moomoo wins by score!

markusin:
    initial hand: Metalworking1 and Soap1
    achievement(s):  1 – Prehistory 2 – Classical
    score: (12)   1 1 1 1 1 2
    Domestication1 Agriculture1 Soap1 Uruk1
     Almanac3 Atlantis1 Pottery1
     Clothing1 Paper3 Umbrella1 Mapmaking2 Sailing1 The Wheel1
    Murasaki Shikibu3 Rome2 Code of Laws1 City States1 Mysticism1 Flute1 Puppet1
    Construction2 Candles1 Bangle1 Metalworking1 Oars1
    7  6  1  3  0  0 

moomoo:
    initial hand: Archery1 and Perfume1
    achievement(s):  Legend
    score: (16)       
    Cell Phone10 Wristwatch9 Tractor8 Florence Nightingale7 Morphine6 Pressure Cooker5 Barometer4
    Thermometer5 Mathematics2 Linguistics2 Yin1 Perfume1
     Glassblowing2 Palampore5 Ice Skates1 Fu Xi1 Chintz4
     Indian Clubs6 Ice Cream7 Florence4 Chaturanga2 Pagoda2
    Crossbow2 Horseshoes2 Archery1 Plumbing1 Yi Sun-sin4
    3  2  1  4  0  2 


