AJD wins by achievements!

qdread2:
    initial hand: Sailing1 and Candles1
    achievement(s):  1 – Prehistory 2 – Classical 5 – Exploration Wonder
    score: (34)       4 4 5 1 1 1 1 1 1 1 1 1
     Morphine6 Steam Engine5
     Lightning Rod5 Magnifying Glass3 Writing1 Perfume1 Ruler1 Chemistry5
     Measurement5 Chintz4 Invention4 Sailing1 Palampore5 Classification6 Bicycle7
     Railroad7 Clock4 Novel3 Puppet1 Tuning Fork5 Monotheism2
     Liquid Fire3 Candles1 Plumbing1 Octant5 Bangle1
    4  1  14  7  5  2 

AJD:
    initial hand: City States1 and Chopsticks1
    achievement(s):  3 – Medieval Empire 1 – Prehistory 4 – Renaissance Supremacy 6 – Enlightenment 7 – Romance
    score: (36)    4 4 2 2 4 4 2 4 2
     Canning6 Stove5 Statistics5 Soap1 Agriculture1 Vaccination6
     Atomic Theory6 Publications7
     Electricity7 Umbrella1 Banking5
     Code of Laws1 City States1 Flute1 Enterprise4 Astronomy5 Societies5 Emancipation6
     Coke5 Construction2 Gunpowder4 Road Building2 Metalworking1 The Pirate Code5 Industrialization6 Explosives7
    4  8  8  9  13  0 


Game log qdread2 melds Candles1 and goes first. AJD melds Chopsticks1.
qdread2's turn 1 — qdread2 melds Sailing1.
AJD's turn 1 — AJD draws Ice Skates1. AJD melds City States1.
qdread2's turn 2 — qdread2 draws Writing1. qdread2 activates the dogma of Sailing1. ... effects are shared with AJD. ... AJD draws and melds Metalworking1. ... qdread2 draws and melds Perfume1. ... qdread2 draws Noodles1 as a sharing bonus.
AJD's turn 2 — AJD activates the dogma of Metalworking1. ... AJD draws and scores The Wheel1 and Oars1. ... AJD draws Pottery1. AJD melds Ice Skates1.
qdread2's turn 3 — qdread2 melds Writing1. qdread2 activates the dogma of Candles1. ... qdread2 draws Machinery3. ... demands are made of AJD. ... AJD has no cards with .
AJD's turn 3 — AJD activates the dogma of Metalworking1. ... AJD draws Flute1. AJD activates the dogma of Metalworking1. ... AJD draws and scores Mysticism1. ... AJD draws Code of Laws1.
qdread2's turn 4 — qdread2 melds Noodles1. qdread2 activates the dogma of Candles1. ... qdread2 draws Liquid Fire3. ... demands are made of AJD. ... AJD has no cards with .
AJD's turn 4 — AJD melds Code of Laws1. AJD activates the dogma of Code of Laws1. ... AJD tucks Flute1. ... AJD splays his purple cards left.
qdread2's turn 5 — qdread2 melds Liquid Fire3. qdread2 draws Novel3.
AJD's turn 5 — AJD activates the dogma of Metalworking1. ... AJD draws Umbrella1. AJD activates the dogma of Metalworking1. ... AJD draws Agriculture1.
qdread2's turn 6 — qdread2 melds Novel3. qdread2 draws Magnifying Glass3.
AJD's turn 6 — AJD activates the dogma of Metalworking1. ... AJD draws and scores Tools1. ... AJD draws Clothing1. AJD activates the dogma of Metalworking1. ... AJD draws and scores Archery1 and Masonry1. ... AJD draws Philosophy2.
qdread2's turn 7 — qdread2 melds Magnifying Glass3. qdread2 achieves age 1 – Prehistory (Domestication1)!
AJD's turn 7 — AJD activates the dogma of Code of Laws1. ... AJD tucks Umbrella1. ... AJD splays his green cards left. AJD activates the dogma of Ice Skates1. ... AJD melds Philosophy2. ... AJD returns Pottery1, Agriculture1, and Clothing1. ... AJD draws and melds Canal Building2, Road Building2, and Mapmaking2. ... AJD returns Mapmaking2 from his board.
qdread2's turn 8 — qdread2 draws Charitable Trust3. qdread2 melds Charitable Trust3.
AJD's turn 8 — AJD draws Currency2. AJD draws Crossbow2.
qdread2's turn 9 — qdread2 activates the dogma of Magnifying Glass3. ... qdread2 draws Clock4. ... qdread2 returns Machinery3. ... qdread2 returns nothing. ... qdread2 splays their blue cards left. qdread2 melds Clock4.
AJD's turn 9 — AJD activates the dogma of Road Building2. ... AJD melds Crossbow2 and Currency2. ... AJD transfers Crossbow2 from his board to qdread2's board. ... AJD transfers Charitable Trust3 from qdread2's board to his board. AJD activates the dogma of Charitable Trust3. ... AJD melds nothing. ... AJD draws Gunpowder4. ... AJD melds Gunpowder4. ... AJD returns Charitable Trust3 from his board.
qdread2's turn 10 — qdread2 draws Invention4. qdread2 melds Invention4.
