AJD wins by achievements!

markusin:
    initial hand: Archery1 and Flute1
    achievement(s):  Supremacy 6 – Enlightenment
    score: (44)   7 4 6 6 7 7
     Canning6 Steam Engine5 Canal Building2 Domestication1 Masonry1 Fermenting2
     Translation3 Dice1 Ruler1 Tools1 Mathematics2 Stethoscope6
     Steamboat6 Paper3 The Wheel1 Comb1 Clothing1 Scissors2 Currency2 Hot Air Balloon6
     Enterprise4 Novel3 Code of Laws1 Flute1 Reformation4 Kaleidoscope6
     Loom6 Coal5 Construction2 Engineering3 Archery1 Oars1
    11  4  5  13  6  0 

AJD:
    initial hand: Pottery1 and Perfume1
    achievement(s):  1 – Prehistory 2 – Classical 3 – Medieval 4 – Renaissance 5 – Exploration Heritage 7 – Romance
    score: (35)    3 5 6 5 4 3
    Morphine6 Dentures6
     Printing Press4 Chemistry5 Writing1 Pottery1 Perfume1
     Classification6 Invention4 Homing Pigeons3 Sailing1 Ice Skates1
     Saxophone7 Astronomy5 Societies5 Education3 Philosophy2 City States1 Bell1 Indian Clubs6
     Shrapnel6 Bangle1 Road Building2 Metalworking1 Plumbing1
    6  4  12  7  5  0 


Game log markusin melds Flute1 and goes first. AJD melds Perfume1.
markusin's turn 1 — markusin activates the dogma of Flute1. ... demands are made of AJD. ... AJD returns nothing. ... markusin draws Comb1.
AJD's turn 1 — AJD activates the dogma of Perfume1. ... AJD draws and tucks Plumbing1. ... demands are made of markusin. ... markusin has no top card to transfer. AJD activates the dogma of Perfume1. ... AJD draws and tucks Chopsticks1. ... demands are made of markusin. ... markusin has no top card to transfer.
markusin's turn 2 — markusin melds Comb1. markusin activates the dogma of Flute1. ... demands are made of AJD. ... AJD returns nothing. ... markusin draws Ruler1.
AJD's turn 2 — AJD activates the dogma of Perfume1. ... effects are shared with markusin. ... markusin draws and tucks Domestication1. ... AJD draws and tucks Bell1. ... demands are made of no one. ... AJD draws Bangle1 as a sharing bonus. AJD draws Metalworking1.
markusin's turn 3 — markusin activates the dogma of Domestication1. ... effects are shared with AJD. ... AJD melds Metalworking1. ... AJD draws City States1. ... markusin melds Archery1. ... markusin draws Code of Laws1. ... markusin draws Oars1 as a sharing bonus. markusin activates the dogma of Domestication1. ... effects are shared with AJD. ... AJD melds City States1. ... AJD draws Sailing1. ... markusin melds Ruler1. ... markusin draws Dice1. ... markusin draws Tools1 as a sharing bonus.
AJD's turn 3 — AJD melds Sailing1. AJD activates the dogma of Sailing1. ... AJD draws and melds The Wheel1.
markusin's turn 4 — markusin activates the dogma of Domestication1. ... effects are shared with AJD. ... AJD melds Pottery1. ... AJD draws Writing1. ... markusin melds Code of Laws1. ... markusin draws Clothing1. ... markusin draws Masonry1 as a sharing bonus. markusin activates the dogma of Code of Laws1. ... markusin tucks Masonry1. ... markusin splays their yellow cards left.
AJD's turn 4 — AJD draws Agriculture1. AJD melds Writing1.
markusin's turn 5 — markusin melds Dice1. markusin activates the dogma of Dice1. ... markusin draws Toothbrush2. ... markusin draws and melds Canal Building2.
AJD's turn 5 — AJD activates the dogma of The Wheel1. ... AJD draws Monotheism2 and Construction2. AJD activates the dogma of The Wheel1. ... AJD draws Mapmaking2 and Philosophy2.
markusin's turn 6 — markusin activates the dogma of Code of Laws1. ... markusin tucks Tools1. ... markusin splays their blue cards left. markusin melds Toothbrush2.
AJD's turn 6 — AJD melds Philosophy2. AJD activates the dogma of Philosophy2. ... AJD splays his purple cards left. ... AJD scores Monotheism2.
markusin's turn 7 — markusin activates the dogma of Dice1. ... markusin draws Scissors2. ... markusin draws Currency2. ... It doesn't have a bonus. markusin activates the dogma of Toothbrush2. ... markusin tucks Oars1 and Clothing1. ... markusin splays their red cards left. ... markusin doesn't transfer the bottom 2 to the available achievements.
