Mood's turn 3 — Mood activates the dogma of Sailing1. ... effects are shared with Trojan Horse. ... Trojan Horse draws and melds Writing1. ... Mood draws and melds Tools1. ... Mood draws Domestication1 as a sharing bonus. Mood melds Domestication1.
Trojan Horse's turn 4 — Trojan Horse activates the dogma of The Wheel1. ... Trojan Horse draws Code of Laws1 and Metalworking1. Trojan Horse activates the dogma of The Wheel1. ... Trojan Horse draws Currency2 and Mapmaking2.
Mood's turn 4 — Mood activates the dogma of Domestication1. ... effects are shared with Trojan Horse. ... Trojan Horse melds Code of Laws1. ... Trojan Horse draws Canal Building2. ... Mood melds Archery1. ... Mood draws Construction2. ... Mood draws Calendar2 as a sharing bonus. Mood activates the dogma of Domestication1. ... Mood melds Construction2. ... Mood draws Road Building2.
Trojan Horse's turn 5 — Trojan Horse activates the dogma of The Wheel1. ... effects are shared with Mood. ... Mood draws Fermenting2 and Philosophy2. ... Trojan Horse draws Mathematics2 and Engineering3. ... Trojan Horse draws Medicine3 as a sharing bonus. Trojan Horse melds Metalworking1.
Mood's turn 5 — Mood activates the dogma of Mysticism1. ... effects are shared with Trojan Horse. ... Trojan Horse draws and melds Translation3. ... Trojan Horse draws Optics3. ... Mood draws and melds Paper3. ... Mood draws Alchemy3. ... Mood draws Machinery3 as a sharing bonus. Mood activates the dogma of Paper3. ... Mood splays his blue cards left. ... Mood draws Enterprise4.
Trojan Horse's turn 6 — Trojan Horse melds Medicine3. Trojan Horse melds Currency2.
Mood's turn 6 — Mood activates the dogma of Paper3. ... Mood splays his green cards left. ... Mood draws Printing Press4 and Anatomy4. Mood melds Philosophy2.
Trojan Horse's turn 7 — Trojan Horse melds Optics3. Trojan Horse activates the dogma of Translation3. ... Trojan Horse melds nothing from his score pile. ... Trojan Horse achieves World!
Mood's turn 7 — Mood activates the dogma of Philosophy2. ... Mood splays his purple cards left. ... Mood scores Anatomy4. Mood activates the dogma of Philosophy2. ... Mood splays his red cards left. ... Mood scores Enterprise4.
Trojan Horse's turn 8 — Trojan Horse activates the dogma of Currency2. ... Trojan Horse returns Canal Building2 and Engineering3. ... Trojan Horse draws and scores Canal Building2 and Education3. Trojan Horse achieves age 1 – Prehistory (Oars1)!
Mood's turn 8 — Mood activates the dogma of Philosophy2. ... Mood scores Printing Press4. Mood achieves age 2 – Classical (Monotheism2)!
Trojan Horse's turn 9 — Trojan Horse activates the dogma of Optics3. ... Trojan Horse draws and melds Compass3. ... Trojan Horse draws and scores Reformation4. Trojan Horse activates the dogma of Medicine3. ... demands are made of Mood. ... Mood transfers Agriculture1 from Trojan Horse's score pile to his score pile. ... Mood transfers Anatomy4 from his score pile to Trojan Horse's score pile.
Mood's turn 9 — Mood activates the dogma of Paper3. ... Mood draws Experimentation4, Colonialism4, Invention4, and Gunpowder4. Mood activates the dogma of Paper3. ... Mood draws Navigation4, Measurement5, The Pirate Code5, and Banking5.
Trojan Horse's turn 10 — Trojan Horse activates the dogma of Medicine3. ... demands are made of Mood. ... Mood transfers Canal Building2 from Trojan Horse's score pile to his score pile. ... Mood transfers Enterprise4 from his score pile to Trojan Horse's score pile. Trojan Horse achieves age 3 – Medieval (Feudalism3)!
Mood's turn 10 — Mood activates the dogma of Paper3. ... Mood draws Physics5, Astronomy5, Chemistry5, and Statistics5. Mood melds Statistics5.
Trojan Horse's turn 11 — Trojan Horse activates the dogma of Code of Laws1. ... Trojan Horse tucks Mapmaking2. ... Trojan Horse splays his green cards left. Trojan Horse melds Mathematics2.
Mood's turn 11 — Mood melds Astronomy5. Mood activates the dogma of Astronomy5. ... Mood draws Democracy6.
Trojan Horse's turn 12 — Trojan Horse activates the dogma of Optics3. ... Trojan Horse draws and melds Engineering3. ... Trojan Horse transfers Education3 from his score pile to Mood's score pile. Trojan Horse draws Societies5.
Mood's turn 12 — Mood activates the dogma of Astronomy5. ... Mood draws and melds Atomic Theory6 and Classification6. ... Mood draws Emancipation6. Mood activates the dogma of Atomic Theory6. ... Mood splays his blue cards right. ... Mood draws and melds Evolution7.
Trojan Horse's turn 13 — Trojan Horse melds Societies5. Trojan Horse activates the dogma of Societies5. ... demands are made of Mood. ... Mood transfers Statistics5 from his board to Trojan Horse's board. ... Mood draws Coal5.
