carstimon wins by achievements!

Archi:
    initial hand: The Wheel1 and Bell1
    achievement(s):  1 – Prehistory 2 – Classical 3 – Medieval 4 – Renaissance Advancement Empire
    score: (38)    1 1 1 1 1 2 2 2 3 2 5 7
     Corporations8 Databases10 Metric System6 Mapmaking2 Clothing1 The Wheel1 Globe4
     Quantum Theory8 Pottery1 Dice1 Ruler1 Writing1
    Tractor8 Fertilizer7 Soap1 Chopsticks1
     H.G. Wells8 Television8 Reformation4 Philosophy2 Chaturanga2 Mysticism1 City States1 Code of Laws1 Bell1
    Colonialism4 Gunpowder4 Construction2 Metalworking1
    3  5  2  8  6  6 

carstimon:
    initial hand: Sailing1 and Perfume1
    achievement(s):  Destiny Wonder Wealth 5 – Exploration 6 – Enlightenment 7 – Romance + 2
    score: (43)        2 3 4 4 4 4 3 1 3 4
     Alfred Nobel7 Invention4 Charitable Trust3 Ice Skates1 Umbrella1 Sailing1 Galileo Galilei4 Navigation4
     Telescope4 Mathematics2 Perfume1 Slide Rule4 Physics5
     Novel3 Flute1 Monotheism2 William Shakespeare4 Toilet4 Sunglasses3 Enterprise4
     Road Building2 Kobukson4 Liquid Fire3 Optics3 Bangle1 Candles1 Archery1 Shuriken4
    8  3  8  13  2  0 


Game log Archi melds Bell1 and goes first. carstimon melds Sailing1.
Archi's turn 1 — Archi applies the dogma of Bell1. ... Archi scores nothing. ... Archi draws and foreshadows Chaturanga2.
carstimon's turn 1 — carstimon melds Perfume1. carstimon applies the dogma of Sailing1. ... carstimon draws and melds Mysticism1.
Archi's turn 2 — Archi melds The Wheel1. Archi applies the dogma of Bell1. ... Archi scores nothing. ... Archi draws and foreshadows Road Building2.
carstimon's turn 2 — carstimon applies the dogma of Mysticism1. ... effects are shared with Archi. ... Archi draws and melds Clothing1. ... Archi draws Metalworking1. ... carstimon draws Domestication1. ... carstimon draws Huang Di1 as a sharing bonus. carstimon applies the dogma of Sailing1. ... carstimon draws and melds Umbrella1.
Archi's turn 3 — Archi melds Metalworking1. Archi applies the dogma of Bell1. ... Archi scores nothing. ... Archi draws and foreshadows Mapmaking2.
carstimon's turn 3 — carstimon applies the dogma of Umbrella1. ... effects are shared with Archi. ... Archi melds nothing. ... carstimon melds Huang Di1. ... Archi returns nothing. ... carstimon returns nothing. carstimon applies the dogma of Huang Di1. ... carstimon draws Horseshoes2.
Archi's turn 4 — Archi applies the dogma of Metalworking1. ... Archi draws Writing1. Archi applies the dogma of Metalworking1. ... Archi draws and scores Noodles1, Plumbing1, and Comb1. ... Archi draws Dice1.
carstimon's turn 4 — carstimon melds Horseshoes2. carstimon applies the dogma of Mysticism1. ... effects are shared with Archi. ... Archi draws and melds Code of Laws1. ... Archi draws City States1. ... carstimon draws and melds Ice Skates1. ... carstimon draws Flute1. ... carstimon draws Ptolemy2 as a sharing bonus.
Archi's turn 5 — Archi melds Dice1. Archi applies the dogma of Dice1. ... Archi draws Chopsticks1. ... It doesn't have a bonus.
carstimon's turn 5 — carstimon melds Ptolemy2. carstimon fades Huang Di1 from their board. carstimon inspires green. ... carstimon draws and melds Mathematics2. ... carstimon draws Philosophy2.
