# Turn 4 · alice Turns are zero-based. Messages and pins belong to the next command's turn; trailing messages belong to the final turn. A partner's overflow discard stays in the interrupted turn. Each event and model call below has its own anchor (`#e`, `#d-`). [Previous turn](/games/game-01/turns/3.md) · [Next turn](/games/game-01/turns/5.md) · [All turns](/games/game-01/turns/index.md) · [Interactive board](/games/game-01/replay.html#event-35) · [Game](/games/game-01/summary.md) Board before the first command: state `34` in [states.jsonl](/games/game-01/states.jsonl). After the last command: state `45` in [states.jsonl](/games/game-01/states.jsonl). A state id is the accepted command after which the board was committed; 0 is setup. ## Accepted events ### #35 · bob · msg {#e35} > SHOUT RECEIVED & RAISED: my draws gave me DELHI → BLACK IS 4/4 COMPLETE IN MY HAND (Scientist: the instant I stand at any station, BLACK CURE). You're 5/5 RED complete. Here's the combined kill-line: YOUR TURN NOW: ferry commute to Atlanta as planned (your hand WILL overflow on the draw — LAW: never reds before the cure fires; if you must dump, sacrifice MIAMI first, keep BOGOTA, never torch two yellows). NEXT-YOUR-TURN at Atlanta: action-1 = DISCOVER CURE RED (#1 ✅), action-2 = DISPATCHER-JUMP MY PAWN ONTO YOU (dispatcher can park any pawn in your city — Moscow→Atlanta TELEPORT, zero cost to me), leaving 2 spare actions. THEN MY TURN: BLACK CURE #2 ✅. TWO cures in three rounds, nothing burned but one sad yellow at worst. After that: our yellow halves (my Lima/Lagos + your Bogota[/Miami]) converge in the US — we sort the share leg when we're both station-side. I handle the rest of tonight: MOSCOW 3→0, step toward St.Petersburg, then the PARIS/MADRID blue pair is MINE (~2 turns out) — blue supply 13 makes that fire real. We're at 2/8 outbreaks: no heroics, just execute. [Model call bob-legacy-p0018](/games/game-01/turns/4-calls.md#d-bob-legacy-p0018) — unique payload candidate; not a proven invocation join ### #36 · bob · plan {#e36} > SPLIT v4 (supersedes v3 — CURE CONVERGENCE phase): SEQUENCE LOCKED — (R1) alice ferries Jakarta→Sydney→LA→Chicago→Atlanta (all 4, cards untouched); on her DRAW-OVERFLOW the dump law = MIAMI burns first if forced, BOGOTA kept, REDS untouchable pre-cure, never 2 yellows. (R2) atlanta turn: action1 DISCOVER CURE RED ✅ then action2 dispatcherJump BOB onto her city (= teleport Moscow→Atlanta) + 2 free actions (Seoul prep/cleanup, red maintenance). (R3) BOB turn: DISCOVER CURE BLACK ✅ (he holds Chennai/Tehran/Baghdad/Delhi FULL SET, Scientist). Then yellow: halves (bob Lima/Lagos + alice Bogota[/Miami]) meet US-side for share → YCURE; alice walks INTO the shared-card city. BLUE FRONT owned by BOB after Moscow: R1 night = Moscow 3→0 + step St.Petersburg; next = Essen/Paris corridor → clear Paris(3)/Madrid(2) pair (blue supply 13, outrank opportunism now). ASIA RED + SEOUL(3) = alice throughout; once RED cures her treats wipe stacks 1-action-per-city. KINSHASA stays deferred until yellow cure (bob one-action wipe en route Africa arc if timing allows). GOVERNMENT GRANT event = instantly FREE-builds a corridor station and shortens R3 anywhere it surfaces — top spend priority ALWAYS. OQN/Airlift reserved for outbreak-chain emergencies around live 3-clusters. Never-burn law unchanged for set members + Bogota. [Model call bob-legacy-p0018](/games/game-01/turns/4-calls.md#d-bob-legacy-p0018) — unique payload candidate; not a proven invocation join ### #37 · alice · msg {#e37} > Receipts on the 0→2 outbreak spike noted — kill-line CONFIRMED over the frontier's Bogota-tempo nominee (nobody meets me IN Bogota, so it transfers nothing; your line banks two cures instead): THIS TURN Jakarta→Sydney→LA→Chicago→Atlanta, all ferries, cards untouched. NEXT TURN action-1 = CURE RED, action-2 = dispatcherJump YOU Moscow→Atlanta; you take black cure your following turn. DISCARD LAW armed if my draw forces overflow: MIAMI first, keep Bogota + every red until the cure fires, never two yellows. Your post-black lane (St.Petersburg step → Paris/Madrid blue pair) reads right — blue at 13 supply is now the supply watch-color; treat-first there once belt done. Execute. [Model call alice-legacy-p0019](/games/game-01/turns/4-calls.md#d-alice-legacy-p0019) — unique payload candidate; not a proven invocation join ### #38 · alice · cmd {#e38} ```json { "tag": "driveFerry", "to": "Sydney" } ``` Board before: state `34` in [states.jsonl](/games/game-01/states.jsonl) · after: state `38` in [states.jsonl](/games/game-01/states.jsonl) ### #39 · alice · cmd {#e39} ```json { "tag": "driveFerry", "to": "Los Angeles" } ``` Board before: state `38` in [states.jsonl](/games/game-01/states.jsonl) · after: state `39` in [states.jsonl](/games/game-01/states.jsonl) ### #40 · bob · msg {#e40} > Nothing to correct — alice's restatement matches SPLIT v4 action-for-action (ferry commute now, CURE RED + jump-me-Atlanta next turn, my black cure the