JimKam wins by achievements!
markusin:
initial hand: Clothing1 and Writing1
achievement(s): 2 – Classical 3 – Medieval 4 – Renaissance 6 – Enlightenment
score: (30) 2 2 2 4 2 1 1 2 7 1 6
Canning6 Canal Building2
Publications7
Navigation4
Railroad7 Emancipation6
The Pirate Code5 Metalworking1 Gunpowder4 Colonialism4 Archery1
3
2
3
7
6
3
JimKam:
initial hand: Sailing1 and Agriculture1
achievement(s): Monument 1 – Prehistory 5 – Exploration 7 – Romance Empire Wonder
score: (41) 1 3 7 7 7 8 8
Sanitation7 Steam Engine5 Agriculture1 Fermenting2 Vaccination6 Antibiotics8 Suburbia9 Ecology9
Atomic Theory6 Calendar2 Translation3 Tools1 Pottery1 Experimentation4 Printing Press4 Rocketry8
Metric System6 Classification6 Invention4 Sailing1 Measurement5 Bicycle7 Corporations8 Collaboration9 Satellites9
Lighting7 Astronomy5 Monotheism2 City States1 Mysticism1 Enterprise4 Socialism8
Industrialization6 Oars1 Coal5 Machine Tools6 Mobility8 Flight8
4
18
13
16
12
4
Game log
markusin melds Clothing1 and goes first.
JimKam melds Sailing1.
— markusin's turn 1 —
markusin draws The Wheel1.
— JimKam's turn 1 —
JimKam activates the dogma of Sailing1.
... JimKam draws and melds Pottery1.
JimKam activates the dogma of Sailing1.
... JimKam draws and melds Masonry1.
— markusin's turn 2 —
markusin melds The Wheel1.
markusin activates the dogma of The Wheel1.
...
effects are shared with JimKam.
... JimKam draws Tools1 and Mysticism1.
... markusin draws Metalworking1 and Code of Laws1.
... markusin draws Archery1 as a sharing bonus.
— JimKam's turn 2 —
JimKam melds Mysticism1.
JimKam activates the dogma of Mysticism1.
... JimKam draws Oars1.
— markusin's turn 3 —
markusin melds Metalworking1.
markusin activates the dogma of The Wheel1.
...
effects are shared with JimKam.
... JimKam draws City States1 and Monotheism2.
... markusin draws Construction2 and Canal Building2.
... markusin draws Currency2 as a sharing bonus.
— JimKam's turn 3 —
JimKam activates the dogma of Masonry1.
...
effects are shared with markusin.
... markusin melds nothing.
... JimKam melds Oars1, Tools1, City States1, and Monotheism2.
... JimKam achieves Monument!
JimKam activates the dogma of Sailing1.
... JimKam draws and melds Road Building2.
— markusin's turn 4 —
markusin activates the dogma of The Wheel1.
...
effects are shared with JimKam.
... JimKam draws Calendar2 and Fermenting2.
... markusin draws Mathematics2 and Mapmaking2.
... markusin draws Feudalism3 as a sharing bonus.
markusin melds Mathematics2.
— JimKam's turn 4 —
JimKam activates the dogma of Sailing1.
... JimKam draws and melds Translation3.
JimKam activates the dogma of Sailing1.
... JimKam draws and melds Medicine3.
— markusin's turn 5 —
markusin activates the dogma of Mathematics2.
... markusin returns Feudalism3.
... markusin draws and melds Invention4.
markusin draws Navigation4.
— JimKam's turn 5 —
JimKam activates the dogma of Road Building2.
... JimKam melds Fermenting2 and Agriculture1.
... JimKam transfers Road Building2 from their board to markusin's board.
... JimKam transfers Invention4 from markusin's board to their board.
JimKam draws Perspective4.
— markusin's turn 6 —
markusin activates the dogma of Road Building2.
... markusin melds Code of Laws1 and Canal Building2.
... markusin transfers Road Building2 from their board to JimKam's board.
... markusin transfers Invention4 from JimKam's board to their board.
markusin activates the dogma of Code of Laws1.
...
effects are shared with JimKam.
... JimKam tucks nothing.
... markusin tucks Navigation4.
... markusin splays their green cards left.
— JimKam's turn 6 —
JimKam activates the dogma of Agriculture1.
... JimKam returns Perspective4.
... JimKam draws and scores Steam Engine5.
JimKam achieves age 1 – Prehistory (Domestication1)!
— markusin's turn 7 —
markusin draws Enterprise4.
markusin activates the dogma of Mathematics2.
... markusin returns Enterprise4.
... markusin draws and melds The Pirate Code5.
— JimKam's turn 7 —
JimKam activates the dogma of Translation3.
...
effects are shared with markusin.
... markusin melds nothing from their score pile.
... JimKam melds Steam Engine5 from their score pile.
JimKam activates the dogma of Steam Engine5.
...
effects are shared with markusin.
... markusin draws and tucks Gunpowder4 and Anatomy4.
