JimKam wins by achievements!

JimKam:
    initial hand: Code of Laws1 and Dice1
    achievement(s):  2 – Classical Monument Wonder 5 – Exploration Heritage 6 – Enlightenment 7 – Romance
    score: (40)      2 2 2 2 4 5 5 6 1 1
     Sanitation7 Perspective4 Steam Engine5 Fermenting2 Toothbrush2 Noodles1 Domestication1 Chopsticks1 Soap1 Masonry1
     Stethoscope6 Chemistry5 Pottery1 Mathematics2 Dice1 Ruler1 Calendar2 Writing1 Tools1 Linguistics2
     Steamboat6 Invention4 Navigation4 Currency2 Scissors2 The Wheel1 Mapmaking2
     Indian Clubs6 Societies5 Reformation4 Code of Laws1 Mysticism1
     Shrapnel6 The Pirate Code5 Oars1 Archery1
    9  13  10  6  6  0 

markusin:
    initial hand: Metalworking1 and Candles1
    achievement(s):  1 – Prehistory 3 – Medieval 4 – Renaissance
    score: (33)  1 1 3 4 4 5 4 3 3
     Canning6 Pressure Cooker5 Deodorant3 Watermill2 Sandpaper3 Agriculture1
     Atomic Theory6 Almanac3 Perfume1 Magnifying Glass3 Encyclopedia6
    Bicycle7 Homing Pigeons3 Charitable Trust3
    Emancipation6 Chaturanga2 Piano5 Bell1 Sunglasses3 Puppet1 Flute1 Novel3
     Engineering3 Katana3 Candles1 Metalworking1
    5  5  7  6  4  1 


Game log JimKam melds Dice1 and goes first. markusin melds Metalworking1.
JimKam's turn 1 — JimKam activates the dogma of Dice1. ... JimKam draws Bangle1. ... JimKam draws and melds Oars1.
markusin's turn 1 — markusin activates the dogma of Metalworking1. ... markusin draws Agriculture1. markusin melds Agriculture1.
JimKam's turn 2 — JimKam melds Bangle1. JimKam activates the dogma of Dice1. ... JimKam draws Chopsticks1. ... It doesn't have a bonus.
markusin's turn 2 — markusin melds Candles1. markusin activates the dogma of Candles1. ... markusin draws Translation3. ... demands are made of JimKam. ... JimKam has no cards with .
JimKam's turn 3 — JimKam melds Chopsticks1. JimKam activates the dogma of Dice1. ... JimKam draws Perfume1. ... JimKam draws and melds Domestication1.
markusin's turn 3 — markusin activates the dogma of Candles1. ... markusin draws Sunglasses3. ... demands are made of JimKam. ... JimKam transfers Perfume1 to markusin's hand. ... JimKam draws Plumbing1. markusin melds Perfume1.
JimKam's turn 4 — JimKam activates the dogma of Domestication1. ... JimKam melds Plumbing1. ... JimKam draws Soap1. JimKam activates the dogma of Domestication1. ... JimKam melds Code of Laws1. ... JimKam draws The Wheel1.
markusin's turn 4 — markusin melds Sunglasses3. markusin achieves age 1 – Prehistory (City States1)!
JimKam's turn 5 — JimKam activates the dogma of Code of Laws1. ... JimKam tucks Soap1. ... JimKam splays their yellow cards left. JimKam activates the dogma of Domestication1. ... JimKam draws Comb1. ... JimKam melds Comb1. ... JimKam draws Ruler1.
markusin's turn 5 — markusin activates the dogma of Perfume1. ... effects are shared with JimKam. ... JimKam draws and tucks Masonry1. ... markusin draws and tucks Puppet1. ... demands are made of no one. ... markusin draws Sandpaper3 as a sharing bonus. markusin melds Sandpaper3.
