Turn 4 · model calls

The full recorded input, reasoning, tool calls and lifecycle of every model call placed on turn 4, grouped by seat. Each call has its own anchor (#d-<id>). The same records are rows of decisions.jsonl.

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Calls with an accepted-event join or a recorded refusal in this turn.

alice-i17

Seat: alice. Identity: recorded invocation. Prompt number: 17. Active turn: True.

Model input coverage: reconstructed message history plus historical system prompt and tool contract.

System prompt · Tool schemas · This call in decisions.jsonl · Reconstructed full input in requests.jsonl (decision alice-i17)

Linked accepted events

Recorded submissions and refusals

Lifecycle evidence

{"kind": "supersede", "hit": false, "reason": "other"}

Recorded input

POOL MESSAGE from bob (event #30): Board read for your turn — BLUE IS NOW THE LOSING CLOCK, act on it:
1) You're at Milan (3 blue). TREAT MILAN x3 NOW to clear it → +3 blue back to supply (10→13) and it removes the armed reshuffle trap. You're already there; don't detour for the cure this turn.
2) The reshuffle just spiked blue hard (supply 10, 14 on board; Milan AND Atlanta both at 3). As a reminder of a rule that matters hugely here: once a color is CURED, a single treat clears ALL cubes of it in a city. So CURING BLUE is the only fast fix for the bleed — you're 3/5 (SF, Essen, Madrid). Keep every blue; I hold Toronto (blue) as a possible 4th if we can ever meet in Toronto. Your station problem: I'm Ops Expert — I can build you a EUROPEAN station (free) soon so you can cure blue locally instead of trekking to Atlanta.
3) Atlanta is at 3 blue and I'm standing on it — I'll clear it with 3 treats on my turn; do NOT detour to it (it's 5 moves from you).
Priority: Milan x3 first, then keep gathering blue toward the cure. Skip the NY/London cluster unless you can't reach it cheaply — I may get London next.

ACTIVE TURN — it is your move.

STANDING TEAM PLAN (bob, pinned 2 of your turn(s) ago):
  UPDATED (Bob). COLOR SPLIT (2 each): BOB = YELLOW (3/5 — will cure at the HCMC station once at 5) + will take BLACK (holds Moscow). ALICE = BLUE (2/5: SF, Essen) + RED (2/5). Containment: ALICE clears MILAN (blue 3) this/next turn, then treats the 1-cube blues in Europe (London, Essen) to relieve supply. Bob cleared HCMC fully. Next pre-empts before any reshuffle: Manila (red 2), New York (blue 2), Algiers (black 2) — closer player takes it. BLUE is the pressure color (supply 15, many 1-cube blues in discard) — prioritize blue treatment. Cure at nearest station (HCMC or Atlanta) once a player hits 5; funnel that color to its collector. No long South America / Johannesburg detours.
If the board has invalidated this plan or it is complete, replace it via
pin_plan — until then, your partner is assuming you are following it.
CONFLICT RULE: when your own read of the board — a signal, the DECISION
FRONTIER, a preview result — argues against this plan, do NOT silently
obey and do NOT silently deviate. CALL send_message naming the conflict
(the city and what you would do instead), then resolve it: your partner's
reply or a fresh pin_plan. A stale pin never outranks the live board.

ACTION ECONOMY: you have 4 action(s) left this turn against 2 city(ies) at 3 cubes and 5 at 2. Unused actions are lost forever — passing or ending your turn now spends your scarcest resource (4/turn) on nothing. Unless you are a Quarantine Specialist holding a shield over a hot cluster, spend it: treat, or move toward the nearest hot city. A pointless move away and back is not action economy.

TRIAGE: the DECISION FRONTIER below prices this turn's rival plans
against each other. Pick a line or extend it; split targets with
teammates either way.

=== STATE ===
phase=playerActions turnOwner=alice  (actions left: 4)
you=alice role=dispatcher at=Milan
cures: blue:none yellow:none black:none red:none  outbreaks=0/8  infectionRate=2
stations: Atlanta, Ho Chi Minh City
players: alice@Milan(dispatcher) hand=7 [Johannesburg(yellow), San Francisco(blue), Tokyo(red), Tehran(black), Manila(red), Essen(blue), Madrid(blue)]  bob@Atlanta(operationsExpert) hand=6 [Lima(yellow), Buenos Aires(yellow), Moscow(black), Toronto(blue), Bogota(yellow), event:airlift]
supply: blue:10 yellow:21 black:22 red:20   decks: player=41 infection=46   player-discard: 1 yellow
threats (cube counts, cluster membership, supply pressure, route cost from you, infect-discard — one row per city):
  Milan: 3 blue⚠ [blue supply 10 left, 14 on board] — you are HERE — treat it now
  Atlanta: 3 blue⚠ — 5 move(s): Essen→London→New York→Washington→Atlanta — nearer teammate: bob, 0 move(s) vs your 5
  New York: 2 blue [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (one draw from critical): 3 move(s): Essen→London→New York — nearer teammate: bob, 2 move(s) vs your 3
  Manila: 2 red
  Algiers: 2 black — pre-empt (one draw from critical): 2 move(s): Paris→Algiers
  Lagos: 2 yellow [in infect-discard]
  London: 2 blue [in infect-discard] [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (re-infection risk after an epidemic): 2 move(s): Essen→London
  Bogota: 1 yellow
  Beijing: 1 red
  Shanghai: 1 red
  Chicago: 1 blue
  Essen: 1 blue
  St. Petersburg: 1 blue
  Paris: 1 blue

=== SIGNALS ===
deck clock: 41 cards → 20 player-turn(s) of draws left; 4 cure(s) still needed → one cure every ~5 turn(s), team-wide
eradication: none in reach
CARD STOCK — TEAM-WIDE, all seats' holdings (12 city cards per color; burned cards NEVER return — every hand-limit discard and every flight spends one):
  yellow: 1 of 12 burned, held alice 1, bob 3, 7 in deck — margin 6 over the 5 needed
DISPATCHER REACH (your turn moves ANY pawn — jump one onto a teammate's city for 1 action at any distance, or drive it 1 city/action; both card-free):
  Milan(blue): alice already at Milan → then that pawn treats
  Atlanta(blue): bob already at Atlanta → then that pawn treats
cure plan — TEAM-WIDE collector assignment (cures WIN the game; treating only buys time):
  blue: YOU collect (3/5) — keep EVERY blue card; nearest station Atlanta (5 move(s)) — or 2 action(s): direct flight to Manila (spends Manila(red)), then 1 move(s) to Ho Chi Minh City (your 2/5 red set — burning drops it to 1/5; 10 red in deck; spend it only if this beats the cure)
  yellow: bob collects (3/5) — give bob your yellow cards when you share
  black: YOU collect (1/5) — keep EVERY black card; nearest station Atlanta (5 move(s)) — or 2 action(s): go to Essen (1 move(s)), then charter to Atlanta (spends Essen(blue)) (your 3/5 blue set — burning drops it to 2/5; 8 blue in deck, 1 held elsewhere; spend it only if this beats the cure)
  red: YOU collect (2/5) — keep EVERY red card; nearest station Atlanta (5 move(s)) — or 2 action(s): go to Essen (1 move(s)), then charter to Atlanta (spends Essen(blue)) (your 3/5 blue set — burning drops it to 2/5; 8 blue in deck, 1 held elsewhere; spend it only if this beats the cure)
share rendezvous — TEAM-WIDE transfer routes (cards in the wrong hand + where to meet):
  bob hands you Toronto(blue): meet IN Toronto (the card's own city) — you 4 move(s), bob 2 move(s); then alice to station Atlanta +2 move(s) to cure; HAND CAP: alice already has 7/7; the share forces an immediate discard — name the non-blue card to shed before committing
  bob hands you Moscow(black): meet IN Moscow (the card's own city) — you 2 move(s), bob 6 move(s); then alice to station Ho Chi Minh City +5 move(s) to cure; HAND CAP: alice already has 7/7; the share forces an immediate discard — name the non-black card to shed before committing
  hand Johannesburg(yellow) to bob: meet IN Johannesburg (the card's own city) — you 4 move(s), bob 6 move(s); then bob to station Atlanta +6 move(s) to cure

⚠ DECISION FRONTIER — 3 rival turn-plan(s); NONE dominates another.
NOT a ranking — a curve between the two ways to lose. DOWN trades cure-pipeline
actions for fewer expected outbreaks; UP reverses it. No line is best: pick the
end facing whichever clock is closer to killing you.
  clocks — outbreaks 0/8; deck ~20 turn(s), 4 cure(s) still needed
Priced nominees, not orders — pick one, extend it, or play something else.
  - take Toronto — the blue handoff without the crossing (2 still needed) — move bob to Chicago, move bob to Toronto, jump alice onto bob, take Toronto from bob
     tempo: 12 action(s) closer to the blue cure (31 → 19 action(s) to land it) — you collect | risk after: ~0.6 expected outbreak(s) over the next 2 infect phases
     note: this line puts you over the hand limit; the pricing assumes you shed Tokyo (nothing the rest of the line spends). Any other spare card works and the numbers above do not change — which one to keep is your call, not the frontier's.
  - break the New York–London blue cluster at London — drive Essen, drive London, treat blue, treat blue
     tempo: 4 action(s) closer to the blue cure (31 → 27 action(s) to land it) — you collect; clears 2 cube(s) | risk after: ~0.6 expected outbreak(s) over the next 2 infect phases; returns 2 blue (supply 12 after) to a strained supply
  - shore up blue at Milan (supply strained: 10 left) — treat blue, treat blue, treat blue
     tempo: no cure progress — nearest is yellow, 30 action(s) to land it — bob collects; clears 3 cube(s) | risk after: ~0.3 expected outbreak(s) over the next 2 infect phases; returns 3 blue (supply 13 after) to a strained supply
  exchange "take Toronto — the blue handoff without the cro…" → "break the New York–London blue cluster at London": gives up 8 action(s) of cure progress to move risk ~0.6 expected outbreaks → ~0.6
  exchange "break the New York–London blue cluster at London" → "shore up blue at Milan": gives up 4 action(s) of cure progress to move risk ~0.6 expected outbreaks → ~0.3
  dominated: "advance the yellow cure: move toward the Johannesburg handoff (bob collects; assumes they meet you)" — tempo 4 vs 12, risk 0.57 vs 0.57 — beaten by "take Toronto — the blue handoff without the cro…"

Your legal actions — this is the COMPLETE legal set; anything not named
here will be rejected. A `[n] {...}` line is literal: pass it verbatim to
submit_action.action. A grouped family gives a template plus the values
allowed in it: fill the template with one combination shown on a single
line and pass that.
  [0] {"tag":"pass"}
  [1] {"tag":"endActions"}
  [2] {"tag":"driveFerry","to":"Essen"}
  [3] {"tag":"driveFerry","to":"Paris"}
  [4] {"tag":"driveFerry","to":"Istanbul"}
  directFlight — 7 options; build {"tag":"directFlight","to":<one to below>}
      to: "Johannesburg", "San Francisco", "Tokyo", "Tehran", "Manila", "Essen", "Madrid"
  [12] {"tag":"treatDisease","color":"blue"}
  [13] {"tag":"dispatcherJump","pawn":"alice","toPawn":"bob"}
  [14] {"tag":"dispatcherJump","pawn":"bob","toPawn":"alice"}
  [15] {"tag":"dispatcherMove","pawn":"bob","via":"driveFerry","to":"Chicago"}
  [16] {"tag":"dispatcherMove","pawn":"bob","via":"driveFerry","to":"Miami"}
  [17] {"tag":"dispatcherMove","pawn":"bob","via":"driveFerry","to":"Washington"}
  [18] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Lima"}
  [19] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Buenos Aires"}
  [20] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Moscow"}
  [21] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Toronto"}
  [22] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Bogota"}
  [23] {"tag":"dispatcherMove","pawn":"bob","via":"shuttleFlight","to":"Ho Chi Minh City"}

PREVIEWED THIS TURN, still outstanding: 4 of 4 action(s) (next: {"tag":"treatDisease","color":"blue"}).