Game log markusin melds Metalworking1 and goes first. moomoo melds Perfume1.
markusin's turn 1 — markusin melds Soap1. ... markusin draws Atlantis1.
moomoo's turn 1 — moomoo melds Archery1. ... moomoo draws Yin1. moomoo activates the dogma of Perfume1. ... effects are shared with markusin. ... markusin draws and tucks Flute1. ... moomoo draws and tucks Plumbing1. ... demands are made of no one. ... moomoo draws Fu Xi1 as a sharing bonus.
markusin's turn 2 — markusin melds Atlantis1. ... markusin draws Uruk1. ... markusin reveals Sailing1. ... markusin keeps nothing. ... markusin draws and returns Sailing1. markusin activates the dogma of Metalworking1. ... markusin draws and scores Noodles1 and Comb1. ... markusin draws Dice1.
moomoo's turn 2 — moomoo melds Yin1. ... moomoo reveals Tools1. ... moomoo keeps Tools1. ... moomoo draws and returns nothing. moomoo draws Ice Skates1.
markusin's turn 3 — markusin achieves age 1 – Prehistory (Masonry1)! ... moomoo draws Homer1. markusin activates the dogma of Flute1. ... demands are made of moomoo. ... moomoo returns Homer1. ... markusin draws Writing1.
moomoo's turn 3 — moomoo endorses with Yin1. ... moomoo tucks Ice Skates1. ... moomoo activates the dogma of Archery1 with endorsement. ... ... demands are made of markusin. ... ... markusin draws Mysticism1. ... ... markusin transfers Writing1 to moomoo's hand. ... ... markusin draws Clothing1. ... ... markusin transfers Dice1 to moomoo's hand. moomoo activates the dogma of Ice Skates1. ... moomoo returns Tools1, Writing1, and Dice1. ... moomoo draws and melds Pagoda2, Chaturanga2, and Scissors2. ... moomoo returns Scissors2 from their board.
markusin's turn 4 — markusin endorses with Atlantis1. ... markusin tucks Clothing1. ... markusin activates the dogma of Clothing1 with endorsement. ... ... markusin melds nothing. ... ... markusin melds nothing. ... ... markusin draws and scores Chopsticks1. ... ... markusin draws and scores Ruler1. markusin melds Mysticism1.
moomoo's turn 4 — moomoo draws Glassblowing2. moomoo melds Glassblowing2.
markusin's turn 5 — markusin endorses with Atlantis1. ... markusin tucks Uruk1. ... markusin activates the dogma of Mysticism1 with endorsement. ... ... markusin draws and melds Agriculture1. ... ... markusin draws The Wheel1. ... ... markusin draws and melds Bangle1. ... ... markusin draws Puppet1. markusin melds The Wheel1.
moomoo's turn 5 — moomoo draws Horseshoes2. moomoo activates the dogma of Chaturanga2. ... moomoo melds Horseshoes2. ... moomoo draws Linguistics2 and Mathematics2.
markusin's turn 6 — markusin endorses with Atlantis1. ... markusin tucks Puppet1. ... markusin activates the dogma of Mysticism1 with endorsement. ... ... markusin draws and melds City States1. ... ... markusin draws Domestication1. ... ... markusin draws and melds Candles1. ... ... markusin draws Umbrella1. markusin activates the dogma of The Wheel1. ... markusin draws Oars1 and Code of Laws1.
moomoo's turn 6 — moomoo melds Linguistics2. moomoo activates the dogma of Linguistics2. ... moomoo draws and foreshadows Barometer4. ... moomoo draws Liquid Fire3.
markusin's turn 7 — markusin melds Code of Laws1. markusin endorses with Atlantis1. ... markusin tucks Oars1. ... markusin activates the dogma of The Wheel1 with endorsement. ... ... markusin draws Pottery1 and Sailing1. ... ... markusin draws Tools1 and Writing1.
moomoo's turn 7 — moomoo melds Mathematics2. moomoo activates the dogma of Mathematics2. ... moomoo returns Liquid Fire3. ... moomoo draws and melds Chintz4.
markusin's turn 8 — markusin activates the dogma of Code of Laws1. ... effects are shared with moomoo. ... moomoo tucks Fu Xi1. ... moomoo splays their green cards left. ... ... moomoo draws Florence4. ... markusin tucks Umbrella1. ... markusin splays their green cards left. ... ... markusin draws Rome2. ... markusin draws Alexander the Great2 as a sharing bonus. markusin melds Rome2. ... markusin reveals Canal Building2 and Road Building2. ... markusin keeps nothing. ... markusin draws and returns Canal Building2 and Road Building2.
moomoo's turn 8 — moomoo melds Florence4. ... moomoo splays their purple cards left. ... ... moomoo draws Frankfurt4. ... moomoo achieves Legend! ... moomoo melds Barometer4 from their forecast. ... moomoo activates the dogma of Barometer4. ... ... effects are shared with markusin. ... ... markusin has nothing to transfer. ... ... moomoo has nothing to transfer. ... ... markusin draws and foreshadows Sandpaper3. ... ... moomoo draws and foreshadows Indian Clubs6. ... ... moomoo draws Yi Sun-sin4 as a sharing bonus. moomoo activates the dogma of Mathematics2. ... effects are shared with markusin. ... markusin returns Alexander the Great2. ... markusin draws and melds Almanac3. ... moomoo returns Frankfurt4. ... moomoo draws and melds Thermometer5. ... moomoo draws Bartolomeo Cristofori5 as a sharing bonus.
markusin's turn 9 — markusin activates the dogma of The Wheel1. ... markusin melds Sailing1. ... markusin draws Lever2 and Calendar2. markusin activates the dogma of Sailing1. ... effects are shared with moomoo. ... moomoo melds nothing. ... markusin melds Domestication1. ... moomoo draws and melds Crossbow2. ... markusin draws and melds Mapmaking2. ... markusin draws Murasaki Shikibu3 as a sharing bonus.
moomoo's turn 9 — moomoo endorses with Florence4. ... moomoo tucks Yi Sun-sin4. ... moomoo activates the dogma of Thermometer5 with endorsement. ... ... effects are shared with markusin. ... ... markusin melds Umbrella1 from their board. ... ... moomoo melds Fu Xi1 from their board. ... ... moomoo melds Ice Skates1 from their board. ... ... markusin draws and melds Fermenting2 and Paper3. ... ... moomoo draws and melds Palampore5. ... ... moomoo draws and melds Pressure Cooker5, Morphine6, and Ice Cream7. ... ... moomoo draws Florence Nightingale7 as a sharing bonus. moomoo melds Florence Nightingale7. ... moomoo melds Indian Clubs6 from their forecast. ... moomoo activates the dogma of Indian Clubs6. ... ... effects are shared with markusin. ... ... markusin scores Fermenting2 from their board. ... ... moomoo scores nothing from their board. ... ... demands are made of no one. ... ... markusin scores Writing1 and Lever2. ... ... moomoo's score pile is empty. ... ... moomoo draws Queen Victoria7 as a sharing bonus.
markusin's turn 10 — markusin endorses with Rome2. ... markusin tucks Pottery1. ... markusin activates the dogma of Paper3 with endorsement. ... ... markusin melds Murasaki Shikibu3. ... ... markusin melds nothing. ... ... markusin splays their blue cards left. ... ... ... markusin draws Istanbul3. ... ... markusin draws Toilet4 and Experimentation4. ... ... markusin draws Enterprise4 and Navigation4. markusin would claim age 2 – Classical, triggering the karma of Murasaki Shikibu3. ... markusin achieves age 2 – Classical (Fermenting2) from their score pile!
moomoo's turn 10 — moomoo activates the dogma of Thermometer5. ... effects are shared with markusin. ... markusin melds Clothing1 from their board. ... moomoo melds Glassblowing2 from their board. ... markusin draws and melds Construction2. ... moomoo draws and melds Tractor8, Wristwatch9, and Cell Phone10. ... moomoo attempts to draw a card above 10. moomoo wins by score!