JimKam's turn 6 — JimKam activates the dogma of Code of Laws1. ... JimKam tucks Ruler1. ... JimKam splays their blue cards left. JimKam activates the dogma of Domestication1. ... JimKam draws Noodles1. ... JimKam melds Noodles1. ... JimKam draws Bell1.
markusin's turn 6 — markusin draws Katana3. markusin draws Compass3.
JimKam's turn 7 — JimKam activates the dogma of Noodles1. ... JimKam draws Clothing1. ... JimKam draws and scores Philosophy2. ... JimKam draws Pottery1. JimKam activates the dogma of Noodles1. ... JimKam draws Archery1. ... JimKam draws and scores Monotheism2. ... JimKam draws Tools1.
markusin's turn 7 — markusin activates the dogma of Candles1. ... markusin draws Medicine3. ... demands are made of JimKam. ... JimKam transfers Bell1 to markusin's hand. ... JimKam draws Ice Skates1. markusin melds Bell1.
JimKam's turn 8 — JimKam melds Ice Skates1. JimKam activates the dogma of Ice Skates1. ... JimKam returns Clothing1, Archery1, and Tools1. ... JimKam draws and melds Lever2, Toothbrush2, and Watermill2. ... JimKam returns Lever2 from their board.
markusin's turn 8 — markusin melds Katana3. markusin activates the dogma of Perfume1. ... markusin draws and tucks Flute1. ... demands are made of JimKam. ... JimKam transfers Watermill2 from their board to markusin's board. ... JimKam draws and melds Crossbow2.
JimKam's turn 9 — JimKam achieves age 2 – Classical (Construction2)! JimKam activates the dogma of Dice1. ... JimKam draws Scissors2. ... JimKam draws Writing1. ... It doesn't have a bonus.
markusin's turn 9 — markusin activates the dogma of Katana3. ... demands are made of JimKam. ... JimKam transfers Ice Skates1 and Crossbow2 from their board to markusin's score pile. ... JimKam draws Machinery3 and transfers it to markusin's forecast. markusin activates the dogma of Katana3. ... demands are made of JimKam. ... JimKam transfers Comb1 and Plumbing1 from their board to markusin's score pile. ... JimKam draws Engineering3 and transfers it to markusin's forecast.
JimKam's turn 10 — JimKam activates the dogma of Bangle1. ... effects are shared with markusin. ... markusin tucks nothing. ... JimKam tucks nothing. ... markusin draws and foreshadows Deodorant3. ... JimKam draws and foreshadows Alchemy3. ... JimKam draws Mathematics2 as a sharing bonus. JimKam melds Mathematics2.
markusin's turn 10 — markusin melds Compass3. ... markusin melds Engineering3 from their forecast. ... markusin activates the dogma of Engineering3. ... ... demands are made of JimKam. ... ... JimKam transfers Bangle1 from their board to markusin's score pile. ... ... markusin splays their red cards left. markusin draws Homing Pigeons3.
JimKam's turn 11 — JimKam activates the dogma of Oars1. ... demands are made of no one. ... effects are shared with markusin. ... markusin draws Sailing1. ... JimKam draws Mysticism1. ... JimKam draws Currency2 as a sharing bonus. JimKam activates the dogma of Oars1. ... demands are made of no one. ... effects are shared with markusin. ... markusin draws Clothing1. ... JimKam draws Archery1. ... JimKam draws Calendar2 as a sharing bonus.
markusin's turn 11 — markusin activates the dogma of Watermill2. ... markusin tucks Homing Pigeons3. ... markusin draws Liquid Fire3. markusin activates the dogma of Bell1. ... markusin scores Liquid Fire3. ... markusin draws and foreshadows Chaturanga2.
JimKam's turn 12 — JimKam melds Pottery1. JimKam activates the dogma of Toothbrush2. ... JimKam draws Tools1. ... JimKam tucks Currency2, Scissors2, and Calendar2. ... JimKam splays their green cards left. ... JimKam doesn't transfer the bottom 2 to the available achievements.
markusin's turn 12 — markusin draws Almanac3. markusin melds Almanac3.