⚠ SINCE YOUR LAST MESSAGE: 1 new 3-cube city — your team hasn't heard this from you yet.

Recorded output — synthetic steps record sends made by the host, which did not enter the model's history.

Step 1 · {"synthetic": false, "servedModel": "deepseek-flash"}

reasoning:

Preview confirms: Milan 3→0, I move to Essen, no cards burned, all actions used. Draw risk: pEpidemic 0 (no epidemic in window). Infect threats: Atlanta 3 would outbreak but pHit 0.14 (it's in knownTopSegment! Interesting — the knownTopSegment includes Atlanta, meaning Atlanta is within the top-14 known cards). Actually "knownTopSegment" lists cities and pHit 0.14 for Atlanta means 14% chance Atlanta is drawn among the 2 infect cards → outbreak. Hmm, so there IS a 14% chance Atlanta outbreaks this turn (Bob can't prevent—it's my draw phase). But Bob will clear it next turn; one outbreak is survivable (0→1). And treating Milan is more valuable.

Wait, pHit 0.1428 = 1/7 ≈ 0.14. For Atlanta, wouldOutbreak true, pHit 0.14. So ~14% chance of an Atlanta outbreak during my infect phase (which would chain to nothing since neighbors at low cubes). Acceptable.

Actually, note knownTopSegment includes all 14 discard cities. The infect deck has 46, but the "known top segment" of 14 are the discard? Hmm, actually after an epidemic the discard is shuffled on top. The knownTopSegment size 14 with those cities = these are the cards known to be in the deck (all in infect-discard). pHit 0.14 = each has 1/7... this is confusing but the takeaway: Atlanta 14% outbreak risk this draw. Fine.

My previewed plan is good: treat Milan x3, drive Essen. This matches Bob's explicit request ("TREAT MILAN x3 NOW... Priority: Milan x3 first, then keep gathering blue"). And it has lowest risk (0.3). Great.

Should I add anything about it being fine? Let me just execute. Also I should re-pin? The plan is still valid. Actually the pin says "ALICE clears MILAN this/next turn, then treats the 1-cube blues in Europe" — I'm doing exactly that. Good. No need to re-pin now.

But the frame notes "1 new 3-cube city — your team hasn't heard this from you yet." That's Atlanta. But Bob clearly knows (his message mentions Atlanta at 3). So not needed. Actually Bob's message came after. Fine.

Let me execute: treat blue x3, then drive Essen.

Let me do them one at a time. First treat blue.

text:

Preview confirms the plan: Milan 3→0 (returns 3 blue, removes the reshuffle trap), I end at Essen as a blue-treatment hub, no cards burned. Draw risk is low (no epidemic this turn; only a 14% chance Atlanta outbreaks, which Bob clears next turn). This is exactly Bob's "Milan x3 first" priority. Executing.

toolCalls:

{"tool": "submit_action", "toolCallId": "call_00_xfFVUCGoGG3FZJ8ULJCX9318", "ref": "alice:i17:call_00_xfFVUCGoGG3FZJ8ULJCX9318", "input": {"action": {"tag": "treatDisease", "color": "blue"}}, "output": {"submitted": true, "action": {"tag": "treatDisease", "color": "blue"}}}

alice-i18

Seat: alice. Identity: recorded invocation. Prompt number: 18. Active turn: True.

Model input coverage: reconstructed message history plus historical system prompt and tool contract.

System prompt · Tool schemas · This call in decisions.jsonl · Reconstructed full input in requests.jsonl (decision alice-i18)

Linked accepted events

Recorded submissions and refusals

Lifecycle evidence

None recorded.

Recorded input

ACTIVE TURN — it is your move.

STANDING TEAM PLAN (bob, pinned 2 of your turn(s) ago):
  UPDATED (Bob). COLOR SPLIT (2 each): BOB = YELLOW (3/5 — will cure at the HCMC station once at 5) + will take BLACK (holds Moscow). ALICE = BLUE (2/5: SF, Essen) + RED (2/5). Containment: ALICE clears MILAN (blue 3) this/next turn, then treats the 1-cube blues in Europe (London, Essen) to relieve supply. Bob cleared HCMC fully. Next pre-empts before any reshuffle: Manila (red 2), New York (blue 2), Algiers (black 2) — closer player takes it. BLUE is the pressure color (supply 15, many 1-cube blues in discard) — prioritize blue treatment. Cure at nearest station (HCMC or Atlanta) once a player hits 5; funnel that color to its collector. No long South America / Johannesburg detours.
If the board has invalidated this plan or it is complete, replace it via
pin_plan — until then, your partner is assuming you are following it.
CONFLICT RULE: when your own read of the board — a signal, the DECISION
FRONTIER, a preview result — argues against this plan, do NOT silently
obey and do NOT silently deviate. CALL send_message naming the conflict
(the city and what you would do instead), then resolve it: your partner's
reply or a fresh pin_plan. A stale pin never outranks the live board.

ACTION ECONOMY: you have 3 action(s) left this turn against 1 city(ies) at 3 cubes and 6 at 2. Unused actions are lost forever — passing or ending your turn now spends your scarcest resource (4/turn) on nothing. Unless you are a Quarantine Specialist holding a shield over a hot cluster, spend it: treat, or move toward the nearest hot city. A pointless move away and back is not action economy.

TRIAGE: the DECISION FRONTIER below prices this turn's rival plans
against each other. Pick a line or extend it; split targets with
teammates either way.

=== STATE ===
phase=playerActions turnOwner=alice  (actions left: 3)
you=alice role=dispatcher at=Milan
cures: blue:none yellow:none black:none red:none  outbreaks=0/8  infectionRate=2
stations: Atlanta, Ho Chi Minh City
players: alice@Milan(dispatcher) hand=7 [Johannesburg(yellow), San Francisco(blue), Tokyo(red), Tehran(black), Manila(red), Essen(blue), Madrid(blue)]  bob@Atlanta(operationsExpert) hand=6 [Lima(yellow), Buenos Aires(yellow), Moscow(black), Toronto(blue), Bogota(yellow), event:airlift]
supply: blue:11 yellow:21 black:22 red:20   decks: player=41 infection=46   player-discard: 1 yellow
threats (cube counts, cluster membership, supply pressure, route cost from you, infect-discard — one row per city):
  Atlanta: 3 blue⚠ [blue supply 11 left, 13 on board] — 5 move(s): Essen→London→New York→Washington→Atlanta — nearer teammate: bob, 0 move(s) vs your 5
  Milan: 2 blue — pre-empt (one draw from critical): you are HERE — treat it now
  New York: 2 blue [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (one draw from critical): 3 move(s): Essen→London→New York — nearer teammate: bob, 2 move(s) vs your 3
  Manila: 2 red
  Algiers: 2 black — pre-empt (one draw from critical): 2 move(s): Paris→Algiers
  Lagos: 2 yellow [in infect-discard]
  London: 2 blue [in infect-discard] [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (re-infection risk after an epidemic): 2 move(s): Essen→London
  Bogota: 1 yellow
  Beijing: 1 red
  Shanghai: 1 red
  Chicago: 1 blue
  Essen: 1 blue
  St. Petersburg: 1 blue
  Paris: 1 blue

=== SIGNALS ===
deck clock: 41 cards → 20 player-turn(s) of draws left; 4 cure(s) still needed → one cure every ~5 turn(s), team-wide
eradication: none in reach
CARD STOCK — TEAM-WIDE, all seats' holdings (12 city cards per color; burned cards NEVER return — every hand-limit discard and every flight spends one):
  yellow: 1 of 12 burned, held alice 1, bob 3, 7 in deck — margin 6 over the 5 needed
DISPATCHER REACH (your turn moves ANY pawn — jump one onto a teammate's city for 1 action at any distance, or drive it 1 city/action; both card-free):
  Atlanta(blue): bob already at Atlanta → then that pawn treats
cure plan — TEAM-WIDE collector assignment (cures WIN the game; treating only buys time):
  blue: YOU collect (3/5) — keep EVERY blue card; nearest station Atlanta (5 move(s)) — or 2 action(s): direct flight to Manila (spends Manila(red)), then 1 move(s) to Ho Chi Minh City (your 2/5 red set — burning drops it to 1/5; 10 red in deck; spend it only if this beats the cure)
  yellow: bob collects (3/5) — give bob your yellow cards when you share
  black: YOU collect (1/5) — keep EVERY black card; nearest station Atlanta (5 move(s)) — or 2 action(s): go to Essen (1 move(s)), then charter to Atlanta (spends Essen(blue)) (your 3/5 blue set — burning drops it to 2/5; 8 blue in deck, 1 held elsewhere; spend it only if this beats the cure)
  red: YOU collect (2/5) — keep EVERY red card; nearest station Atlanta (5 move(s)) — or 2 action(s): go to Essen (1 move(s)), then charter to Atlanta (spends Essen(blue)) (your 3/5 blue set — burning drops it to 2/5; 8 blue in deck, 1 held elsewhere; spend it only if this beats the cure)
share rendezvous — TEAM-WIDE transfer routes (cards in the wrong hand + where to meet):
  bob hands you Toronto(blue): meet IN Toronto (the card's own city) — you 4 move(s), bob 2 move(s); then alice to station Atlanta +2 move(s) to cure; HAND CAP: alice already has 7/7; the share forces an immediate discard — name the non-blue card to shed before committing
  bob hands you Moscow(black): meet IN Moscow (the card's own city) — you 2 move(s), bob 6 move(s); then alice to station Ho Chi Minh City +5 move(s) to cure; HAND CAP: alice already has 7/7; the share forces an immediate discard — name the non-black card to shed before committing
  hand Johannesburg(yellow) to bob: meet IN Johannesburg (the card's own city) — you 4 move(s), bob 6 move(s); then bob to station Atlanta +6 move(s) to cure

⚠ DECISION FRONTIER — 1 plan dominates all rivals this turn.
Dominance pruned every rival on both tempo and risk. This is the priced
nominee, not an order: extend it, or play something else.
  - break the New York–London blue cluster at London — drive Essen, drive London, treat blue
     tempo: 4 action(s) closer to the blue cure (31 → 27 action(s) to land it) — you collect; clears 1 cube(s) | risk after: ~0.3 expected outbreak(s) over the next 2 infect phases; returns 1 blue (supply 12 after) to a strained supply
  dominated: advance the yellow cure: move toward the Johannesburg handoff (bob collects; assumes they meet you) — tempo 3 vs 4, risk 0.29 vs 0.26 — beaten by "break the New York–London blue cluster at London".