AJD's turn 7 — AJD activates the dogma of Philosophy2. ... AJD scores Mapmaking2. ... AJD splays his red cards left. ... AJD scores Agriculture1. AJD achieves age 1 – Prehistory (Mysticism1)!
markusin's turn 8 — markusin activates the dogma of Dice1. ... markusin draws Mathematics2. ... markusin draws Fermenting2. ... It doesn't have a bonus. markusin activates the dogma of Toothbrush2. ... markusin tucks Scissors2, Currency2, Mathematics2, and Fermenting2. ... markusin splays their purple cards left. ... markusin doesn't transfer the bottom 2 to the available achievements.
AJD's turn 8 — AJD draws Road Building2. AJD melds Road Building2.
markusin's turn 9 — markusin activates the dogma of Dice1. ... markusin draws Translation3. ... markusin draws Sandpaper3. ... It doesn't have a bonus. markusin melds Sandpaper3.
AJD's turn 9 — AJD activates the dogma of Road Building2. ... effects are shared with markusin. ... markusin melds Translation3. ... AJD melds Bangle1 and Construction2. ... AJD doesn't transfer Construction2. ... AJD draws Education3 as a sharing bonus. AJD activates the dogma of The Wheel1. ... AJD draws Charitable Trust3 and Optics3.
markusin's turn 10 — markusin draws Engineering3. markusin activates the dogma of Code of Laws1. ... markusin splays their green cards left. ... markusin tucks nothing.
AJD's turn 10 — AJD activates the dogma of Philosophy2. ... AJD scores Optics3. ... AJD splays his blue cards left. ... AJD scores Charitable Trust3. AJD achieves age 2 – Classical (Calendar2)!
markusin's turn 11 — markusin melds Engineering3. markusin activates the dogma of Engineering3. ... demands are made of AJD. ... AJD transfers The Wheel1 and Construction2 from his board to markusin's score pile.
AJD's turn 11 — AJD melds Education3. AJD activates the dogma of Education3. ... AJD scores nothing. ... AJD returns Charitable Trust3 from his score pile. ... AJD draws Coal5.
markusin's turn 12 — markusin activates the dogma of Translation3. ... markusin draws Alchemy3. ... markusin melds The Wheel1 and Construction2 from their score pile. markusin activates the dogma of Construction2. ... demands are made of AJD. ... AJD transfers Coal5 to markusin's hand. ... AJD draws Medicine3.
AJD's turn 12 — AJD activates the dogma of Education3. ... AJD scores Medicine3. ... AJD returns Medicine3 from his score pile. ... AJD draws Societies5. AJD melds Societies5.
markusin's turn 13 — markusin melds Coal5. markusin activates the dogma of Coal5. ... markusin draws and tucks Octant5. ... markusin splays their red cards right. ... markusin scores Sandpaper3 and Toothbrush2 from their board.
AJD's turn 13 — AJD draws Chemistry5. AJD activates the dogma of Sailing1. ... effects are shared with markusin. ... markusin draws and melds Novel3. ... AJD draws and melds Homing Pigeons3. ... AJD draws Thermometer5 as a sharing bonus.
markusin's turn 14 — markusin activates the dogma of Novel3. ... markusin draws Magnifying Glass3. ... markusin draws Paper3. ... markusin's non-purple top cards have no non- icon in common. markusin melds Paper3.
AJD's turn 14 — AJD activates the dogma of Societies5. ... effects are shared with markusin. ... markusin scores Alchemy3. ... AJD scores Thermometer5. ... demands are made of no one. ... AJD draws Seed Drill5 as a sharing bonus. AJD achieves age 3 – Medieval (Compass3)!
markusin's turn 15 — markusin melds Magnifying Glass3. markusin activates the dogma of Paper3. ... markusin draws Navigation4, Chintz4, Experimentation4, and Enterprise4.
AJD's turn 15 — AJD activates the dogma of Writing1. ... effects are shared with markusin. ... markusin draws Machinery3. ... AJD draws Feudalism3. ... AJD draws Steam Engine5 as a sharing bonus. AJD activates the dogma of Homing Pigeons3. ... demands are made of markusin. ... markusin returns Sandpaper3 and Alchemy3. ... AJD splays his green cards left.
markusin's turn 16 — markusin activates the dogma of Magnifying Glass3. ... markusin draws Medicine3. ... markusin draws Gunpowder4. ... markusin returns Medicine3. ... markusin returns Navigation4, Gunpowder4, and Experimentation4. ... markusin draws Atomic Theory6. markusin melds Atomic Theory6.