JimKam's turn 13 — JimKam activates the dogma of Toothbrush2. ... JimKam draws Linguistics2. ... JimKam tucks The Wheel1, Writing1, Mysticism1, Archery1, and Tools1. ... JimKam splays their purple cards left. ... JimKam doesn't transfer the bottom 2 to the available achievements. JimKam activates the dogma of Toothbrush2. ... JimKam draws Mapmaking2. ... JimKam tucks Linguistics2. ... JimKam achieves Monument! ... JimKam tucks Mapmaking2. ... JimKam splays their red cards left. ... JimKam doesn't transfer the bottom 2 to the available achievements.
markusin's turn 13 — markusin activates the dogma of Almanac3. ... effects are shared with JimKam. ... JimKam draws and foreshadows Navigation4. ... markusin draws and foreshadows Telescope4. ... JimKam scores nothing. ... markusin scores Telescope4 from their forecast. ... markusin draws and foreshadows Seed Drill5. ... markusin draws Charitable Trust3 as a sharing bonus. markusin achieves age 3 – Medieval (Paper3)!
JimKam's turn 14 — JimKam activates the dogma of Pottery1. ... JimKam draws Fermenting2. ... JimKam draws Glassblowing2. JimKam melds Fermenting2.
markusin's turn 14 — markusin activates the dogma of Watermill2. ... effects are shared with JimKam. ... JimKam tucks nothing. ... markusin tucks Charitable Trust3. ... markusin draws Novel3. ... markusin tucks Novel3. ... markusin draws Magnifying Glass3. ... markusin tucks Magnifying Glass3. ... markusin draws Education3. markusin activates the dogma of Almanac3. ... effects are shared with JimKam. ... JimKam draws and foreshadows Perspective4. ... markusin draws and foreshadows Pencil4. ... JimKam scores nothing. ... markusin scores Pencil4 from their forecast. ... markusin draws and foreshadows Lightning Rod5. ... markusin draws Optics3 as a sharing bonus.
JimKam's turn 15 — JimKam activates the dogma of Fermenting2. ... JimKam draws Canal Building2. ... JimKam draws Road Building2, Feudalism3, Experimentation4, and Printing Press4. JimKam activates the dogma of Fermenting2. ... JimKam draws Enterprise4. ... JimKam draws Colonialism4, Anatomy4, Reformation4, and Invention4.
markusin's turn 15 — markusin melds Optics3. ... markusin melds Deodorant3 from their forecast. ... markusin activates the dogma of Deodorant3. ... ... effects are shared with JimKam. ... ... JimKam draws and melds Steam Engine5. ... ... markusin draws and melds Pressure Cooker5. ... ... JimKam draws and melds The Pirate Code5. ... ... markusin draws and melds Piano5. ... ... markusin draws Coke5 as a sharing bonus. markusin activates the dogma of Pressure Cooker5. ... markusin returns Translation3, Medicine3, Sailing1, Clothing1, Education3, and Coke5. ... markusin draws Measurement5, Stove5, and Physics5.
JimKam's turn 16 — JimKam melds Reformation4. ... JimKam melds Navigation4 from their forecast. ... JimKam activates the dogma of Navigation4. ... ... demands are made of markusin. ... ... markusin transfers Crossbow2 from their score pile to JimKam's score pile. JimKam melds Invention4. ... JimKam melds Perspective4 from their forecast. ... JimKam activates the dogma of Perspective4. ... ... JimKam draws Sailing1. ... ... JimKam returns Sailing1. ... ... JimKam scores Glassblowing2, Canal Building2, and Colonialism4.
markusin's turn 16 — markusin activates the dogma of Almanac3. ... effects are shared with JimKam. ... JimKam draws and foreshadows Palampore5. ... markusin draws and foreshadows Statistics5. ... JimKam scores Palampore5 from their forecast. ... JimKam draws and foreshadows Stethoscope6. ... markusin scores Lightning Rod5 from their forecast. ... markusin draws and foreshadows Refrigeration7. ... markusin draws Societies5 as a sharing bonus. markusin achieves age 4 – Renaissance (Gunpowder4)!