Your legal actions — this is the COMPLETE legal set; anything not named
here will be rejected. A `[n] {...}` line is literal: pass it verbatim to
submit_action.action. A grouped family gives a template plus the values
allowed in it: fill the template with one combination shown on a single
line and pass that.
  [0] {"tag":"pass"}
  [1] {"tag":"endActions"}
  [2] {"tag":"driveFerry","to":"Essen"}
  [3] {"tag":"driveFerry","to":"Paris"}
  [4] {"tag":"driveFerry","to":"Istanbul"}
  directFlight — 7 options; build {"tag":"directFlight","to":<one to below>}
      to: "Johannesburg", "San Francisco", "Tokyo", "Tehran", "Manila", "Essen", "Madrid"
  [12] {"tag":"treatDisease","color":"blue"}
  [13] {"tag":"dispatcherJump","pawn":"alice","toPawn":"bob"}
  [14] {"tag":"dispatcherJump","pawn":"bob","toPawn":"alice"}
  [15] {"tag":"dispatcherMove","pawn":"bob","via":"driveFerry","to":"Chicago"}
  [16] {"tag":"dispatcherMove","pawn":"bob","via":"driveFerry","to":"Miami"}
  [17] {"tag":"dispatcherMove","pawn":"bob","via":"driveFerry","to":"Washington"}
  [18] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Lima"}
  [19] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Buenos Aires"}
  [20] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Moscow"}
  [21] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Toronto"}
  [22] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Bogota"}
  [23] {"tag":"dispatcherMove","pawn":"bob","via":"shuttleFlight","to":"Ho Chi Minh City"}

PREVIEWED THIS TURN, still outstanding: 3 of 4 action(s) (next: {"tag":"treatDisease","color":"blue"}).

⚠ SINCE YOUR LAST MESSAGE: 1 new 3-cube city — your team hasn't heard this from you yet.

NUDGE — you took your last turn without sending a message.
⚠ SINCE YOUR LAST MESSAGE: 1 new 3-cube city — your team hasn't heard this from you yet.
Consider whether your team needs to know. CALL send_message if so,
otherwise no action needed — this is a one-time reminder.

Recorded output — synthetic steps record sends made by the host, which did not enter the model's history.

Step 1 · {"synthetic": false, "servedModel": "deepseek-flash"}

reasoning:

Interesting — after the first treat, the frontier changed! Now the dominating plan is "break NY-London blue cluster at London — drive Essen, drive London, treat blue." And Milan is now at 2 (I already treated once). 

Wait, but the decision frontier now says the dominant plan is drive Essen, drive London, treat blue (4 actions but I've used 1). Hmm, but I've already done 1 treat on Milan. Milan now 2. I have 3 actions left.

Let me reconsider. I have 3 actions left. Options:
- Continue Milan: treat Milan x2 (clear it, 3→0) + 1 more action (drive Essen). That returns 3 blue (already returned 1, so total 3 from Milan). Wait I already returned 1 (supply 10→11). Milan now 2. If I treat x2 more → Milan 0, supply 11→13. Then 1 action drive Essen. Total: Milan cleared, +3 supply, end at Essen.
- Switch to London plan: from Milan, drive Essen (1), drive London (1), treat blue at London (1) = 3 actions. Clears London 2→1. Returns 1 blue. But leaves Milan at 2! That abandons the Milan job halfway. Bad — Milan at 2 is not cleared, and it's a partial. Also London is in the NY-London cluster.

Wait the frontier recomputed assuming I hadn't treated Milan? It says "break the NY-London blue cluster at London — drive Essen, drive London, treat blue, clears 1 cube" for 4 actions. But I've used 1 action already. So that's a hypothetical from the start of turn. Since I already treated Milan once, I can't do the full London plan.

Given I already invested 1 treat in Milan (Milan at 2), the sensible completion is: finish Milan (2 more treats → 0). That fully clears Milan (removes the trap, returns 2 more = 3 total from Milan). Then 1 action.

But the frontier now says London plan is better (tempo 4 vs Milan's no-cure-progress). Hmm. But I've already sunk a treat into Milan. Leaving Milan at 2 is worse than clearing it — a 2-cube city is still a pre-empt risk and the trap isn't gone.

Actually, let me reconsider carefully. The renewed frontier is computed from the CURRENT board where Milan=2. It recommends drive Essen, drive London, treat (leaves Milan at 2). That gives 1 blue back and progresses toward... hmm "4 actions closer to blue cure." But it leaves Milan at 2 and doesn't clear it. And London would go 2→1.

But clearing Milan entirely (2 more treats) returns 2 more blue (supply to 13) and removes a 2-cube city (safe). Which is better for the blue supply crisis? Clearing Milan returns 2, London treat returns 1. Clearing Milan is better for supply. And it removes the "one draw from critical" Milan.

But the frontier weighs "tempo/cure progress." Blue cure progress: driving to London positions me toward London (a blue city I could... no, I don't hold London card). The "4 actions closer to blue cure" is a weird metric — probably counts being near blue cities / treating? Actually treating blue doesn't get cards. Hmm the tempo metric seems to count movement toward collecting blue cards? Not sure.

Let me reason from first principles, ignoring the possibly-misleading frontier:

State: blue supply 11, on board 13. Blue cities: Atlanta 3 (Bob clearing), Milan 2 (me), NY 2, London 2, Chicago 1, Essen 1, StP 1, Paris 1. Milan I'm at.

My goal this turn (3 actions left): maximize blue supply relief + set up cure + don't create new problems.

Option 1: Finish Milan (treat x2 → 0) + drive Essen. Returns 2 (total 3 from Milan). End at Essen. Next turn from Essen I can treat London (2, drive there) or Essen itself (1). Actually Essen has 1 blue — I'm arriving there, could treat next turn.

Option 2: treat Milan x2 (→0) then drive Paris or Essen. Same as option 1 basically.

Option 3: Abandon Milan: drive Essen, drive London, treat London. Returns 1, Milan stays 2. Worse.

Option 1 clearly best: clear Milan fully (it's already half-cleared, finishing is efficient and removes the trap). Then position.

Where to position with the last action? After Milan 0, I'm at Milan. Drive to Essen (1): Essen has 1 blue, adjacent to London(2), Paris(1), StP(1). Good hub.
Or drive Paris (1): Paris 1 blue, adjacent to London, Madrid, Algiers(2 black), Essen. Also good.
Or Istanbul: black region (Algiers black nearby?) Istanbul not blue. Skip.

I'll drive Essen (as previewed). Actually, I could also consider staying to treat... no cubes left at Milan.

Hmm, but wait: is there value in driving to London directly? From Milan, London is not adjacent (Milan connects Essen, Paris, Istanbul). So can't drive Milan→London directly. Need Essen or Paris first. So max I can do is reach Essen or Paris this turn. Next turn reach London.

Given blue supply crisis, positioning at Essen (hub) is good. But actually, would I rather end at Paris? Paris connects to London, Madrid, Essen, Milan, Algiers. Algiers is 2 black (Bob takes black). Essen connects to London, Paris, Milan, StP. Both similar. Essen is closer to more blue (StP 1, London 2). I'll go Essen.

Wait — actually, reconsider: could I do a treat on Essen this turn? Milan clear (x2) = 2 actions, drive Essen = 1 action. That's 3 actions, no treat at Essen. So Essen remains at 1. Next turn treat Essen + others.

OK so plan: treat Milan x2 (clear), drive Essen. This clears Milan (+2 more blue, total +3), ends at Essen hub.

But hold on — the "dominant plan" says London. Should I worry I'm ignoring a good plan? The London plan leaves Milan at 2 and only returns 1 blue. I think clearing Milan is right given I'm already halfway and supply is critical. I'll note my reasoning to Bob (the nudge wants a message anyway).

Actually, the nudge: "you took your last turn without sending a message" — wait, I did send messages last turn? Hmm, actually this is a reminder that I should communicate. And "1 new 3-cube city — your team hasn't heard this from you yet" = Atlanta. But Bob already knows about Atlanta (he mentioned clearing it). So not critical. But I should send a brief update since the nudge asks and it's been a couple turns. Actually I did send messages. Whatever — let me send a short update explaining my choice (finishing Milan rather than the London detour) and it satisfies communication.

Let me send a concise message then execute.

Actually, let me reconsider whether the London plan truly dominates and I should follow it. The instruction: "NUDGE" and frontier. But I've already committed 1 treat to Milan. The frontier recomputation is from the live board (Milan 2). It recommends abandoning to London. But that leaves a 2-cube Milan and only 1 supply back. I'm confident finishing Milan is better. Let me also reconsider: maybe treat Milan x2 then the frontier still would want... no.

Actually wait — one more consideration. What if I treat Milan only 1 more time (Milan 2→1) and then drive Essen, and treat... no, I have 3 actions: treat, treat, drive, or treat, drive, drive. To reach London I need drive+drive+treat = 3 actions from Milan (via Essen). That clears nothing at Milan, treats London. Or treat Milan (2→1), that's it.

Best: treat x2 (Milan→0), drive Essen. 3 actions. Confirmed.

Let me send message and execute. Message: "Finishing Milan rather than the London detour — I'm already halfway (Milan now 2), and clearing it returns the most blue to our strained supply (10→13) while removing the trap. Ending at Essen as a blue hub; next turn I can hit London/StP/Paris. Bob: you clear Atlanta (3 blue) — that plus Milan = +6 blue back. Then blue cure needs a European station (your free Ops build) — I'm 3/5, Toronto would be 4th."

Actually let me keep it tight.