Archi's turn 6 — Archi applies the dogma of Clothing1. ... Archi melds Chopsticks1. ... Archi draws and scores Puppet1. Archi applies the dogma of Dice1. ... Archi draws Soap1. ... Archi draws and melds Construction2.
carstimon's turn 6 — carstimon inspires green. ... carstimon draws and melds Calendar2. ... carstimon draws Currency2. carstimon melds Domestication1.
Archi's turn 7 — Archi melds City States1. Archi applies the dogma of City States1. ... demands are made of carstimon. ... carstimon transfers Mysticism1 from their board to Archi's board. ... carstimon draws Masonry1.
carstimon's turn 7 — carstimon inspires green. ... carstimon draws and melds Monotheism2. ... carstimon draws Fermenting2. carstimon applies the dogma of Domestication1. ... effects are shared with Archi. ... Archi melds Soap1. ... Archi draws Ruler1. ... carstimon melds Flute1. ... carstimon draws Candles1. ... carstimon draws Sejong the Great3 as a sharing bonus.
Archi's turn 8 — Archi applies the dogma of Mysticism1. ... Archi draws and melds Pottery1. ... Archi draws Oars1. Archi achieves age 1 – Prehistory (Agriculture1)! ... carstimon draws Alhazen3.
carstimon's turn 8 — carstimon melds Alhazen3. carstimon fades Ptolemy2 from their board. carstimon applies the dogma of Ice Skates1. ... carstimon returns Masonry1, Candles1, and Currency2. ... carstimon draws and foreshadows Novel3, Liquid Fire3, and Charitable Trust3. ... carstimon returns Alhazen3 from carstimon's board.
Archi's turn 9 — Archi applies the dogma of Construction2. ... demands are made of carstimon. ... carstimon transfers Philosophy2 and Sejong the Great3 to Archi's hand. ... carstimon draws Linguistics2. Archi melds Sejong the Great3. ... Archi melds Chaturanga2 from their forecast. ... Archi applies the dogma of Chaturanga2. ... ... effects are shared with carstimon. ... ... carstimon draws and foreshadows Coal5. ... ... Archi draws and foreshadows Measurement5. ... ... Archi draws Saladin3 as a sharing bonus.
carstimon's turn 9 — carstimon applies the dogma of Flute1. ... carstimon splays their green cards left. ... demands are made of Archi. ... Archi returns Saladin3. ... carstimon draws Tools1. carstimon applies the dogma of Ice Skates1. ... carstimon melds nothing. ... carstimon returns Fermenting2, Linguistics2, and Tools1. ... carstimon draws and foreshadows Engineering3, Translation3, and Compass3. ... carstimon achieves Destiny! ... carstimon returns Calendar2 from carstimon's board.
Archi's turn 10 — Archi melds Philosophy2. ... Archi melds Mapmaking2 from their forecast. Archi applies the dogma of Sejong the Great3. ... Archi draws and melds Gunpowder4.
carstimon's turn 10 — carstimon draws Currency2. carstimon applies the dogma of Mathematics2. ... effects are shared with Archi. ... Archi returns nothing. ... carstimon returns Currency2. ... carstimon draws and melds Feudalism3.
Archi's turn 11 — Archi applies the dogma of Gunpowder4. ... demands are made of carstimon. ... carstimon transfers Domestication1 from their board to Archi's score pile. ... Archi draws and scores Fermenting2. Archi applies the dogma of Gunpowder4. ... demands are made of carstimon. ... carstimon transfers Horseshoes2 from their board to Archi's score pile. ... Archi draws and scores Calendar2.
carstimon's turn 11 — carstimon draws Optics3. carstimon melds Optics3. ... carstimon melds Charitable Trust3 from their forecast. ... carstimon applies the dogma of Charitable Trust3. ... ... carstimon melds nothing. ... ... carstimon draws Invention4.