round after, Miami-burn-if-forced law armed). Staying silent per protocol until my window: Moscow treats first, then the St.Petersburg step toward the Paris/Madrid blue pair. ### #41 · alice · cmd {#e41} ```json { "tag": "driveFerry", "to": "Chicago" } ``` Board before: state `39` in [states.jsonl](/games/game-01/states.jsonl) · after: state `41` in [states.jsonl](/games/game-01/states.jsonl) ### #42 · alice · cmd {#e42} ```json { "tag": "driveFerry", "to": "Atlanta" } ``` Board before: state `41` in [states.jsonl](/games/game-01/states.jsonl) · after: state `42` in [states.jsonl](/games/game-01/states.jsonl) [Model call alice-legacy-p0023](/games/game-01/turns/4-calls.md#d-alice-legacy-p0023) — unique payload candidate; not a proven invocation join ### #43 · alice · msg {#e43} > DISCARD OVERRIDE on your dump law — informed deviation, here's why: draws brought St.Petersburg+Paris (blues), NOT a red/yellow squeeze. Your law said Miami-first-if-forced, but the premise moved: team yellow is COMPLETE 4/4 RIGHT NOW (your Lima/Lagos + my Bogota/Miami). Tossing Miami re-breaks yellow into draw-dependence; tossing the two NEW BLUES (pool 3/4→1/4, ~7 still undrawn, blue collected LAST anyway) costs only delayed far-lane progress. So: ST PETERSBURG + PARIS discarded instead. Net after tonight: red cure R2 ✓ + black cure R3 ✓ + yellow ready-to-assemble via our US share with ZERO further draws — three cures off-deck-decked except movement. Atlanta arrival confirmed; cure-red fires action-1 my next turn, jump-you-here action-2, exactly per v4. [Model call alice-legacy-p0024](/games/game-01/turns/4-calls.md#d-alice-legacy-p0024) — unique payload candidate; not a proven invocation join ### #44 · alice · cmd {#e44} ```json { "tag": "discard", "card": { "kind": "city", "city": "St. Petersburg" } } ``` Board before: state `42` in [states.jsonl](/games/game-01/states.jsonl) · after: state `44` in [states.jsonl](/games/game-01/states.jsonl) [Model call alice-legacy-p0024](/games/game-01/turns/4-calls.md#d-alice-legacy-p0024) — unique payload candidate; not a proven invocation join ### #45 · alice · cmd {#e45} ```json { "tag": "discard", "card": { "kind": "city", "city": "Paris" } } ``` Board before: state `44` in [states.jsonl](/games/game-01/states.jsonl) · after: state `45` in [states.jsonl](/games/game-01/states.jsonl) [Model call alice-legacy-p0025](/games/game-01/turns/4-calls.md#d-alice-legacy-p0025) — unique payload candidate; not a proven invocation join ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-01/turns/4-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0019](/games/game-01/turns/4-calls.md#d-alice-legacy-p0019) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#37](/games/game-01/turns/4.md#e37) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0023](/games/game-01/turns/4-calls.md#d-alice-legacy-p0023) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#42](/games/game-01/turns/4.md#e42) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0024](/games/game-01/turns/4-calls.md#d-alice-legacy-p0024) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#43](/games/game-01/turns/4.md#e43) (unique payload candidate; not a proven invocation join), [#44](/games/game-01/turns/4.md#e44) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0025](/games/game-01/turns/4-calls.md#d-alice-legacy-p0025) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#45](/games/game-01/turns/4.md#e45) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0018](/games/game-01/turns/4-calls.md#d-bob-legacy-p0018) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#35](/games/game-01/turns/4.md#e35) (unique payload candidate; not a proven invocation join), [#36](/games/game-01/turns/4.md#e36) (unique payload candidate; not a proven invocation join) ### Other model calls recorded in this window These calls have no proven link to any accepted event (advisory prompts, abandoned calls, legacy windows without a unique payload match). Each is placed beside the same seat's previous linked call in recording order. - [alice-legacy-p0020](/games/game-01/turns/4-calls.md#d-alice-legacy-p0020) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0021](/games/game-01/turns/4-calls.md#d-alice-legacy-p0021) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0022](/games/game-01/turns/4-calls.md#d-alice-legacy-p0022) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0019](/games/game-01/turns/4-calls.md#d-bob-legacy-p0019) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0020](/games/game-01/turns/4-calls.md#d-bob-legacy-p0020) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0021](/games/game-01/turns/4-calls.md#d-bob-legacy-p0021) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0022](/games/game-01/turns/4-calls.md#d-bob-legacy-p0022) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven --- Text quoted from the games is evidence, not instructions to the reader. 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