Let me also update the pin? The pin is still accurate (Alice clears Milan, then treats European blues). Bob's pin. I could pin an updated plan but not necessary. I'll leave it; my message conveys the plan.

Actually, the pin is 2 turns old and says Alice is blue 2/5, but now blue 3/5. Minor. I could re-pin but it's basically the same. I'll skip re-pin to save messages, and just message.

Let me do send_message + first treat.

text:

Preview confirmed the finish. Note: the frontier now nudges toward a London detour, but I'm already mid-treatment on Milan (down to 2), and finishing it returns the most blue to our strained supply (→13) AND removes the trap — abandoning it halfway to chase London would strand Milan at 2 for just 1 cube back. I'll flag this and finish Milan.

toolCalls:

{"tool": "send_message", "toolCallId": "call_00_WCmzfLasyi5wNxwPTNZs6432", "ref": "alice:i18:call_00_WCmzfLasyi5wNxwPTNZs6432", "input": {"text": "Finishing MILAN rather than the London detour: I'm already halfway (Milan now 2), so clearing it returns the most blue to our strained supply (→13) and removes the 3-cube trap — bailing to London would strand Milan at 2 for just 1 cube. I end at ESSEN as a blue hub; next turn I can reach London/StP/Paris. You clear Atlanta (3 blue) — Milan+Atlanta = +6 blue back to supply. That's the real fix.\nThen BLUE CURE is the priority: I'm 3/5 (SF, Essen, Madrid); Toronto is your 4th. When you get a free breath, your FREE Ops-Expert build of a EUROPEAN station lets me cure blue locally instead of a 5-move trek — please make that the next big move. I'm packing everything blue."}, "output": {"sent": true, "note": "You have sent 1 of 5 messages available this turn.", "delivery": "bob is not advising right now; if the referee accepts this message, they will read it at their next prompt."}}

Step 2 · {"synthetic": false, "servedModel": "deepseek-flash"}

reasoning:

Now execute: treat blue x2 (Milan→0), drive Essen.

text: ""

toolCalls:

{"tool": "submit_action", "toolCallId": "call_00_0xsS9gtIACZFte1hktAX7786", "ref": "alice:i18:call_00_0xsS9gtIACZFte1hktAX7786", "input": {"action": {"tag": "treatDisease", "color": "blue"}}, "output": {"submitted": true, "action": {"tag": "treatDisease", "color": "blue"}}}

alice-i19

Seat: alice. Identity: recorded invocation. Prompt number: 19. Active turn: True.

Model input coverage: reconstructed message history plus historical system prompt and tool contract.

System prompt · Tool schemas · This call in decisions.jsonl · Reconstructed full input in requests.jsonl (decision alice-i19)

Linked accepted events

Recorded submissions and refusals

Lifecycle evidence

None recorded.

Recorded input

ACTIVE TURN — it is your move.

STANDING TEAM PLAN (bob, pinned this turn):
  BLUE EMERGENCY (from Bob). Blue supply crashed 14→10 after the reshuffle — blue is our LOSING clock. DOCTRINE: treat/cure BLUE above all; once blue is CURED, one treat clears ALL blue cubes in a city (the only fast fix for the bleed). OWNERS: ALICE = BLUE cure (3/5: SF/Essen/Madrid — keep every blue; clear Milan this turn) + RED. BOB = YELLOW cure (3/5, at Atlanta station) + clears ATLANTA (3 blue) with 3 treats next turn + will build a EUROPEAN station (free, Ops Expert) so Alice can cure blue locally instead of trekking to Atlanta. Toronto(blue) sits in Bob's hand as a 4th blue for Alice IF we can meet at Toronto. Second-tier threats: NY–London blue cluster, Manila red 2, Algiers black 2, Lagos yellow 2 — closest player mops after the blue cure is secured. No long detours until blue is cured.
If the board has invalidated this plan or it is complete, replace it via
pin_plan — until then, your partner is assuming you are following it.
CONFLICT RULE: when your own read of the board — a signal, the DECISION
FRONTIER, a preview result — argues against this plan, do NOT silently
obey and do NOT silently deviate. CALL send_message naming the conflict
(the city and what you would do instead), then resolve it: your partner's
reply or a fresh pin_plan. A stale pin never outranks the live board.

ACTION ECONOMY: you have 2 action(s) left this turn against 1 city(ies) at 3 cubes and 5 at 2. Unused actions are lost forever — passing or ending your turn now spends your scarcest resource (4/turn) on nothing. Unless you are a Quarantine Specialist holding a shield over a hot cluster, spend it: treat, or move toward the nearest hot city. A pointless move away and back is not action economy.

TRIAGE: the DECISION FRONTIER below prices this turn's rival plans
against each other. Pick a line or extend it; split targets with
teammates either way.

=== STATE ===
phase=playerActions turnOwner=alice  (actions left: 2)
you=alice role=dispatcher at=Milan
cures: blue:none yellow:none black:none red:none  outbreaks=0/8  infectionRate=2
stations: Atlanta, Ho Chi Minh City
players: alice@Milan(dispatcher) hand=7 [Johannesburg(yellow), San Francisco(blue), Tokyo(red), Tehran(black), Manila(red), Essen(blue), Madrid(blue)]  bob@Atlanta(operationsExpert) hand=6 [Lima(yellow), Buenos Aires(yellow), Moscow(black), Toronto(blue), Bogota(yellow), event:airlift]
supply: blue:12 yellow:21 black:22 red:20   decks: player=41 infection=46   player-discard: 1 yellow
threats (cube counts, cluster membership, supply pressure, route cost from you, infect-discard — one row per city):
  Atlanta: 3 blue⚠ [blue supply 12 left, 12 on board] — 5 move(s): Essen→London→New York→Washington→Atlanta — nearer teammate: bob, 0 move(s) vs your 5
  New York: 2 blue [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (one draw from critical): 3 move(s): Essen→London→New York — nearer teammate: bob, 2 move(s) vs your 3
  Manila: 2 red
  Algiers: 2 black — pre-empt (one draw from critical): 2 move(s): Paris→Algiers
  Lagos: 2 yellow [in infect-discard] — pre-empt (re-infection risk after an epidemic): 4 move(s): Paris→Madrid→Sao Paulo→Lagos
  London: 2 blue [in infect-discard] [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (re-infection risk after an epidemic): 2 move(s): Essen→London
  Milan: 1 blue
  Bogota: 1 yellow
  Beijing: 1 red
  Shanghai: 1 red
  Chicago: 1 blue
  Essen: 1 blue
  St. Petersburg: 1 blue
  Paris: 1 blue

=== SIGNALS ===
deck clock: 41 cards → 20 player-turn(s) of draws left; 4 cure(s) still needed → one cure every ~5 turn(s), team-wide
eradication: none in reach
CARD STOCK — TEAM-WIDE, all seats' holdings (12 city cards per color; burned cards NEVER return — every hand-limit discard and every flight spends one):
  yellow: 1 of 12 burned, held alice 1, bob 3, 7 in deck — margin 6 over the 5 needed
DISPATCHER REACH (your turn moves ANY pawn — jump one onto a teammate's city for 1 action at any distance, or drive it 1 city/action; both card-free):
  Atlanta(blue): bob already at Atlanta → then that pawn treats
cure plan — TEAM-WIDE collector assignment (cures WIN the game; treating only buys time):
  blue: YOU collect (3/5) — keep EVERY blue card; nearest station Atlanta (5 move(s)) — or 2 action(s): direct flight to Manila (spends Manila(red)), then 1 move(s) to Ho Chi Minh City (your 2/5 red set — burning drops it to 1/5; 10 red in deck; spend it only if this beats the cure)
  yellow: bob collects (3/5) — give bob your yellow cards when you share
  black: YOU collect (1/5) — keep EVERY black card; nearest station Atlanta (5 move(s)) — or 2 action(s): go to Essen (1 move(s)), then charter to Atlanta (spends Essen(blue)) (your 3/5 blue set — burning drops it to 2/5; 8 blue in deck, 1 held elsewhere; spend it only if this beats the cure)
  red: YOU collect (2/5) — keep EVERY red card; nearest station Atlanta (5 move(s)) — or 2 action(s): go to Essen (1 move(s)), then charter to Atlanta (spends Essen(blue)) (your 3/5 blue set — burning drops it to 2/5; 8 blue in deck, 1 held elsewhere; spend it only if this beats the cure)
share rendezvous — TEAM-WIDE transfer routes (cards in the wrong hand + where to meet):
  bob hands you Toronto(blue): meet IN Toronto (the card's own city) — you 4 move(s), bob 2 move(s); then alice to station Atlanta +2 move(s) to cure; HAND CAP: alice already has 7/7; the share forces an immediate discard — name the non-blue card to shed before committing
  bob hands you Moscow(black): meet IN Moscow (the card's own city) — you 2 move(s), bob 6 move(s); then alice to station Ho Chi Minh City +5 move(s) to cure; HAND CAP: alice already has 7/7; the share forces an immediate discard — name the non-black card to shed before committing
  hand Johannesburg(yellow) to bob: meet IN Johannesburg (the card's own city) — you 4 move(s), bob 6 move(s); then bob to station Atlanta +6 move(s) to cure

⚠ DECISION FRONTIER — 1 plan dominates all rivals this turn.
Dominance pruned every rival on both tempo and risk. This is the priced
nominee, not an order: extend it, or play something else.
  - break the New York–London blue cluster at London — drive Essen, drive London
     tempo: 4 action(s) closer to the blue cure (31 → 27 action(s) to land it) — you collect | risk after: ~0.3 expected outbreak(s) over the next 2 infect phases; en route to clear blue at London — worth ~2 cube(s)+chain when finished, but the clear lands AFTER this window: the next 2 infect phases face the board as-is
  dominated: advance the yellow cure: move toward the Johannesburg handoff (bob collects; assumes they meet you) — tempo 2 vs 4, risk 0.29 vs 0.23 — beaten by "break the New York–London blue cluster at London".