Archi's turn 12 — Archi applies the dogma of Gunpowder4. ... demands are made of carstimon. ... carstimon transfers Feudalism3 from their board to Archi's score pile. ... Archi draws and scores Currency2. Archi achieves age 2 – Classical (Canal Building2)! ... carstimon draws Rhazes3.
carstimon's turn 12 — carstimon melds Invention4. ... carstimon melds Liquid Fire3 from their forecast. ... carstimon applies the dogma of Liquid Fire3. ... ... demands are made of Archi. ... ... Archi draws Paper3 and transfers it to carstimon's score pile. carstimon applies the dogma of Invention4. ... carstimon melds Rhazes3. ... carstimon splays their green cards right. ... carstimon draws and scores Perspective4.
Archi's turn 13 — Archi achieves age 3 – Medieval (Machinery3)! ... carstimon draws William Shakespeare4. Archi achieves age 4 – Renaissance (Experimentation4)! ... carstimon would draw a 4, triggering the karma of Rhazes3. ... ... carstimon tucks William Shakespeare4. ... carstimon draws Leonardo da Vinci4.
carstimon's turn 13 — carstimon applies the dogma of Flute1. ... carstimon splays their purple cards left. ... demands are made of Archi. ... Archi returns nothing. ... carstimon draws Bangle1. ... carstimon would draw a 1, triggering the karma of Rhazes3. ... ... carstimon tucks Bangle1. ... carstimon draws Candles1. ... carstimon would draw a 1, triggering the karma of Rhazes3. ... ... carstimon tucks Candles1. ... carstimon draws Archery1. carstimon applies the dogma of Invention4. ... carstimon would draw a 4, triggering the karma of Rhazes3. ... ... carstimon tucks Leonardo da Vinci4. ... carstimon draws Slide Rule4. ... carstimon splays their purple cards right. ... carstimon would draw a 4, triggering the karma of Rhazes3. ... ... carstimon tucks Slide Rule4. ... carstimon draws and scores Pencil4.
Archi's turn 14 — Archi applies the dogma of Sejong the Great3. ... effects are shared with carstimon. ... carstimon draws and melds Telescope4. ... Archi draws and melds Colonialism4. ... Archi draws Yi Sun-sin4 as a sharing bonus. Archi applies the dogma of Sejong the Great3. ... effects are shared with carstimon. ... carstimon draws and melds Kobukson4. ... Archi draws and melds Reformation4. ... Archi draws C. Columbus4 as a sharing bonus.
carstimon's turn 14 — carstimon applies the dogma of Flute1. ... carstimon splays their blue cards left. ... demands are made of Archi. ... Archi returns Yi Sun-sin4. ... carstimon would draw a 1, triggering the karma of Rhazes3. ... ... carstimon tucks Archery1. ... carstimon draws Masonry1. carstimon applies the dogma of Invention4. ... carstimon draws Toilet4. ... carstimon splays their blue cards right. ... carstimon would draw a 4, triggering the karma of Rhazes3. ... ... carstimon tucks Toilet4. ... carstimon draws and scores Chintz4.
Archi's turn 15 — Archi applies the dogma of Reformation4. ... effects are shared with carstimon. ... Archi tucks Ruler1 and Writing1. ... carstimon splays their yellow cards right. ... Archi splays their purple cards right. ... Archi draws Niccolo Machiavelli4 as a sharing bonus. Archi issues a Advancement decree. ... Archi removes from the game Niccolo Machiavelli4, C. Columbus4, and Oars1. ... Archi achieves Advancement! ... Archi draws Metric System6.
carstimon's turn 15 — carstimon applies the dogma of Flute1. ... effects are shared with Archi. ... Archi draws and tucks Globe4. ... carstimon draws and tucks Shuriken4. ... Archi splays their blue cards left. ... carstimon splays their red cards left. ... demands are made of no one. ... Archi draws Tools1. ... carstimon draws Sunglasses3. ... carstimon would draw a 3, triggering the karma of Rhazes3. ... ... carstimon tucks Sunglasses3. ... carstimon draws Deodorant3. ... carstimon draws Galileo Galilei4 as a sharing bonus. carstimon applies the dogma of Invention4. ... carstimon would draw a 4, triggering the karma of Rhazes3. ... ... carstimon tucks Galileo Galilei4. ... carstimon draws Enterprise4. ... carstimon splays their red cards right. ... carstimon achieves Wonder! ... carstimon would draw a 4, triggering the karma of Rhazes3. ... ... carstimon tucks Enterprise4. ... carstimon draws and scores Anatomy4.
