DYER wins by achievements! DYER: initial hand: Domestication1 and Clothing1 achievement(s): 2 – Classical 3 – Medieval 4 – Renaissance 5 – Exploration 6 – Enlightenment Wonder score: (44) 4 4 5 5 5 5 4 6 6 Mathematics2 Tools1 Coal5 Colonialism4 Engineering3 Industrialization6 Emancipation6 Astronomy5 Philosophy2 City States1 Perspective4 Masonry1 Domestication1 Invention4 Paper3 The Wheel1 Clothing1 6 1 9 3 8 0 markusin: initial hand: Oars1 and Sailing1 achievement(s): 1 – Prehistory score: (47) 2 3 2 3 4 4 5 1 1 1 1 2 2 2 3 3 3 4 1 Alchemy3 The Pirate Code5 Democracy6 Steam Engine5 Canal Building2 Agriculture1 Mapmaking2 3 1 2 6 3 0
Game log DYER melds Domestication1 and goes first. markusin melds Sailing1.
— DYER's turn 1 — DYER activates the dogma of Domestication1. ... DYER melds Clothing1. ... DYER draws Tools1.
— markusin's turn 1 — markusin activates the dogma of Sailing1. ... effects are shared with DYER. ... DYER draws and melds The Wheel1. ... markusin draws and melds Agriculture1. ... markusin draws Archery1 as a sharing bonus. markusin activates the dogma of Sailing1. ... markusin draws and melds Masonry1.
— DYER's turn 2 — DYER activates the dogma of The Wheel1. ... DYER draws City States1 and Code of Laws1. DYER activates the dogma of Domestication1. ... DYER melds Tools1. ... DYER draws Pottery1.
— markusin's turn 2 — markusin activates the dogma of Sailing1. ... markusin draws and melds Mysticism1. markusin activates the dogma of Masonry1. ... effects are shared with DYER. ... DYER melds City States1. ... markusin melds Oars1 and Archery1. ... markusin draws Metalworking1 as a sharing bonus.
— DYER's turn 3 — DYER activates the dogma of City States1. ... demands are made of markusin. ... markusin transfers Masonry1 from their board to DYER's board. ... markusin draws Construction2. DYER activates the dogma of The Wheel1. ... DYER draws Mapmaking2 and Philosophy2.
— markusin's turn 3 — markusin activates the dogma of Mysticism1. ... effects are shared with DYER. ... DYER draws and melds Mathematics2. ... DYER draws Fermenting2. ... markusin draws and melds Canal Building2. ... markusin draws Monotheism2. ... markusin draws Currency2 as a sharing bonus. markusin activates the dogma of Sailing1. ... markusin draws and melds Road Building2.
— DYER's turn 4 — DYER activates the dogma of The Wheel1. ... DYER draws Engineering3 and Paper3. DYER melds Philosophy2.
— markusin's turn 4 — markusin activates the dogma of Mysticism1. ... effects are shared with DYER. ... DYER draws Optics3. ... markusin draws and melds Compass3. ... markusin draws Machinery3. ... markusin draws Medicine3 as a sharing bonus. markusin melds Currency2.
— DYER's turn 5 — DYER melds Engineering3. DYER activates the dogma of Engineering3. ... demands are made of markusin. ... markusin transfers Road Building2 and Mysticism1 from their board to DYER's score pile.
— markusin's turn 5 — markusin activates the dogma of Currency2. ... markusin returns Metalworking1 and Monotheism2. ... markusin draws and scores Monotheism2 and Feudalism3. markusin achieves age 1 – Prehistory (Writing1)!
— DYER's turn 6 — DYER activates the dogma of Philosophy2. ... DYER splays their purple cards left. ... DYER scores Optics3. DYER melds Paper3.
— markusin's turn 6 — markusin melds Machinery3. markusin activates the dogma of Machinery3. ... demands are made of DYER. ... DYER transfers Code of Laws1, Pottery1, Mapmaking2, and Fermenting2 to markusin's hand. ... DYER transfers Medicine3 from markusin's hand to their hand. ... markusin scores Construction2. ... markusin splays their red cards left.
— DYER's turn 7 — DYER activates the dogma of Engineering3. ... demands are made of markusin. ... markusin transfers Archery1 and Machinery3 from their board to DYER's score pile. DYER achieves age 2 – Classical (Calendar2)!