AJD's turn 16 — AJD melds Chemistry5. AJD melds Steam Engine5.
markusin's turn 17 — markusin melds Enterprise4. markusin activates the dogma of Enterprise4. ... markusin draws Alchemy3. ... demands are made of AJD. ... AJD transfers Steam Engine5 from his board to markusin's board. ... AJD draws and melds Invention4. ... markusin splays their green cards right.
AJD's turn 17 — AJD activates the dogma of Chemistry5. ... effects are shared with markusin. ... AJD splays his blue cards right. ... markusin draws and scores Electricity7. ... markusin returns Toothbrush2 from their score pile. ... AJD draws and scores Metric System6. ... AJD returns Agriculture1 from his score pile. ... AJD draws Astronomy5 as a sharing bonus. AJD melds Astronomy5.
markusin's turn 18 — markusin activates the dogma of Enterprise4. ... markusin draws Medicine3. ... demands are made of AJD. ... AJD has no card to transfer. markusin activates the dogma of Steam Engine5. ... markusin draws and tucks Anatomy4 and Reformation4. ... markusin scores Anatomy4 from their board.
AJD's turn 18 — AJD activates the dogma of Astronomy5. ... effects are shared with markusin. ... markusin scores Chintz4. ... AJD scores Seed Drill5. ... markusin draws and melds Bifocals6. ... ... markusin achieves Supremacy! ... markusin draws Loom6. ... AJD draws and melds Steamboat6. ... AJD draws Shrapnel6. ... AJD draws Classification6 as a sharing bonus. AJD achieves age 4 – Renaissance (Colonialism4)!
markusin's turn 19 — markusin activates the dogma of Enterprise4. ... markusin draws Perspective4. ... demands are made of AJD. ... AJD transfers Steamboat6 from his board to markusin's board. ... AJD draws and melds Printing Press4. markusin activates the dogma of Coal5. ... markusin draws and tucks Statistics5. ... markusin scores Bifocals6 and Atomic Theory6 from their board.
AJD's turn 19 — AJD activates the dogma of Invention4. ... AJD splays his purple cards right. ... AJD draws and scores Navigation4. AJD achieves age 5 – Exploration (Physics5)!
markusin's turn 20 — markusin melds Loom6. markusin achieves age 6 – Enlightenment (Encyclopedia6)!
AJD's turn 20 — AJD melds Classification6. AJD activates the dogma of Classification6. ... AJD reveals Shrapnel6. ... AJD melds Shrapnel6.
markusin's turn 21 — markusin activates the dogma of Loom6. ... effects are shared with AJD. ... AJD scores Chopsticks1 from his board. ... markusin scores Magnifying Glass3 from their board. ... AJD returns Chopsticks1 and Monotheism2 from his score pile. ... AJD draws and tucks Morphine6, Dentures6, and Indian Clubs6. ... markusin returns Magnifying Glass3 and Chintz4 from their score pile. ... markusin draws and tucks Stethoscope6, Hot Air Balloon6, and Kaleidoscope6. ... AJD achieves Heritage! ... markusin draws Canning6 as a sharing bonus. markusin melds Canning6.
AJD's turn 21 — AJD activates the dogma of Printing Press4. ... AJD draws and tucks Ice Skates1. ... AJD returns Mapmaking2 from his score pile. ... AJD draws Saxophone7. AJD activates the dogma of Morphine6. ... AJD scores Feudalism3. ... demands are made of markusin. ... markusin returns Machinery3, Alchemy3, and Medicine3. ... markusin draws Machine Tools6. ... AJD draws Gunpowder4. ... AJD splays his red cards right.
markusin's turn 22 — markusin activates the dogma of Steamboat6. ... markusin draws and scores Fertilizer7. ... markusin transfers Statistics5 from their board to their hand. ... demands are made of AJD. ... AJD draws Emancipation6. markusin activates the dogma of Steamboat6. ... markusin draws and scores Elevator7. ... markusin transfers Octant5 from their board to their hand. ... demands are made of AJD. ... AJD draws Democracy6.
AJD's turn 22 — AJD melds Saxophone7. AJD achieves age 7 – Romance (Publications7)! AJD wins by achievements!