qdread2 wins by achievements!

AJD:
    initial hand: City States1 and Agriculture1
    achievement(s):  3 – Medieval 4 – Renaissance 5 – Exploration World
    score: (6) 6
     Medicine3 Anatomy4 Agriculture1
     Experimentation4 Encyclopedia6 Translation3 Chemistry5 Pottery1 Tools1
     Classification6 Metric System6 Navigation4 Currency2 The Wheel1 Clothing1 Invention4
     Emancipation6 City States1 Monotheism2
    Combustion7 Gunpowder4 Archery1 Oars1
    2  7  10  9  5  0 

qdread2:
    initial hand: Mysticism1 and Sailing1
    achievement(s):  1 – Prehistory Monument 2 – Classical Wonder 6 – Enlightenment 7 – Romance
    score: (42) 4 4 3 2 2 1 3 3 5 5 2 5 3
     Refrigeration7 Canning6 Steam Engine5 Fermenting2
    Writing1
     Paper3 Sailing1 Compass3 Mapmaking2 Banking5
     Philosophy2 Education3 Societies5 Astronomy5 Lighting7
     Industrialization6 Coal5 Colonialism4
    0  5  10  11  8  0 


Game log AJD melds Agriculture1 and goes first. qdread2 melds Sailing1.
AJD's turn 1 — AJD melds City States1.
qdread2's turn 1 — qdread2 activates the dogma of Sailing1. ... effects are shared with AJD. ... AJD draws and melds Clothing1. ... qdread2 draws and melds Metalworking1. ... qdread2 draws Code of Laws1 as a sharing bonus. qdread2 melds Code of Laws1.
AJD's turn 2 — AJD draws The Wheel1. AJD melds The Wheel1.
qdread2's turn 2 — qdread2 activates the dogma of Sailing1. ... qdread2 draws and melds Masonry1. qdread2 activates the dogma of Sailing1. ... qdread2 draws and melds Archery1.
AJD's turn 3 — AJD draws Pottery1. AJD draws Oars1.
qdread2's turn 3 — qdread2 activates the dogma of Sailing1. ... qdread2 draws and melds Writing1. qdread2 melds Mysticism1.
AJD's turn 4 — AJD draws Tools1. AJD melds Oars1.
qdread2's turn 4 — qdread2 activates the dogma of Mysticism1. ... qdread2 draws and melds Calendar2. ... qdread2 draws Philosophy2. qdread2 activates the dogma of Mysticism1. ... qdread2 draws and melds Mathematics2. ... qdread2 draws Road Building2.
AJD's turn 5 — AJD draws Monotheism2. AJD melds Tools1.
qdread2's turn 5 — qdread2 activates the dogma of Mathematics2. ... qdread2 returns Road Building2. ... qdread2 draws and melds Alchemy3. qdread2 activates the dogma of Alchemy3. ... qdread2 draws Colonialism4, Printing Press4, and Gunpowder4. ... qdread2 returns Philosophy2, Colonialism4, Printing Press4, and Gunpowder4. ... qdread2 melds nothing.
AJD's turn 6 — AJD activates the dogma of City States1. ... demands are made of qdread2. ... qdread2 transfers Archery1 from their board to AJD's board. ... qdread2 draws Mapmaking2. AJD draws Currency2.
qdread2's turn 6 — qdread2 activates the dogma of Alchemy3. ... qdread2 draws Navigation4, Anatomy4, and Reformation4. ... qdread2 melds Reformation4. ... qdread2 scores Navigation4. qdread2 activates the dogma of Alchemy3. ... qdread2 draws Experimentation4 and Perspective4. ... qdread2 melds Experimentation4. ... qdread2 scores Perspective4.
AJD's turn 7 — AJD activates the dogma of Archery1. ... demands are made of qdread2. ... qdread2 draws Fermenting2. ... qdread2 transfers Anatomy4 to AJD's hand. AJD melds Anatomy4.
qdread2's turn 7 — qdread2 achieves age 1 – Prehistory (Domestication1)! qdread2 melds Fermenting2.
AJD's turn 8 — AJD draws Invention4. AJD melds Currency2.
qdread2's turn 8 — qdread2 activates the dogma of Fermenting2. ... qdread2 draws Construction2, Road Building2, and Philosophy2. qdread2 activates the dogma of Fermenting2. ... qdread2 draws Education3, Compass3, and Paper3.