— markusin's turn 7 — markusin melds Code of Laws1. markusin activates the dogma of Code of Laws1. ... markusin tucks Mapmaking2. ... markusin splays their green cards left.
— DYER's turn 8 — DYER activates the dogma of Paper3. ... DYER splays their green cards left. ... DYER draws Navigation4 and Reformation4. DYER activates the dogma of Philosophy2. ... DYER splays their yellow cards left. ... DYER scores Reformation4.
— markusin's turn 8 — markusin melds Fermenting2. markusin activates the dogma of Fermenting2. ... markusin draws Alchemy3, Education3, and Invention4.
— DYER's turn 9 — DYER activates the dogma of Engineering3. ... demands are made of markusin. ... markusin transfers Oars1 and Fermenting2 from their board to DYER's score pile. DYER activates the dogma of Paper3. ... DYER splays their blue cards left. ... DYER draws Perspective4, Enterprise4, Printing Press4, and Colonialism4.
— markusin's turn 9 — markusin activates the dogma of Currency2. ... markusin returns Pottery1, Education3, and Invention4. ... markusin draws and scores Education3, Experimentation4, and Anatomy4. markusin melds Alchemy3.
— DYER's turn 10 — DYER achieves age 3 – Medieval (Translation3)! DYER melds Perspective4.
— markusin's turn 10 — markusin activates the dogma of Alchemy3. ... effects are shared with DYER. ... DYER draws Invention4 and Astronomy5. ... markusin draws Coal5. ... markusin returns Coal5. ... DYER melds Astronomy5. ... DYER scores Enterprise4. ... markusin melds nothing. ... markusin draws Steam Engine5 as a sharing bonus. markusin activates the dogma of Alchemy3. ... effects are shared with DYER. ... DYER draws Physics5 and Societies5. ... markusin draws Banking5. ... DYER melds Colonialism4. ... DYER scores Physics5. ... markusin melds Steam Engine5. ... markusin scores Banking5. ... markusin draws The Pirate Code5 as a sharing bonus.
— DYER's turn 11 — DYER achieves age 4 – Renaissance (Gunpowder4)! DYER achieves age 5 – Exploration (Measurement5)!
— markusin's turn 11 — markusin melds The Pirate Code5. markusin activates the dogma of The Pirate Code5. ... demands are made of DYER. ... DYER transfers Mysticism1 and Archery1 from their score pile to markusin's score pile. ... markusin scores Code of Laws1 from their board.
— DYER's turn 12 — DYER activates the dogma of Paper3. ... DYER draws Chemistry5, Statistics5, Coal5, and Emancipation6. DYER activates the dogma of Perspective4. ... DYER returns Medicine3. ... DYER scores Societies5, Statistics5, Chemistry5, Navigation4, and Printing Press4.
— markusin's turn 12 — markusin activates the dogma of The Pirate Code5. ... demands are made of DYER. ... DYER transfers Oars1 and Fermenting2 from their score pile to markusin's score pile. ... markusin scores Currency2 from their board. markusin activates the dogma of Alchemy3. ... effects are shared with DYER. ... DYER draws Encyclopedia6. ... markusin draws Democracy6. ... DYER melds Emancipation6. ... DYER scores Encyclopedia6. ... markusin melds Democracy6. ... markusin scores nothing. ... markusin draws Classification6 as a sharing bonus.
— DYER's turn 13 — DYER achieves age 6 – Enlightenment (Canning6)! DYER melds Coal5.
— markusin's turn 13 — markusin activates the dogma of The Pirate Code5. ... demands are made of DYER. ... DYER transfers Road Building2 and Optics3 from their score pile to markusin's score pile. ... markusin scores Compass3 from their board. markusin activates the dogma of The Pirate Code5. ... demands are made of DYER. ... DYER transfers Machinery3 and Navigation4 from their score pile to markusin's score pile. ... markusin scores Sailing1 from their board.
— DYER's turn 14 — DYER activates the dogma of Coal5. ... DYER draws and tucks Industrialization6. ... DYER splays their red cards right. ... DYER scores nothing from their board. DYER melds Invention4.
— markusin's turn 14 — markusin activates the dogma of Mapmaking2. ... demands are made of DYER. ... DYER transfers nothing from their score pile to markusin's score pile. markusin draws Atomic Theory6.
— DYER's turn 15 — DYER activates the dogma of Invention4. ... DYER splays their green cards right. ... DYER draws and scores Vaccination6. ... DYER achieves Wonder! DYER wins by achievements!