Mood's turn 13 — Mood activates the dogma of Evolution7. ... Mood draws and scores Skyscrapers8. ... Mood returns Agriculture1 from Mood's score pile. Mood activates the dogma of Evolution7. ... Mood draws one higher than the highest card in his score pile. ... Mood draws Collaboration9.
Trojan Horse's turn 14 — Trojan Horse draws Machine Tools6. Trojan Horse activates the dogma of Societies5. ... demands are made of Mood. ... Mood transfers Evolution7 from his board to Trojan Horse's board. ... Mood draws Canning6.
Mood's turn 14 — Mood activates the dogma of Classification6. ... Mood reveals Coal5. ... Mood transfers Machine Tools6 from Trojan Horse's hand to his hand. ... Mood melds Road Building2, Colonialism4, Gunpowder4, The Pirate Code5, Coal5, and Machine Tools6. Mood activates the dogma of Classification6. ... Mood reveals Collaboration9. ... Mood melds Invention4, Navigation4, Measurement5, Banking5, and Collaboration9.
Trojan Horse's turn 15 — Trojan Horse draws Publications7. Trojan Horse draws Sanitation7.
Mood's turn 15 — Mood draws Fission9. Mood draws Composites9.
Trojan Horse's turn 16 — Trojan Horse melds Sanitation7. Trojan Horse activates the dogma of Sanitation7. ... demands are made of Mood. ... Mood transfers Fission9 and Composites9 to Trojan Horse's hand. ... Mood transfers Publications7 from Trojan Horse's hand to his hand.
Mood's turn 16 — Mood melds Publications7. Mood activates the dogma of Publications7. ... Mood rearranges his green cards. ... Mood splays his blue cards up.
Trojan Horse's turn 17 — Trojan Horse draws Explosives7. Trojan Horse melds Fission9.
Mood's turn 17 — Mood activates the dogma of Astronomy5. ... Mood draws Industrialization6. Mood activates the dogma of Classification6. ... Mood reveals Industrialization6. ... Mood transfers Composites9 and Explosives7 from Trojan Horse's hand to his hand. ... Mood melds Industrialization6, Explosives7, and Composites9.
Trojan Horse's turn 18 — Trojan Horse activates the dogma of Fission9. ... demands are made of Mood. ... Mood draws Miniaturization10. ... All hands, boards, and score piles are removed from the game. Trojan Horse draws Agriculture1.
Mood's turn 18 — Mood draws Encyclopedia6. Mood draws Metric System6.
Trojan Horse's turn 19 — Trojan Horse draws Lighting7. Trojan Horse melds Lighting7.
Mood's turn 19 — Mood draws Combustion7. Mood melds Combustion7.
Trojan Horse's turn 20 — Trojan Horse draws Railroad7. Trojan Horse draws Bicycle7.
Mood's turn 20 — Mood draws Refrigeration7. Mood melds Refrigeration7.
Trojan Horse's turn 21 — Trojan Horse melds Bicycle7. Trojan Horse melds Agriculture1.
Mood's turn 21 — Mood draws Mass Media8. Mood draws Flight8.
Trojan Horse's turn 22 — Trojan Horse draws Empiricism8. Trojan Horse draws Quantum Theory8.
Mood's turn 22 — Mood draws Socialism8. Mood melds Socialism8.
Trojan Horse's turn 23 — Trojan Horse melds Quantum Theory8. Trojan Horse activates the dogma of Quantum Theory8. ... Trojan Horse returns Railroad7 and Empiricism8. ... Trojan Horse draws Robotics10. ... Trojan Horse draws and scores Stem Cells10.
Mood's turn 23 — Mood activates the dogma of Combustion7. ... demands are made of Trojan Horse. ... Trojan Horse transfers Stem Cells10 from his score pile to Mood's score pile. Mood draws Antibiotics8.
Trojan Horse's turn 24 — Trojan Horse melds Robotics10. Trojan Horse draws Globalization10.
Mood's turn 24 — Mood draws Mobility8. Mood melds Metric System6.
Trojan Horse's turn 25 — Trojan Horse draws A.I.10. Trojan Horse melds A.I.10.
Mood's turn 25 — Mood draws Rocketry8. Mood draws Empiricism8.
Trojan Horse's turn 26 — Trojan Horse draws Databases10. Trojan Horse melds Globalization10.
Mood's turn 26 — Mood activates the dogma of Socialism8. ... Mood tucks Rocketry8, Encyclopedia6, Mobility8, Flight8, Antibiotics8, and Empiricism8. ... Mood achieves Monument! ... Mood tucks Mass Media8. ... Mood transfers Databases10 from Trojan Horse's hand to his hand. Mood activates the dogma of Metric System6. ... Mood splays his green cards right.
Trojan Horse's turn 27 — Trojan Horse draws Self Service10. Trojan Horse melds Self Service10. ... Trojan Horse achieves Universe!
Mood's turn 27 — Mood draws Services9. Mood draws Satellites9.
Trojan Horse's turn 28 — Trojan Horse draws Software10. Trojan Horse activates the dogma of A.I.10. ... Trojan Horse draws and scores The Internet10.
Mood's turn 28 — Mood activates the dogma of Combustion7. ... demands are made of Trojan Horse. ... Trojan Horse transfers The Internet10 from his score pile to Mood's score pile. Mood achieves age 4 – Renaissance (Perspective4)!
Trojan Horse's turn 29 — Trojan Horse melds Software10. Trojan Horse activates the dogma of A.I.10. ... Trojan Horse draws and scores Bioengineering10. Trojan Horse wins by A.I.!