Archi's turn 16 — Archi melds Metric System6. Archi applies the dogma of Metric System6. ... effects are shared with carstimon. ... Archi splays their green cards right.
carstimon's turn 16 — carstimon draws Navigation4. carstimon would draw a 4, triggering the karma of Rhazes3. ... carstimon tucks Navigation4. carstimon draws Printing Press4.
Archi's turn 17 — Archi draws Bifocals6. Archi would meld Bifocals6, triggering the karma of Sejong the Great3. ... Archi returns Bifocals6. ... Archi draws and melds Fertilizer7. ... Archi melds Measurement5 from their forecast. ... Archi applies the dogma of Measurement5. ... ... effects are shared with carstimon. ... ... carstimon returns Masonry1. ... ... carstimon splays their red cards right. ... ... carstimon draws Sanitation7. ... ... Archi returns Tools1. ... ... Archi splays their purple cards right. ... ... Archi draws Evolution7. ... ... Archi draws Emperor Meiji7 as a sharing bonus.
carstimon's turn 17 — carstimon melds Sanitation7. ... carstimon melds Novel3 from their forecast. ... ... carstimon achieves Wealth! ... carstimon applies the dogma of Novel3. ... ... carstimon draws and tucks Physics5. ... ... carstimon draws Alchemy3. ... ... carstimon draws Education3. ... ... carstimon's non-purple top cards have no non- icon in common. carstimon achieves age 5 – Exploration (Steam Engine5)! ... Archi draws Alfred Nobel7.
Archi's turn 18 — Archi would meld Evolution7, triggering the karma of Sejong the Great3. ... Archi returns Evolution7. ... Archi draws and melds Television8. Archi applies the dogma of Television8. ... Archi draws and melds Tractor8. ... ... Archi achieves Empire! ... Archi chooses carstimon and the value 1. ... Archi transfers Huang Di1 from carstimon's score pile to carstimon's board. ... carstimon has no achievement of value 1.
carstimon's turn 18 — carstimon applies the dogma of Sanitation7. ... carstimon scores Sejong the Great3 from Archi's board. ... demands are made of Archi. ... Archi transfers Emperor Meiji7 and Alfred Nobel7 to carstimon's hand. ... Archi transfers Deodorant3 from carstimon's hand to their hand. carstimon achieves age 6 – Enlightenment (Industrialization6)! ... Archi draws H.G. Wells8.
Archi's turn 19 — Archi melds H.G. Wells8. ... Archi melds Road Building2 from their forecast. Archi inspires purple. ... Archi would foreshadow Robotics10, triggering the karma of H.G. Wells8. ... ... Archi melds Robotics10. ... ... Archi executes Robotics10. ... ... ... Archi scores Measurement5 from their board. ... ... ... Archi draws and melds Databases10. ... ... ... Archi executes Databases10. ... ... ... There were no non-demand effects to execute. ... ... Archi removes from the game Robotics10 from their board. ... Archi draws Corporations8.
carstimon's turn 19 — carstimon melds Alfred Nobel7. carstimon fades Huang Di1 from their board. carstimon achieves age 7 – Romance (Lighting7)! ... Archi draws Alex Trebek10.
Archi's turn 20 — Archi inspires purple. ... Archi would foreshadow Bioengineering10, triggering the karma of H.G. Wells8. ... ... Archi melds Bioengineering10. ... ... Archi executes Bioengineering10. ... ... ... Archi transfers Sanitation7 from carstimon's board to their score pile. ... ... Archi removes from the game Bioengineering10 from their board. ... Archi draws Quantum Theory8. carstimon fades Rhazes3 and Leonardo da Vinci4 from their board. Archi applies the dogma of Road Building2. ... Archi melds Quantum Theory8 and Corporations8. ... Archi transfers Road Building2 from their board to carstimon's board. carstimon wins by achievements!