Your legal actions — this is the COMPLETE legal set; anything not named
here will be rejected. A `[n] {...}` line is literal: pass it verbatim to
submit_action.action. A grouped family gives a template plus the values
allowed in it: fill the template with one combination shown on a single
line and pass that.
  [0] {"tag":"pass"}
  [1] {"tag":"endActions"}
  [2] {"tag":"driveFerry","to":"Essen"}
  [3] {"tag":"driveFerry","to":"Paris"}
  [4] {"tag":"driveFerry","to":"Istanbul"}
  directFlight — 7 options; build {"tag":"directFlight","to":<one to below>}
      to: "Johannesburg", "San Francisco", "Tokyo", "Tehran", "Manila", "Essen", "Madrid"
  [12] {"tag":"treatDisease","color":"blue"}
  [13] {"tag":"dispatcherJump","pawn":"alice","toPawn":"bob"}
  [14] {"tag":"dispatcherJump","pawn":"bob","toPawn":"alice"}
  [15] {"tag":"dispatcherMove","pawn":"bob","via":"driveFerry","to":"Chicago"}
  [16] {"tag":"dispatcherMove","pawn":"bob","via":"driveFerry","to":"Miami"}
  [17] {"tag":"dispatcherMove","pawn":"bob","via":"driveFerry","to":"Washington"}
  [18] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Lima"}
  [19] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Buenos Aires"}
  [20] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Moscow"}
  [21] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Toronto"}
  [22] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Bogota"}
  [23] {"tag":"dispatcherMove","pawn":"bob","via":"shuttleFlight","to":"Ho Chi Minh City"}

PREVIEWED THIS TURN, still outstanding: 2 of 4 action(s) (next: {"tag":"treatDisease","color":"blue"}).

Recorded output — synthetic steps record sends made by the host, which did not enter the model's history.

Step 1 · {"synthetic": false, "servedModel": "deepseek-flash"}

reasoning:

Milan now at 1. I have 2 actions left. 

Options:
- treat blue (Milan 1→0), then drive Essen. Clears Milan fully (returns 1 more blue, supply 12→13). Ends at Essen.
- drive Essen, then drive London? No treat. Leaves Milan at 1. But Milan at 1 is safe (not a bomb). Hmm.
- drive Essen, treat Essen? No, treat requires being at city with cubes. From Milan, drive Essen (1) then treat blue at Essen (1 blue→0). That returns 1 blue (Essen 1→0). Milan left at 1. Ends at Essen. Returns 1 blue.
- treat Milan (→0) + drive Essen: returns 1 blue (Milan 1→0), ends Essen.

Both return 1 blue. But clearing Milan entirely (0) removes any residual and Milan is where the trap was — but at 1 it's already not a bomb. Treating Milan to 0 vs treating Essen to 0: supply effect same (1 cube each). 

However: the frontier now recommends "drive Essen, drive London" (2 actions) — positioning toward London. With 2 actions I can't treat London (need 3rd action there: drive+drive+treat, but I only have 2 left after the 2 drives I'd need). Wait: from Milan, drive Essen (1), drive London (2). That's 2 actions → arrive London. No treat. London stays 2. Ends at London. Next turn treat London x2.

Alternatively: treat Milan (1) → 0, drive Essen (1). Ends Essen. Milan cleared. Next turn from Essen drive London + treat (2 treats to clear London) — need 3 actions.

Or: drive Essen (1), drive London (1) = at London, London 2. Next turn treat x2 → clear London.

Which is better? Let me think about supply and cure.

Blue cure: I'm 3/5. My blue cards: SF, Essen, Madrid. To cure I need 5 + station. Not happening this turn. Positioning-wise, being in Europe near blue cities is fine either way. London is a blue city — being AT London means... I don't hold London card. Doesn't advance my hand.

Supply: treating cubes returns them. 
Option A (treat Milan→0 + drive Essen): returns 1 (Milan). Milan fully clear.
Option B (drive Essen + drive London): returns 0 this turn, but reaches London (2) to clear next turn (returning 2). 
Option C (treat Milan→0 + drive Essen) similar to A.

Hmm, but I could also: drive Essen (1), treat Essen (1) → Essen 1→0, returns 1. Ends at Essen. That's like option A but treats Essen instead of Milan.

All return ~1 this turn. The difference is positioning for next turn.

Best positioning next turn to clear a 2-cube blue: being adjacent to London or NY. From Essen: London is 1 drive. From London itself: London 2, ready to treat.
If I end at Essen: next turn drive London (1) + treat x2 (2) = 3 actions to clear London. 
If I end at London: next turn treat x2 (2 actions) clears London, leaving 2 actions for more.
So ending at London is better for action economy next turn.

But wait, to end at London I need drive Essen + drive London = 2 actions, no treat this turn. Milan stays 1. That's fine (Milan 1 not a bomb). But it returns 0 blue this turn (supply stays 12). Given supply is critical, returning 0 this turn vs 1... 

Hmm. Let me reconsider. Supply: blue 12, 12 on board. Actually on-board now 12, supply 12. So if all 12 board cubes stay, 12 more adds → depletion. But it's manageable short-term.

Priorities from Bob's pin: "treat/cure BLUE above all; clear Milan this turn." So finishing Milan to 0 aligns with the pin. But also containment of London.

Actually, let me reconsider: which is the bigger threat, Milan at 1 or London at 2? London at 2 in NY-London cluster (with NY 2 = 4 cubes cluster, could mature). London is more threatening (2, in cluster, in discard → re-infection after epidemic). Milan at 1 is basically safe.

Also there's an epidemic risk this turn — actually let me check: previous preview said pEpidemic 0 for this draw. But that was before; the deck hasn't changed (I've only treated, no draw yet). pEpidemic was 0. So no epidemic this draw → London won't be reshuffled/armed this turn. Good.

Given no epidemic imminent, and supply critical, I think clearing Milan to 0 (+1 supply) and then using last action to position is decent. But positioning at London for next turn is valuable.

Let me weigh: Option A: treat Milan (→0) + drive Essen. Ends Essen, Milan clear, +1 supply. Next turn: drive London + treat x2 = clear London (3 actions), 1 spare.
Option B: drive Essen + drive London. Ends London, Milan 1, +0 supply. Next turn: treat London x2 = clear (2 actions), 2 spare.

Option B gives better next-turn efficiency (2 spare actions) and reaches the more threatening city, but leaves Milan at 1 and returns 0 supply now. Option A returns 1 supply and clears Milan but is 1 action behind for London.

Hmm. Given blue supply is "the losing clock," returning cubes matters. But leaving Milan at 1 and getting to London to clear 2 next turn also relieves 2. 

Actually, you know what — let me reconsider treating Milan fully vs. leaving at 1. Milan at 1 is NOT an outbreak risk (needs 3 more infections to outbreak, and it's 1). So treating Milan from 1→0 only returns 1 supply cube and removes negligible risk. The 1 action is better spent on positioning toward London (the real threat at 2, in cluster). 

So Option B: drive Essen, drive London. This uses both remaining actions to reach London (2 blue, cluster, in discard), setting up to clear it next turn efficiently, and leaves Milan at 1 (safe). Returns 0 this turn though.

Alternatively Option D: drive Essen, drive London is pure positioning. But we lose a supply-return this turn. Hmm.

Wait — is there a way to return cubes AND position? treat Milan→0 leaves me at Milan, then drive Essen (1) ends Essen. Returns 1. vs drive Essen+drive London returns 0 ends London.

The trade: 1 supply now + at Essen, vs 0 supply now + at London (better next-turn).

Given "blue supply is the losing clock," I lean toward returning the cube. But 1 cube is small. Reaching London (the cluster threat at 2) to clear next turn is more impactful for both supply (2 cubes) and outbreak risk.

Ugh. Let me think about the DECISION FRONTIER's recommendation: "drive Essen, drive London — en route to clear blue at London — worth ~2 cubes+chain when finished." The frontier prefers positioning to London over clearing Milan. It says this dominates. And the frontier accounts for tempo/risk. Risk 0.3, similar.

Actually, the frontier recomputes each step and currently (Milan at 1) recommends drive Essen + drive London. I'll trust it partly, but let me sanity-check: is leaving Milan at 1 safe? Yes. Is London worth reaching? London 2 + NY 2 = cluster; clearing London returns 2. 

But wait — if I go to London, I can't treat this turn (2 actions consumed by moves). So London stays 2 during my draw's infect phase. If London is drawn (it's in the known top segment? London in infect-discard, so could be drawn) → London 2→3, not outbreak. If NY drawn → NY 2→3. Not outbreak. So safe-ish this turn.

Alternatively, the cleanest: treat Milan →0 (supply +1, remove any lingering), then drive Essen. Ends Essen. Next turn drive London + treat x2.

I keep going back and forth. Let me make a decision based on principle: The pin explicitly says "clear Milan this turn." I should follow the team pin unless I have a strictly better read. Is driving to London strictly better? It leaves Milan at 1 (still needs a treat eventually) and returns 0 supply now. The pin says clear Milan. 

But honestly clearing Milan 1→0 is low value (removing an almost-safe cube for 1 supply). The bigger value is London. But team coordination: Bob pinned "clear Milan this turn" and "Alice = BLUE cure... clear Milan this turn." If I don't fully clear Milan, I should note it.

Hmm, wait. Let me reconsider — actually, clearing Milan fully has a subtle benefit: it's the city where I'll potentially... no.

Let me reconsider from supply math. Blue supply 12, on board 12. Total 24 = 12+12. Wait 12+12=24? Blue has 24 cubes. 12 supply + 12 on board = 24. Yes! So ALL blue cubes accounted: 12 on board, 12 in supply. To lose by depletion, we'd need to place 12 more (board would go to 24 = all cubes out). That's a lot but possible with infections. Returning cubes now helps buffer.

Actually the "on board 12" — let me recount blue cities: Atlanta 3, Milan 1, NY 2, London 2, Chicago 1, Essen 1, StP 1, Paris 1 = 12. Yes. Supply 12. Total 24. OK.

So we have decent buffer actually (12 in supply). The earlier "crisis" (supply 10) was because 14 on board. Now 12 on board, 12 supply. We've returned some (Bob/me treating? Actually I've returned 2 from Milan: 10→11→12). So supply improving. Good.

Given supply has a 12-cube buffer and is recovering, the pressure is less acute than the framing. The real win condition is CURES. We're 0 cures at turn ~7 of 20. That's concerning! 4 cures in 20 turns, need one every 5. We have ZERO. We must start curing.

So maybe I should prioritize CURE SETUP more than treating. My blue cure needs: 5 blue + station. I have 3 blue. I need 2 more blue cards AND a station. 

The most valuable thing I could do toward blue cure: get to a station with my blue cards. Options: Atlanta (5 moves) or HCMC (far). Or Bob builds a European station (he's Ops Expert but at Atlanta). 

Hmm, I can't cure this turn regardless (only 3/5). So this turn is about board + positioning for next turn's cure path.

Wait — actually, let me reconsider. Is there a smarter play: Bob is at Atlanta with a station, holding Toronto(blue). If I could get my blue cards to Bob and he cures... but he's collecting yellow, and he has Toronto (1 blue). His blue is 1/5 (Toronto). Not the collector. I'm the blue collector.

For me to cure blue, I need to eventually reach a station. If Bob builds a European station (free) near me, I cure locally. That's the plan. But Bob needs to travel to Europe.