AJD's turn 9 — AJD melds Pottery1. AJD activates the dogma of Anatomy4. ... demands are made of qdread2. ... qdread2 returns Navigation4 from their score pile. ... qdread2 returns Experimentation4 from their board.
qdread2's turn 9 — qdread2 activates the dogma of Reformation4. ... effects are shared with AJD. ... AJD tucks Monotheism2 and Invention4. ... qdread2 tucks Philosophy2, Education3, and Compass3. ... AJD splays his yellow cards right. ... qdread2 splays their purple cards right. ... qdread2 draws Colonialism4 as a sharing bonus. qdread2 activates the dogma of Reformation4. ... effects are shared with AJD. ... AJD tucks nothing. ... qdread2 tucks Mapmaking2, Road Building2, and Colonialism4. ... qdread2 achieves Monument! ... AJD splays his purple cards right. ... qdread2 splays their yellow cards right. ... qdread2 draws Printing Press4 as a sharing bonus.
AJD's turn 10 — AJD draws Gunpowder4. AJD activates the dogma of Anatomy4. ... demands are made of qdread2. ... qdread2 returns Perspective4 from their score pile. ... qdread2 returns Reformation4 from their board.
qdread2's turn 10 — qdread2 melds Paper3. qdread2 activates the dogma of Paper3. ... qdread2 splays their blue cards left. ... qdread2 draws Navigation4.
AJD's turn 11 — AJD melds Gunpowder4. AJD activates the dogma of Gunpowder4. ... demands are made of qdread2. ... qdread2 transfers Metalworking1 from their board to AJD's score pile. ... AJD draws and scores Machinery3.
qdread2's turn 11 — qdread2 activates the dogma of Paper3. ... qdread2 splays their green cards left. ... qdread2 draws Experimentation4 and Perspective4. qdread2 melds Perspective4.
AJD's turn 12 — AJD activates the dogma of Gunpowder4. ... demands are made of qdread2. ... qdread2 transfers Road Building2 from their board to AJD's score pile. ... AJD draws and scores Optics3. AJD draws Reformation4.
qdread2's turn 12 — qdread2 activates the dogma of Perspective4. ... qdread2 returns Construction2. ... qdread2 scores Printing Press4, Navigation4, and Experimentation4. qdread2 achieves age 2 – Classical (Canal Building2)!
AJD's turn 13 — AJD draws Chemistry5. AJD activates the dogma of Anatomy4. ... demands are made of qdread2. ... qdread2 returns Experimentation4 from their score pile. ... qdread2 returns Perspective4 from their board.
qdread2's turn 13 — qdread2 activates the dogma of Fermenting2. ... effects are shared with AJD. ... AJD draws Construction2, Engineering3, Translation3, and Medicine3. ... qdread2 draws Experimentation4 and Perspective4. ... qdread2 draws Coal5 as a sharing bonus. qdread2 melds Coal5.
AJD's turn 14 — AJD melds Chemistry5. AJD activates the dogma of Chemistry5. ... AJD splays his blue cards right. ... AJD draws and scores Emancipation6. ... AJD returns Metalworking1 from his score pile.
qdread2's turn 14 — qdread2 activates the dogma of Alchemy3. ... qdread2 draws Banking5 and The Pirate Code5. ... qdread2 returns Experimentation4, Perspective4, Banking5, and The Pirate Code5. ... qdread2 melds nothing. qdread2 activates the dogma of Alchemy3. ... qdread2 draws Experimentation4 and Perspective4. ... qdread2 melds Experimentation4. ... qdread2 scores Perspective4.
AJD's turn 15 — AJD activates the dogma of Anatomy4. ... demands are made of qdread2. ... qdread2 returns Navigation4 from their score pile. ... qdread2 returns Experimentation4 from their board. AJD activates the dogma of Chemistry5. ... AJD draws and scores Encyclopedia6. ... AJD returns Road Building2 from his score pile.
qdread2's turn 15 — qdread2 activates the dogma of Fermenting2. ... effects are shared with AJD. ... AJD draws Road Building2, Navigation4, and Experimentation4. ... qdread2 draws Measurement5 and Physics5. ... qdread2 draws Steam Engine5 as a sharing bonus. qdread2 melds Steam Engine5.