JimKam's turn 17 — JimKam activates the dogma of Invention4. ... JimKam splays their yellow cards right. ... JimKam draws and scores Octant5. ... JimKam achieves Wonder! JimKam achieves age 5 – Exploration (Coal5)!
markusin's turn 17 — markusin activates the dogma of Pressure Cooker5. ... effects are shared with JimKam. ... JimKam returns Road Building2, Feudalism3, Experimentation4, Anatomy4, Enterprise4, and Printing Press4. ... JimKam draws nothing. ... markusin returns Measurement5, Stove5, Physics5, and Societies5. ... markusin draws Experimentation4, Tuning Fork5, and Astronomy5. ... markusin draws Banking5 as a sharing bonus. markusin melds Experimentation4. ... markusin melds Chaturanga2 from their forecast. ... markusin activates the dogma of Chaturanga2. ... ... effects are shared with JimKam. ... ... JimKam draws and foreshadows Chemistry5. ... ... markusin draws and foreshadows Measurement5. ... ... markusin draws Physics5 as a sharing bonus.
JimKam's turn 18 — JimKam draws Societies5. JimKam melds Societies5. ... JimKam melds Chemistry5 from their forecast. ... JimKam activates the dogma of Chemistry5. ... ... JimKam draws Road Building2. ... ... JimKam splays their blue cards right. ... ... JimKam achieves Heritage! ... ... JimKam draws and scores Kaleidoscope6. ... ... JimKam returns Crossbow2 from their score pile.
markusin's turn 18 — markusin activates the dogma of Experimentation4. ... effects are shared with JimKam. ... JimKam draws and melds Indian Clubs6. ... markusin draws and melds Emancipation6. ... markusin draws Vaccination6 as a sharing bonus. markusin activates the dogma of Experimentation4. ... effects are shared with JimKam. ... JimKam draws and melds Steamboat6. ... markusin draws and melds Canning6. ... markusin draws Democracy6 as a sharing bonus.
JimKam's turn 19 — JimKam achieves age 6 – Enlightenment (Classification6)! JimKam activates the dogma of Steamboat6. ... demands are made of markusin. ... markusin draws Metric System6. ... markusin transfers Ice Skates1 and Comb1 from their score pile to JimKam's score pile.
markusin's turn 19 — markusin activates the dogma of Canning6. ... effects are shared with JimKam. ... markusin draws and tucks Encyclopedia6. ... markusin scores Experimentation4, Compass3, and Optics3 from their board. ... markusin splays their yellow cards right. markusin activates the dogma of Almanac3. ... effects are shared with JimKam. ... JimKam draws and foreshadows Shuriken4. ... markusin draws and foreshadows Anatomy4. ... JimKam scores nothing. ... markusin scores nothing. ... markusin draws Atomic Theory6 as a sharing bonus.
JimKam's turn 20 — JimKam draws Shrapnel6. JimKam melds Shrapnel6. ... JimKam melds Stethoscope6 from their forecast. ... JimKam activates the dogma of Stethoscope6. ... ... JimKam melds nothing. ... ... JimKam draws Telegraph7.
markusin's turn 20 — markusin melds Atomic Theory6. markusin activates the dogma of Atomic Theory6. ... effects are shared with JimKam. ... markusin splays their blue cards right. ... JimKam draws and melds Sanitation7. ... markusin draws and melds Bicycle7. ... markusin draws Combustion7 as a sharing bonus.
JimKam's turn 21 — JimKam achieves age 7 – Romance (Evolution7)! JimKam wins by achievements!