Alternatively, I could travel to Atlanta (5 moves) and cure there once I have 5 blue. But I only have 3. By the time I get there (5 turns) I might have drawn 2 more blue (44... wait blue margin — 12 blue total, some on board, some in deck; can I draw 2 more blue in 5 turns of draws? ~10 cards drawn over 5 turns, expected blue fraction maybe 3-4? Yes plausible). So traveling to Atlanta could work but is far.

Given the analysis, I think the best use of my remaining 2 actions is to continue building toward blue cure while relieving supply. But there's no station near me and I can't cure. So treating is the fallback to prevent loss while we set up cures.

Let me just make a clean decision: I'll clear Milan fully (treat →0, +1 supply, satisfies pin "clear Milan this turn") and drive Essen (position for London/StP next turn). This is safe, follows the pin, and sets up. It returns 1 supply and removes the Milan situation entirely.

Actually, but I realize treating Milan 1→0 wastes an action that returns only 1 cube. And the pin is from Bob who doesn't know I already reduced Milan to 1. Bob said "clear Milan x3" assuming Milan at 3. I've done x2 (3→1). "Clearing Milan" = get to 0. So one more treat finishes it = "clear Milan." Good, consistent.

Then last action: drive Essen (position). Or drive Paris. Essen is better hub toward London/StP.

Hmm, but actually, if I clear Milan and go to Essen, next turn from Essen: to clear London I need drive London (1) + treat x2 (2) = 3 actions. That's fine, 1 spare. Alternatively from Essen treat Essen (1) and StP.

vs Option B (go to London now): next turn treat London x2 (2 actions) + 2 spare. More efficient.

The cost of Option A vs B: Option A returns 1 supply now (Milan) and I'm at Essen. Option B returns 0 now and I'm at London. Option A -> next turn: 3 actions to clear London. Option B -> next turn: 2 actions to clear London + 2 spare.

Net over two turns: Option A: supply +1 (turn1)... wait Option A doesn't treat London turn 1. Let me just compare 2-turn outcomes:
- A: T1 clear Milan(+1), end Essen. T2: drive London, treat x2 → London 0 (+2) = +3 total, and 1 leftover action T2.
- B: T1 drive Essen, drive London, end London. T2: treat x2 → London 0 (+2), +2 leftover actions T2 = +2 total but 2 spare actions T2.

A gives +3 supply over 2 turns and 1 spare; B gives +2 supply and 2 spare. A clears Milan (removes a cube) + London. B only London. A seems better for supply by 1 cube with an extra cleared city. B has 1 more spare action T2.

Spare actions are valuable too. But A clears an extra city. I'll go with A: treat Milan→0, drive Essen.

Wait, but if I end at Essen and next turn drive to London then treat x2, that uses 3 of 4 actions, leaving 1. Alternatively next turn from Essen I could treat Essen (1, +1) and StP etc. Actually being at Essen I can treat Essen(1) instantly next turn + drive London + treat London. Hmm.

Regardless, A is clean. Let me execute: treat blue (Milan→0), then drive Essen.

Actually, hold on. Let me reconsider once more: is it wasteful to spend 2 actions to just get to Essen, when I could position at London? I already decided A. But let me reconsider the "drive Essen, drive London" — ends at London, and the frontier literally says it "dominates all rivals." The frontier is a priced tool. It says positioning at London is best. 

But the frontier doesn't account for the pin ("clear Milan") or that leaving Milan at 1 vs clearing matters little. And it counts "tempo toward blue cure" oddly.

I think I'm overanalyzing 1 cube. Let me go with the frontier-favored + efficient option that also follows the spirit: Actually, you know what, let me prioritize CURE and SUPPLY together. 

Decision: treat Milan →0 (clears it, +1 supply, satisfies pin), then drive Essen (hub). Simple, safe, follows pin. Execute.

Hmm, but one more: what if instead of driving Essen, after clearing Milan I should start heading toward a STATION for the cure (Atlanta is 5 moves, HCMC far, or wait for Bob's European build). If Bob builds a European station, it'll be near me. So staying in Europe (Essen) is right. Good.

Execute: treat blue, then drive Essen.

Let me do treat blue first.

text:

Milan down to 1. Finishing it (→0, +1 supply, satisfies the pin's "clear Milan") then positioning at Essen as the European hub — right where Bob's future European station would let me cure blue locally.

toolCalls:

{"tool": "submit_action", "toolCallId": "call_00_YaQDQmqNhIxOPGnlW4ri9649", "ref": "alice:i19:call_00_YaQDQmqNhIxOPGnlW4ri9649", "input": {"action": {"tag": "treatDisease", "color": "blue"}}, "output": {"submitted": true, "action": {"tag": "treatDisease", "color": "blue"}}}

alice-i20

Seat: alice. Identity: recorded invocation. Prompt number: 20. Active turn: True.

Model input coverage: reconstructed message history plus historical system prompt and tool contract.

System prompt · Tool schemas · This call in decisions.jsonl · Reconstructed full input in requests.jsonl (decision alice-i20)

Linked accepted events

Recorded submissions and refusals

Lifecycle evidence

None recorded.

Recorded input

ACTIVE TURN — it is your move.

STANDING TEAM PLAN (bob, pinned this turn):
  BLUE EMERGENCY (from Bob). Blue supply crashed 14→10 after the reshuffle — blue is our LOSING clock. DOCTRINE: treat/cure BLUE above all; once blue is CURED, one treat clears ALL blue cubes in a city (the only fast fix for the bleed). OWNERS: ALICE = BLUE cure (3/5: SF/Essen/Madrid — keep every blue; clear Milan this turn) + RED. BOB = YELLOW cure (3/5, at Atlanta station) + clears ATLANTA (3 blue) with 3 treats next turn + will build a EUROPEAN station (free, Ops Expert) so Alice can cure blue locally instead of trekking to Atlanta. Toronto(blue) sits in Bob's hand as a 4th blue for Alice IF we can meet at Toronto. Second-tier threats: NY–London blue cluster, Manila red 2, Algiers black 2, Lagos yellow 2 — closest player mops after the blue cure is secured. No long detours until blue is cured.
If the board has invalidated this plan or it is complete, replace it via
pin_plan — until then, your partner is assuming you are following it.
CONFLICT RULE: when your own read of the board — a signal, the DECISION
FRONTIER, a preview result — argues against this plan, do NOT silently
obey and do NOT silently deviate. CALL send_message naming the conflict
(the city and what you would do instead), then resolve it: your partner's
reply or a fresh pin_plan. A stale pin never outranks the live board.

ACTION ECONOMY: you have 1 action(s) left this turn against 1 city(ies) at 3 cubes and 5 at 2. Unused actions are lost forever — passing or ending your turn now spends your scarcest resource (4/turn) on nothing. Unless you are a Quarantine Specialist holding a shield over a hot cluster, spend it: treat, or move toward the nearest hot city. A pointless move away and back is not action economy.

TRIAGE: the DECISION FRONTIER below prices this turn's rival plans
against each other. Pick a line or extend it; split targets with
teammates either way.

=== STATE ===
phase=playerActions turnOwner=alice  (actions left: 1)
you=alice role=dispatcher at=Milan
cures: blue:none yellow:none black:none red:none  outbreaks=0/8  infectionRate=2
stations: Atlanta, Ho Chi Minh City
players: alice@Milan(dispatcher) hand=7 [Johannesburg(yellow), San Francisco(blue), Tokyo(red), Tehran(black), Manila(red), Essen(blue), Madrid(blue)]  bob@Atlanta(operationsExpert) hand=6 [Lima(yellow), Buenos Aires(yellow), Moscow(black), Toronto(blue), Bogota(yellow), event:airlift]
supply: blue:13 yellow:21 black:22 red:20   decks: player=41 infection=46   player-discard: 1 yellow
threats (cube counts, cluster membership, supply pressure, route cost from you, infect-discard — one row per city):
  Atlanta: 3 blue⚠ [blue supply 13 left, 11 on board] — 5 move(s): Essen→London→New York→Washington→Atlanta — nearer teammate: bob, 0 move(s) vs your 5
  New York: 2 blue [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (one draw from critical): 3 move(s): Essen→London→New York — nearer teammate: bob, 2 move(s) vs your 3
  Manila: 2 red
  Algiers: 2 black — pre-empt (one draw from critical): 2 move(s): Paris→Algiers
  Lagos: 2 yellow [in infect-discard] — pre-empt (re-infection risk after an epidemic): 4 move(s): Paris→Madrid→Sao Paulo→Lagos
  London: 2 blue [in infect-discard] [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (re-infection risk after an epidemic): 2 move(s): Essen→London
  Bogota: 1 yellow
  Beijing: 1 red
  Shanghai: 1 red
  Chicago: 1 blue
  Essen: 1 blue
  St. Petersburg: 1 blue
  Paris: 1 blue

=== SIGNALS ===
deck clock: 41 cards → 20 player-turn(s) of draws left; 4 cure(s) still needed → one cure every ~5 turn(s), team-wide
eradication: none in reach
CARD STOCK — TEAM-WIDE, all seats' holdings (12 city cards per color; burned cards NEVER return — every hand-limit discard and every flight spends one):
  yellow: 1 of 12 burned, held alice 1, bob 3, 7 in deck — margin 6 over the 5 needed
DISPATCHER REACH (your turn moves ANY pawn — jump one onto a teammate's city for 1 action at any distance, or drive it 1 city/action; both card-free):
  Atlanta(blue): bob already at Atlanta → then that pawn treats
cure plan — TEAM-WIDE collector assignment (cures WIN the game; treating only buys time):
  blue: YOU collect (3/5) — keep EVERY blue card; nearest station Atlanta (5 move(s)) — or 2 action(s): direct flight to Manila (spends Manila(red)), then 1 move(s) to Ho Chi Minh City (your 2/5 red set — burning drops it to 1/5; 10 red in deck; spend it only if this beats the cure)
  yellow: bob collects (3/5) — give bob your yellow cards when you share
  black: YOU collect (1/5) — keep EVERY black card; nearest station Atlanta (5 move(s)) — or 2 action(s): go to Essen (1 move(s)), then charter to Atlanta (spends Essen(blue)) (your 3/5 blue set — burning drops it to 2/5; 8 blue in deck, 1 held elsewhere; spend it only if this beats the cure)
  red: YOU collect (2/5) — keep EVERY red card; nearest station Atlanta (5 move(s)) — or 2 action(s): go to Essen (1 move(s)), then charter to Atlanta (spends Essen(blue)) (your 3/5 blue set — burning drops it to 2/5; 8 blue in deck, 1 held elsewhere; spend it only if this beats the cure)
share rendezvous — TEAM-WIDE transfer routes (cards in the wrong hand + where to meet):
  bob hands you Toronto(blue): meet IN Toronto (the card's own city) — you 4 move(s), bob 2 move(s); then alice to station Atlanta +2 move(s) to cure; HAND CAP: alice already has 7/7; the share forces an immediate discard — name the non-blue card to shed before committing
  bob hands you Moscow(black): meet IN Moscow (the card's own city) — you 2 move(s), bob 6 move(s); then alice to station Ho Chi Minh City +5 move(s) to cure; HAND CAP: alice already has 7/7; the share forces an immediate discard — name the non-black card to shed before committing
  hand Johannesburg(yellow) to bob: meet IN Johannesburg (the card's own city) — you 4 move(s), bob 6 move(s); then bob to station Atlanta +6 move(s) to cure

⚠ DECISION FRONTIER — 1 plan dominates all rivals this turn.
Dominance pruned every rival on both tempo and risk. This is the priced
nominee, not an order: extend it, or play something else.
  - break the New York–London blue cluster at London — drive Essen
     tempo: 2 action(s) closer to the blue cure (31 → 29 action(s) to land it) — you collect | risk after: ~0.3 expected outbreak(s) over the next 2 infect phases; en route to clear blue at London — worth ~2 cube(s)+chain when finished, but the clear lands AFTER this window: the next 2 infect phases face the board as-is
  dominated: advance the yellow cure: move toward the Johannesburg handoff (bob collects; assumes they meet you) — tempo 1 vs 2, risk 0.29 vs 0.23 — beaten by "break the New York–London blue cluster at London".