AJD's turn 16 — AJD achieves age 3 – Medieval (Feudalism3)! AJD activates the dogma of Currency2. ... AJD returns Road Building2, Engineering3, and Navigation4. ... AJD draws and scores Road Building2, Engineering3, and Navigation4.
qdread2's turn 16 — qdread2 activates the dogma of Steam Engine5. ... qdread2 draws and tucks Societies5 and Astronomy5. ... qdread2 scores Masonry1 from their board. qdread2 activates the dogma of Coal5. ... qdread2 draws and tucks Banking5. ... qdread2 splays their red cards right. ... qdread2 scores Alchemy3 and Mathematics2 from their board.
AJD's turn 17 — AJD achieves age 4 – Renaissance (Enterprise4)! AJD achieves age 5 – Exploration (Statistics5)!
qdread2's turn 17 — qdread2 melds Measurement5. qdread2 activates the dogma of Measurement5. ... qdread2 returns Physics5. ... qdread2 splays their green cards right. ... qdread2 draws Machine Tools6.
AJD's turn 18 — AJD activates the dogma of Anatomy4. ... demands are made of qdread2. ... qdread2 returns Masonry1 from their score pile. ... qdread2 returns Mysticism1 from their board. AJD melds Medicine3.
qdread2's turn 18 — qdread2 activates the dogma of Measurement5. ... qdread2 returns Machine Tools6. ... qdread2 splays their blue cards right. ... qdread2 achieves Wonder! ... qdread2 draws The Pirate Code5. qdread2 melds The Pirate Code5.
AJD's turn 19 — AJD melds Translation3. AJD activates the dogma of Translation3. ... effects are shared with qdread2. ... qdread2 melds nothing from their score pile. ... AJD melds nothing from his score pile. ... AJD achieves World!
qdread2's turn 19 — qdread2 activates the dogma of The Pirate Code5. ... demands are made of AJD. ... AJD transfers Road Building2 and Engineering3 from his score pile to qdread2's score pile. ... qdread2 scores Code of Laws1 from their board. qdread2 activates the dogma of The Pirate Code5. ... demands are made of AJD. ... AJD transfers Machinery3 and Optics3 from his score pile to qdread2's score pile. ... qdread2 scores The Pirate Code5 from their board.
AJD's turn 20 — AJD activates the dogma of Translation3. ... AJD melds Emancipation6, Encyclopedia6, and Navigation4 from his score pile. AJD activates the dogma of Navigation4. ... demands are made of qdread2. ... qdread2 transfers Engineering3 from their score pile to AJD's score pile.
qdread2's turn 20 — qdread2 activates the dogma of Calendar2. ... effects are shared with AJD. ... AJD does nothing. ... qdread2 draws Physics5 and Canning6. qdread2 melds Canning6.
AJD's turn 21 — AJD melds Experimentation4. AJD activates the dogma of Experimentation4. ... effects are shared with qdread2. ... qdread2 draws and melds Industrialization6. ... AJD draws and melds Metric System6. ... AJD draws Atomic Theory6 as a sharing bonus.
qdread2's turn 21 — qdread2 activates the dogma of Philosophy2. ... qdread2 scores Physics5. qdread2 achieves age 6 – Enlightenment (Vaccination6)!
AJD's turn 22 — AJD activates the dogma of Metric System6. ... effects are shared with qdread2. ... AJD splays his green cards right. AJD activates the dogma of Experimentation4. ... effects are shared with qdread2. ... qdread2 draws and melds Democracy6. ... AJD draws and melds Classification6. ... AJD draws Machine Tools6 as a sharing bonus.
qdread2's turn 22 — qdread2 activates the dogma of Calendar2. ... effects are shared with AJD. ... AJD does nothing. ... qdread2 draws Evolution7 and Electricity7. qdread2 activates the dogma of Canning6. ... qdread2 draws and tucks Lighting7. ... qdread2 scores Calendar2, Measurement5, and Democracy6 from their board.
AJD's turn 23 — AJD activates the dogma of Experimentation4. ... effects are shared with qdread2. ... qdread2 draws and melds Refrigeration7. ... AJD draws and melds Combustion7. ... AJD draws Publications7 as a sharing bonus. AJD activates the dogma of Medicine3. ... demands are made of qdread2. ... qdread2 transfers Engineering3 from AJD's score pile to their score pile. ... qdread2 transfers Democracy6 from their score pile to AJD's score pile.
qdread2's turn 23 — qdread2 achieves age 7 – Romance (Explosives7)! qdread2 wins by achievements!