AJD's turn 10 — AJD activates the dogma of Gunpowder4. ... demands are made of qdread2. ... qdread2 transfers Noodles1 from their board to AJD's score pile. ... AJD draws and scores Construction2. AJD activates the dogma of Gunpowder4. ... demands are made of qdread2. ... qdread2 transfers Crossbow2 from their board to AJD's score pile. ... AJD draws and scores Fermenting2.
qdread2's turn 11 — qdread2 activates the dogma of Invention4. ... qdread2 splays their blue cards right. ... qdread2 draws and scores Perspective4. qdread2 achieves age 2 – Classical (Mathematics2)!
AJD's turn 11 — AJD draws Experimentation4. AJD draws Barometer4.
qdread2's turn 12 — qdread2 activates the dogma of Clock4. ... demands are made of AJD. ... AJD draws Bioengineering10, The Internet10, and Robotics10. ... AJD returns Bioengineering10, The Internet10, and Robotics10. ... The total number of is 5. ... AJD transfers nothing. qdread2 draws Navigation4.
AJD's turn 12 — AJD draws Anatomy4. AJD melds Experimentation4.
qdread2's turn 13 — qdread2 activates the dogma of Magnifying Glass3. ... qdread2 draws and tucks Ruler1. ... qdread2 draws Chintz4. ... qdread2 returns Navigation4. ... qdread2 returns nothing. qdread2 melds Chintz4.
AJD's turn 13 — AJD activates the dogma of Canal Building2. ... AJD transfers Barometer4 and Anatomy4 from his hand to his score pile. ... AJD transfers Construction2, Crossbow2, and Fermenting2 from his score pile to his hand. AJD achieves age 3 – Medieval (Alchemy3)!
qdread2's turn 14 — qdread2 activates the dogma of Chintz4. ... effects are shared with AJD. ... AJD draws Reformation4. ... qdread2 draws Enterprise4. ... AJD draws nothing. ... qdread2 draws Globe4. ... qdread2 draws and scores Colonialism4. ... qdread2 draws Navigation4 as a sharing bonus. qdread2 melds Globe4.
AJD's turn 14 — AJD melds Construction2. AJD activates the dogma of Construction2. ... demands are made of qdread2. ... qdread2 transfers Enterprise4 and Navigation4 to AJD's hand. ... qdread2 draws Calendar2. ... AJD achieves Empire!
qdread2's turn 15 — qdread2 activates the dogma of Clock4. ... qdread2 splays their green cards right. ... demands are made of AJD. ... AJD draws Self Service10, Globalization10, and Databases10. ... AJD returns Self Service10, Globalization10, and Databases10. ... The total number of is 3. ... AJD transfers nothing. qdread2 activates the dogma of Clock4. ... demands are made of AJD. ... AJD draws Stem Cells10, A.I.10, and Miniaturization10. ... AJD returns Stem Cells10, Miniaturization10, and A.I.10. ... The total number of is 2. ... AJD transfers Crossbow2 and Fermenting2 to qdread2's score pile.
AJD's turn 15 — AJD melds Navigation4. AJD activates the dogma of Navigation4. ... AJD melds Reformation4. ... demands are made of qdread2. ... qdread2 transfers Fermenting2 from their score pile to AJD's score pile.
qdread2's turn 16 — qdread2 activates the dogma of Magnifying Glass3. ... qdread2 draws and tucks Puppet1. ... qdread2 draws Lightning Rod5. ... qdread2 returns Calendar2. ... qdread2 returns nothing. qdread2 melds Lightning Rod5.
AJD's turn 16 — AJD draws Coke5. AJD activates the dogma of Navigation4. ... AJD melds Coke5. ... demands are made of qdread2. ... qdread2 transfers Crossbow2 from their score pile to AJD's score pile.
qdread2's turn 17 — qdread2 draws Physics5. qdread2 activates the dogma of Lightning Rod5. ... qdread2 draws and tucks Plumbing1. ... qdread2 draws and tucks Palampore5. ... demands are made of AJD. ... AJD draws and tucks Stove5. ... AJD returns Canal Building2 from his board. ... qdread2 draws and tucks Octant5. ... qdread2 returns nothing.
AJD's turn 17 — AJD activates the dogma of Chopsticks1. ... AJD draws Soap1. ... AJD transfers the bottom 1 to the available achievements. AJD achieves age 1 – Prehistory (Clothing1)!
qdread2's turn 18 — qdread2 activates the dogma of Lightning Rod5. ... qdread2 draws and tucks Bangle1. ... qdread2 draws and tucks Seed Drill5. ... demands are made of AJD. ... AJD draws and tucks Statistics5. ... AJD returns Chopsticks1 from his board. ... qdread2 draws and tucks Tuning Fork5. ... qdread2 returns Globe4 from their board. qdread2 activates the dogma of Clock4. ... qdread2 splays their red cards right. ... demands are made of AJD. ... AJD draws Software10, Bioengineering10, and The Internet10. ... AJD returns Software10, Bioengineering10, and The Internet10. ... The total number of is 7. ... AJD transfers nothing.