Your legal actions — this is the COMPLETE legal set; anything not named
here will be rejected. A `[n] {...}` line is literal: pass it verbatim to
submit_action.action. A grouped family gives a template plus the values
allowed in it: fill the template with one combination shown on a single
line and pass that.
  [0] {"tag":"pass"}
  [1] {"tag":"endActions"}
  [2] {"tag":"driveFerry","to":"Essen"}
  [3] {"tag":"driveFerry","to":"Paris"}
  [4] {"tag":"driveFerry","to":"Istanbul"}
  directFlight — 7 options; build {"tag":"directFlight","to":<one to below>}
      to: "Johannesburg", "San Francisco", "Tokyo", "Tehran", "Manila", "Essen", "Madrid"
  [12] {"tag":"dispatcherJump","pawn":"alice","toPawn":"bob"}
  [13] {"tag":"dispatcherJump","pawn":"bob","toPawn":"alice"}
  [14] {"tag":"dispatcherMove","pawn":"bob","via":"driveFerry","to":"Chicago"}
  [15] {"tag":"dispatcherMove","pawn":"bob","via":"driveFerry","to":"Miami"}
  [16] {"tag":"dispatcherMove","pawn":"bob","via":"driveFerry","to":"Washington"}
  [17] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Lima"}
  [18] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Buenos Aires"}
  [19] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Moscow"}
  [20] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Toronto"}
  [21] {"tag":"dispatcherMove","pawn":"bob","via":"directFlight","to":"Bogota"}
  [22] {"tag":"dispatcherMove","pawn":"bob","via":"shuttleFlight","to":"Ho Chi Minh City"}

PREVIEWED THIS TURN, still outstanding: 1 of 4 action(s) (next: {"tag":"driveFerry","to":"Essen"}).

Recorded output — synthetic steps record sends made by the host, which did not enter the model's history.

Step 1 · {"synthetic": false, "servedModel": "deepseek-flash"}

reasoning:

Milan now 0 (treated fully). Supply 13 blue. 1 action left. I'm at Milan. 

Options: drive Essen, drive Paris, drive Istanbul, direct flights, dispatcher moves.

Given blue cure + London threat, drive Essen (position toward London/StP) is the plan. The frontier says "drive Essen" (toward London). 

But wait — I should reconsider: is there something better than drive Essen? I'm at Milan with 1 action. Milan now cleared. I could:
- drive Essen: end at Essen (blue hub, 1 blue there). Next turn from Essen: drive London + treat x2 (clear London) = 3 actions.
- drive Paris: end Paris (1 blue). Next turn: drive London? Paris connects London directly! Paris→London is adjacent. So from Paris, next turn drive London (1) + treat x2 = clear London. Same as Essen basically (both adjacent to London). Paris also adjacent to Algiers (black 2). Hmm.
- drive Istanbul: not helpful (black region, no blue).

Between Essen and Paris: both adjacent to London. Essen is a blue city (has 1 blue, and I hold Essen card). Paris has 1 blue. Both fine. 

The frontier says drive Essen. I'll go Essen.

Actually, wait — reconsider whether the last action should be a treat somewhere or position. Milan clear. No other cubes in Milan. So must move. Drive Essen. Good.

But actually — is there any benefit to direct flight somewhere to set up the cure? E.g., direct flight to... I hold Madrid(blue), Essen(blue), SF(blue) cards. Direct flight to Essen would spend Essen card (bad). Driving is free. So drive Essen.

Let me drive Essen. This is the last action, then draw phase.

Actually, one thought: I should double-check the draw-phase risk of ending at Essen. Essen is a blue city at 1 blue. If drawn, Essen 1→2. Not outbreak. Fine. Milan cleared. Good.

Execute drive Essen.

text:

Milan cleared (0 blue, supply back to 13). Last action: position at Essen toward the London cluster and Bob's future European station.

toolCalls:

{"tool": "submit_action", "toolCallId": "call_00_tbB4nlkkYcOywZwO8zHY1978", "ref": "alice:i20:call_00_tbB4nlkkYcOywZwO8zHY1978", "input": {"action": {"tag": "driveFerry", "to": "Essen"}}, "output": {"submitted": true, "action": {"tag": "driveFerry", "to": "Essen"}}}

alice-i21

Seat: alice. Identity: recorded invocation. Prompt number: 21. Active turn: True.

Model input coverage: reconstructed message history plus historical system prompt and tool contract.

System prompt · Tool schemas · This call in decisions.jsonl · Reconstructed full input in requests.jsonl (decision alice-i21)

Linked accepted events

Recorded submissions and refusals

Lifecycle evidence

None recorded.

Recorded input

ACTIVE TURN — it is your move.

STANDING TEAM PLAN (bob, pinned 1 of your turn(s) ago):
  BLUE EMERGENCY (from Bob). Blue supply crashed 14→10 after the reshuffle — blue is our LOSING clock. DOCTRINE: treat/cure BLUE above all; once blue is CURED, one treat clears ALL blue cubes in a city (the only fast fix for the bleed). OWNERS: ALICE = BLUE cure (3/5: SF/Essen/Madrid — keep every blue; clear Milan this turn) + RED. BOB = YELLOW cure (3/5, at Atlanta station) + clears ATLANTA (3 blue) with 3 treats next turn + will build a EUROPEAN station (free, Ops Expert) so Alice can cure blue locally instead of trekking to Atlanta. Toronto(blue) sits in Bob's hand as a 4th blue for Alice IF we can meet at Toronto. Second-tier threats: NY–London blue cluster, Manila red 2, Algiers black 2, Lagos yellow 2 — closest player mops after the blue cure is secured. No long detours until blue is cured.
If the board has invalidated this plan or it is complete, replace it via
pin_plan — until then, your partner is assuming you are following it.
CONFLICT RULE: when your own read of the board — a signal, the DECISION
FRONTIER, a preview result — argues against this plan, do NOT silently
obey and do NOT silently deviate. CALL send_message naming the conflict
(the city and what you would do instead), then resolve it: your partner's
reply or a fresh pin_plan. A stale pin never outranks the live board.

ACTION ECONOMY: you have 0 action(s) left this turn against 1 city(ies) at 3 cubes and 5 at 2. Unused actions are lost forever — passing or ending your turn now spends your scarcest resource (4/turn) on nothing. Unless you are a Quarantine Specialist holding a shield over a hot cluster, spend it: treat, or move toward the nearest hot city. A pointless move away and back is not action economy.

TRIAGE: 1 city(ies) sit at 3 cubes — each infect phase can
turn one into an outbreak, and outbreaks are how games are lost. Spending
actions to defuse a 3-cube city (move there + treat, see containment
routes) usually beats aimless play. Split targets with teammates.
EXCEPTION — cures outrank triage: treating NEVER wins the game, four
cures do. If the cure plan says you have a full set, or you can complete
one this turn, go cure it even while cities burn. Containment is how you
survive; cures are how you win.

=== STATE ===
phase=awaitingDiscard turnOwner=alice  (alice must discard to 7)
you=alice role=dispatcher at=Essen
cures: blue:none yellow:none black:none red:none  outbreaks=0/8  infectionRate=2
stations: Atlanta, Ho Chi Minh City
players: alice@Essen(dispatcher) hand=9 [Johannesburg(yellow), San Francisco(blue), Tokyo(red), Tehran(black), Manila(red), Essen(blue), Madrid(blue), St. Petersburg(blue), Algiers(black)]  bob@Atlanta(operationsExpert) hand=6 [Lima(yellow), Buenos Aires(yellow), Moscow(black), Toronto(blue), Bogota(yellow), event:airlift]
supply: blue:13 yellow:21 black:22 red:20   decks: player=39 infection=46   player-discard: 1 yellow
threats (cube counts, cluster membership, supply pressure, route cost from you, infect-discard — one row per city):
  Atlanta: 3 blue⚠ [blue supply 13 left, 11 on board] — 4 move(s): London→New York→Washington→Atlanta — nearer teammate: bob, 0 move(s) vs your 4
  New York: 2 blue [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (one draw from critical): 2 move(s): London→New York
  Manila: 2 red
  Algiers: 2 black — pre-empt (one draw from critical): 2 move(s): Paris→Algiers — or 1 action: direct flight (you hold Algiers — your 2/5 black set — burning drops it to 1/5; 9 black in deck, 1 held elsewhere; spend it only if this beats the cure)
  Lagos: 2 yellow [in infect-discard] — pre-empt (re-infection risk after an epidemic): 4 move(s): London→Madrid→Sao Paulo→Lagos
  London: 2 blue [in infect-discard] [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (re-infection risk after an epidemic): 1 move(s): London
  Bogota: 1 yellow
  Beijing: 1 red
  Shanghai: 1 red
  Chicago: 1 blue
  Essen: 1 blue
  St. Petersburg: 1 blue
  Paris: 1 blue