... markusin scores Anatomy4 from their board.
... JimKam draws and tucks Experimentation4 and Printing Press4.
... JimKam scores Masonry1 from their board.
... JimKam draws Measurement5 as a sharing bonus.
— markusin's turn 8 —
markusin activates the dogma of Canal Building2.
... markusin transfers Construction2, Currency2, and Mapmaking2 from their hand to their score pile.
... markusin transfers Anatomy4 from their score pile to their hand.
markusin draws Statistics5.
— JimKam's turn 8 —
JimKam activates the dogma of Steam Engine5.
...
effects are shared with markusin.
... markusin draws and tucks Colonialism4 and Perspective4.
... markusin scores Perspective4 from their board.
... JimKam draws and tucks Enterprise4 and Coal5.
... JimKam scores Medicine3 from their board.
... JimKam draws Astronomy5 as a sharing bonus.
JimKam activates the dogma of Road Building2.
... JimKam melds Astronomy5 and Calendar2.
... JimKam transfers Road Building2 from their board to markusin's board.
... JimKam transfers Invention4 from markusin's board to their board.
— markusin's turn 9 —
markusin activates the dogma of Mathematics2.
...
effects are shared with JimKam.
... JimKam returns nothing.
... markusin returns Statistics5.
... markusin draws and melds Canning6.
markusin achieves age 2 – Classical (Philosophy2)!
— JimKam's turn 9 —
JimKam activates the dogma of Astronomy5.
... JimKam draws Machine Tools6.
JimKam activates the dogma of Astronomy5.
... JimKam draws Industrialization6.
— markusin's turn 10 —
markusin activates the dogma of Code of Laws1.
... markusin tucks Archery1.
... markusin splays their red cards left.
markusin activates the dogma of Canning6.
... markusin draws and tucks Emancipation6.
... markusin scores Mathematics2, The Wheel1, Code of Laws1, and Road Building2 from their board.
... markusin splays their yellow cards right.
— JimKam's turn 10 —
JimKam activates the dogma of Astronomy5.
... JimKam draws Vaccination6.
JimKam activates the dogma of Astronomy5.
... JimKam draws and melds Atomic Theory6, Classification6, and Metric System6.
... JimKam draws Democracy6.
— markusin's turn 11 —
markusin draws Publications7.
markusin achieves age 3 – Medieval (Optics3)!
— JimKam's turn 11 —
JimKam activates the dogma of Atomic Theory6.
... JimKam splays their blue cards right.
... JimKam draws and melds Lighting7.
JimKam activates the dogma of Atomic Theory6.
... JimKam draws and melds Sanitation7.
— markusin's turn 12 —
markusin draws Evolution7.
markusin melds Evolution7.
— JimKam's turn 12 —
JimKam activates the dogma of Metric System6.
...
effects are shared with markusin.
... markusin splays their green cards right.
... JimKam splays their green cards right.
... JimKam draws Bicycle7 as a sharing bonus.
JimKam melds Industrialization6.
— markusin's turn 13 —
markusin activates the dogma of Canning6.
... markusin draws and tucks Railroad7.
... markusin scores Evolution7 and Clothing1 from their board.
markusin achieves age 4 – Renaissance (Reformation4)!
— JimKam's turn 13 —
JimKam activates the dogma of Lighting7.
... JimKam tucks Measurement5, Machine Tools6, and Bicycle7.
... JimKam draws and scores Combustion7, Electricity7, and Explosives7.
JimKam achieves age 5 – Exploration (Chemistry5)!
— markusin's turn 14 —
markusin activates the dogma of Emancipation6.
...
demands are made of JimKam.
... JimKam transfers Democracy6 to markusin's score pile.
... JimKam draws Corporations8.
... markusin splays their red cards right.
markusin achieves age 6 – Enlightenment (Encyclopedia6)!
— JimKam's turn 14 —
JimKam activates the dogma of Lighting7.
... JimKam tucks Corporations8 and Vaccination6.
... JimKam draws and scores Quantum Theory8 and Empiricism8.
JimKam achieves age 7 – Romance (Refrigeration7)!
— markusin's turn 15 —
markusin melds Publications7.
markusin activates the dogma of Publications7.
...
effects are shared with JimKam.
... JimKam doesn't rearrange any color.
... markusin rearranges their purple cards.
... JimKam splays their yellow cards up.
... markusin splays their yellow cards up.
... markusin draws Mass Media8 as a sharing bonus.
— JimKam's turn 15 —
JimKam activates the dogma of Industrialization6.
... JimKam draws and tucks Socialism8, Mobility8, and Rocketry8.
... JimKam splays their red cards right.
JimKam activates the dogma of Industrialization6.
... JimKam draws and tucks Antibiotics8, Flight8, Suburbia9, Collaboration9, Satellites9, and Ecology9.
... JimKam splays their purple cards right.
... JimKam achieves Empire and Wonder!
JimKam wins by achievements!