AJD's turn 18 — AJD achieves age 4 – Renaissance (Printing Press4)! AJD activates the dogma of Reformation4. ... AJD splays his red cards left. ... AJD tucks Enterprise4 and Soap1. ... AJD splays his yellow cards right.
qdread2's turn 19 — qdread2 activates the dogma of Liquid Fire3. ... qdread2 scores Seed Drill5 from their board. ... qdread2 draws Deodorant3. ... demands are made of AJD. ... AJD draws Metric System6 and transfers it to qdread2's forecast. qdread2 activates the dogma of Clock4. ... demands are made of AJD. ... AJD draws Robotics10, Puzzle Cube10, and Self Service10. ... AJD returns Robotics10, Puzzle Cube10, and Self Service10. ... The total number of is 1. ... AJD transfers The Wheel1, Oars1, Mysticism1, Tools1, Archery1, Masonry1, and Noodles1 from his score pile to qdread2's score pile.
AJD's turn 19 — AJD activates the dogma of Stove5. ... AJD scores Navigation4. ... AJD draws and tucks Astronomy5. ... AJD splays his green cards right. AJD activates the dogma of Coke5. ... AJD draws and tucks Banking5. ... AJD draws and melds Canning6. ... AJD draws and foreshadows Encyclopedia6.
qdread2's turn 20 — qdread2 achieves age 5 – Exploration (Coal5)! qdread2 activates the dogma of Lightning Rod5. ... effects are shared with AJD. ... AJD draws and tucks Pottery1. ... qdread2 draws and tucks Agriculture1. ... AJD draws and tucks Societies5. ... qdread2 draws and tucks Steam Engine5. ... demands are made of no one. ... AJD draws and tucks The Pirate Code5. ... AJD returns nothing. ... qdread2 draws and tucks Chemistry5. ... qdread2 returns Agriculture1 from their board. ... qdread2 draws Measurement5 as a sharing bonus.
AJD's turn 20 — AJD activates the dogma of Reformation4. ... AJD splays his blue cards left. ... AJD tucks nothing. ... AJD splays his purple cards right. AJD activates the dogma of Coke5. ... AJD draws and tucks Emancipation6. ... AJD draws and foreshadows Democracy6.
qdread2's turn 21 — qdread2 melds Measurement5. qdread2 activates the dogma of Measurement5. ... qdread2 returns Deodorant3. ... qdread2 splays their purple cards right. ... qdread2 draws Morphine6.
AJD's turn 21 — AJD activates the dogma of Canning6. ... AJD draws and tucks Atomic Theory6. ... AJD achieves Supremacy! ... AJD scores Experimentation4, Currency2, and Reformation4 from his board. AJD achieves age 6 – Enlightenment (Machine Tools6)!
qdread2's turn 22 — qdread2 melds Morphine6. ... qdread2 melds Metric System6 from their forecast. ... qdread2 activates the dogma of Metric System6. ... ... effects are shared with AJD. ... ... AJD splays his red cards right. ... ... qdread2 splays their yellow cards right. ... ... qdread2 achieves Wonder! ... ... qdread2 draws Bifocals6 as a sharing bonus. qdread2 activates the dogma of Lightning Rod5. ... effects are shared with AJD. ... AJD draws and tucks Agriculture1. ... qdread2 draws and tucks Monotheism2. ... AJD draws and tucks Industrialization6. ... qdread2 draws and tucks Classification6. ... demands are made of no one. ... AJD draws and tucks Vaccination6. ... AJD returns nothing. ... qdread2 draws and tucks Bicycle7. ... qdread2 returns Metric System6 from their board. ... qdread2 draws Metric System6 as a sharing bonus.
AJD's turn 22 — AJD activates the dogma of Canning6. ... AJD draws and tucks Explosives7. ... AJD scores Pottery1, Ice Skates1, and Philosophy2 from his board. AJD activates the dogma of Coke5. ... AJD draws and tucks Publications7. ... AJD draws and foreshadows Evolution7.
qdread2's turn 23 — qdread2 activates the dogma of Clock4. ... qdread2 looks at the top of the 7 deck. ... demands are made of AJD. ... AJD draws Globalization10, Social Networking10, and Databases10. ... AJD returns Globalization10, Social Networking10, and Databases10. ... The total number of is 5. ... AJD transfers nothing. qdread2 activates the dogma of Clock4. ... qdread2 looks at the top of the 8 deck. ... demands are made of AJD. ... AJD draws Stem Cells10, Sudoku10, and Miniaturization10. ... AJD returns Stem Cells10, Sudoku10, and Miniaturization10. ... The total number of is 1. ... AJD transfers Pottery1 and Ice Skates1 from his score pile to qdread2's score pile.
AJD's turn 23 — AJD activates the dogma of Atomic Theory6. ... effects are shared with qdread2. ... AJD splays his blue cards right. ... qdread2 draws and melds Railroad7. ... AJD draws and melds Electricity7. ... AJD draws Combustion7 as a sharing bonus. AJD achieves age 7 – Romance (Lighting7)! AJD wins by achievements!