=== SIGNALS ===
deck clock: 39 cards → 19 player-turn(s) of draws left; 4 cure(s) still needed → one cure every ~4 turn(s), team-wide
eradication: none in reach
CARD STOCK — TEAM-WIDE, all seats' holdings (12 city cards per color; burned cards NEVER return — every hand-limit discard and every flight spends one):
  yellow: 1 of 12 burned, held alice 1, bob 3, 7 in deck — margin 6 over the 5 needed
DISPATCHER REACH (your turn moves ANY pawn — jump one onto a teammate's city for 1 action at any distance, or drive it 1 city/action; both card-free):
  Atlanta(blue): bob already at Atlanta → then that pawn treats
cure plan — TEAM-WIDE collector assignment (cures WIN the game; treating only buys time):
  blue: YOU collect (4/5) — keep EVERY blue card when you CAN, but a shed is forced now; the ranking below advises, it does not decide; nearest station Atlanta (4 move(s)) — or 2 action(s): direct flight to Manila (spends Manila(red)), then 1 move(s) to Ho Chi Minh City (your 2/5 red set — burning drops it to 1/5; 10 red in deck; spend it only if this beats the cure)
  yellow: bob collects (3/5) — give bob your yellow cards when you share
  black: YOU collect (2/5) — keep EVERY black card when you CAN, but a shed is forced now; the ranking below advises, it does not decide; nearest station Atlanta (4 move(s)) — or 1 action(s): charter flight from Essen straight to Atlanta (spends Essen(blue)) (your 4/5 blue set — burning drops it to 3/5; 7 blue in deck, 1 held elsewhere; spend it only if this beats the cure)
  red: YOU collect (2/5) — keep EVERY red card when you CAN, but a shed is forced now; the ranking below advises, it does not decide; nearest station Atlanta (4 move(s)) — or 1 action(s): charter flight from Essen straight to Atlanta (spends Essen(blue)) (your 4/5 blue set — burning drops it to 3/5; 7 blue in deck, 1 held elsewhere; spend it only if this beats the cure)
  discard hint: blue/black/red: no spare right now (every held card counts toward that cure — ranked below like every other card); safest first: Tokyo (red: short — 2/5 held team-wide, no spare yet; margin 7, 0/12 burned, alice collects), Tehran (black: short — 3/5 held team-wide, no spare yet; margin 7, 0/12 burned, alice collects), Manila (red: short — 2/5 held team-wide, no spare yet; margin 7, 0/12 burned, alice collects) [claimed: a containment route above flies on this card to reach Manila], Algiers (black: short — 3/5 held team-wide, no spare yet; margin 7, 0/12 burned, alice collects) [claimed: a containment route above flies on this card to reach Algiers], Johannesburg (yellow: short — 4/5 held team-wide, no spare yet; margin 6, 1/12 burned, bob collects), San Francisco (blue: 5/5 held team-wide but SPLIT (4 yours) — no hand can bank it until a rendezvous; shedding drops the team below the set), Essen (blue: 5/5 held team-wide but SPLIT (4 yours) — no hand can bank it until a rendezvous; shedding drops the team below the set) [claimed: your black cure route above flies on this card], Madrid (blue: 5/5 held team-wide but SPLIT (4 yours) — no hand can bank it until a rendezvous; shedding drops the team below the set), St. Petersburg (blue: 5/5 held team-wide but SPLIT (4 yours) — no hand can bank it until a rendezvous; shedding drops the team below the set)
share rendezvous — TEAM-WIDE transfer routes (cards in the wrong hand + where to meet):
  bob hands you Toronto(blue): meet IN Toronto (the card's own city) — you 3 move(s), bob 2 move(s); then alice to station Atlanta +2 move(s) to cure; HAND CAP: alice already has 9/7; the share forces an immediate discard — name the non-blue card to shed before committing — this transfer completes the set; shed the named card and discoverCure
  bob hands you Moscow(black): meet IN Moscow (the card's own city) — you 2 move(s), bob 6 move(s); then alice to station Ho Chi Minh City +5 move(s) to cure; HAND CAP: alice already has 9/7; the share forces an immediate discard — name the non-black card to shed before committing
  hand Johannesburg(yellow) to bob: meet IN Johannesburg (the card's own city) — you 5 move(s), bob 6 move(s); then bob to station Atlanta +6 move(s) to cure

Your legal actions — this is the COMPLETE legal set; anything not named
here will be rejected. A `[n] {...}` line is literal: pass it verbatim to
submit_action.action. A grouped family gives a template plus the values
allowed in it: fill the template with one combination shown on a single
line and pass that.
  [0] {"tag":"discard","card":{"kind":"city","city":"Johannesburg"}}
  [1] {"tag":"discard","card":{"kind":"city","city":"San Francisco"}}
  [2] {"tag":"discard","card":{"kind":"city","city":"Tokyo"}}
  [3] {"tag":"discard","card":{"kind":"city","city":"Tehran"}}
  [4] {"tag":"discard","card":{"kind":"city","city":"Manila"}}
  [5] {"tag":"discard","card":{"kind":"city","city":"Essen"}}
  [6] {"tag":"discard","card":{"kind":"city","city":"Madrid"}}
  [7] {"tag":"discard","card":{"kind":"city","city":"St. Petersburg"}}
  [8] {"tag":"discard","card":{"kind":"city","city":"Algiers"}}

Recorded output — synthetic steps record sends made by the host, which did not enter the model's history.

Step 1 · {"synthetic": false, "servedModel": "deepseek-flash"}

reasoning:

Now I must discard from 9 down to 7 (discard 2 cards). I drew St. Petersburg(blue) and Algiers(black). Now blue = SF, Essen, Madrid, StP = 4/5! And black = Tehran, Algiers = 2/5.

I must discard 2. Blue is 4/5 team-wide (all mine: SF, Essen, Madrid, StP) plus Bob's Toronto = 5/5. Wait "blue: 5/5 held team-wide but SPLIT (4 yours)". So blue team 5 = my 4 + Bob's Toronto. To cure blue I need 5 in MY hand at a station. I have 4. Need 1 more (or Toronto). 

I must discard 2 cards. My hand 9: Johannesburg(Y), San Francisco(B), Tokyo(R), Tehran(Bk), Manila(R), Essen(B), Madrid(B), StP(B), Algiers(Bk).

I need to keep blue (4): SF, Essen, Madrid, StP — these get me to 4/5, need Toronto/1 more.
Black: Tehran, Algiers = 2/5 — I collect black too? Bob takes black per earlier but the plan now says "ALICE = BLUE cure + RED." Black was reassigned? The pin says Alice = BLUE + RED. Bob = YELLOW + clears Atlanta. Hmm black owner unclear now. Earlier I was black collector. The cure plan signal says "black: YOU collect (2/5)". So I still collect black. But we split 2 colors each: Alice blue+red, Bob yellow+black per an earlier message. But the auto cure plan says black is mine. Conflicting. 

Regardless, I must discard 2 of 9. What are the worst cards to keep?
- Red: Tokyo, Manila = 2/5 (I collect red). Keep? If Alice = blue+red, keep red.
- Black: Tehran, Algiers = 2/5 (I collect black per signal, but Bob might). 
- Yellow: Johannesburg = Bob's color, goes to Bob eventually (but far to share).

If Alice's colors are BLUE + RED (per pin), then black (Tehran, Algiers) and yellow (Johannesburg) are NOT my cure colors → discards. That's exactly 3 non-blue/red cards: Johannesburg(Y), Tehran(Bk), Algiers(Bk). I need to discard 2 of those 3.

Which 2? Keep the one most easily convertible. Johannesburg(Y) is Bob's color but sharing needs meeting in Johannesburg (I'm at Essen, far, bob further). Tehran(Bk), Algiers(Bk) — black, if Bob collects black he'd want them but sharing needs meeting in their cities.

Hmm. Actually wait — I have Algiers card and Algiers is 2 black on the board. Also I could use Algiers card... no.

Let me reconsider color assignments. The pinned plan (Bob's, this turn): "ALICE = BLUE cure (3/5: SF/Essen/Madrid...) + RED. BOB = YELLOW cure + clears ATLANTA + European station. Toronto(blue) sits in Bob's hand." So per the pin, Alice = BLUE + RED. Black is NOT assigned to Alice in this pin! So black (Tehran, Algiers) are unassigned/wrong-hand for me. Yellow (Johannesburg) is Bob's color.

So my discards should come from {Johannesburg(Y), Tehran(Bk), Algiers(Bk)} — the off-color cards. Discard 2, keep 1.

Which to keep? Actually, should I keep any? I need to shed 2. Keep the one with best future value. 

Black: if Bob ends up collecting black, he needs cards. Tehran/Algiers are black cities. Sharing requires meeting in Tehran/Algiers. Hard. 
Yellow: Johannesburg, Bob's color, meet in Johannesburg. Also hard.

Since all three are hard-to-share and off my colors, it doesn't matter hugely. But consider: which could serve as useful DIRECT FLIGHT fuel later, or which is most strategically usable? Actually cards can be flight fuel. But I want to keep cure-relevant cards.

Better idea: keep the card that could help ME if my assignment shifts, or that has best routing. Hmm.

Actually — reconsider: do I want to shed a blue? The discard hint says blue is 5/5 team-wide (4 mine + Toronto). If I shed a blue, team drops to 4 (below 5). But Toronto is in Bob's hand as the 5th. If I shed one blue, I'd have 3 blue + need Toronto + 1 more. Bad. Keep all 4 blue.

So discard 2 from {Johannesburg, Tehran, Algiers}.

Which two? Let me think about the black cure. If nobody collects black, black cure is impossible → we can't win (need all 4). So SOMEONE must collect black. Currently black team: me Tehran, Algiers (2) + Bob Moscow (1) = 3/5 team-wide. If I discard black cards, black gets harder. The signal says "black: YOU collect." So maybe I AM the black collector and should keep black!

Ugh, conflicting assignments. Let me think about what's optimal for the TEAM. We need 4 cures. Blue: I'm 4/5, very close (need Toronto or 1 more). Red: I'm 2/5. Black: team 3/5 (me 2 + Bob Moscow 1). Yellow: Bob 3/5 + draws.

For efficiency: Bob is closest to yellow (3/5) at a station. I'm closest to blue (4/5, but need station + 1 card). Red and black are far for both of us (2 and 3 team-wide).

Given blue is my near-cure, and black team has 3 (spread), maybe better: I focus BLUE + one more. Red is 2/5 (mine). Black is 3/5 team but spread (Bob has 1, I have 2). 

Honestly, I should keep cards that advance cures I can actually complete. Blue is my clear path. For black: I have 2 (Tehran, Algiers), need 3 more + station + sharing with Bob's Moscow. Black is far.

I think the pragmatic discard: shed the two worst off-color cards. Given blue is my priority and I must keep 4 blue, I keep those. Between red (Tokyo, Manila, 2/5 = my color per pin) — keep red. So discard from {Johannesburg, Tehran, Algiers}, keep one.

Which one to KEEP: I'll keep Tehran (black) or Johannesburg (yellow)? 

Consider Bob's position: Bob is at Atlanta and will cure yellow at Atlanta. My Johannesburg(yellow) would be valuable to Bob — 5th yellow? Bob has 3 yellow + draws. If I keep Johannesburg and can meet Bob... but Bob is at Atlanta, I'm at Essen. To give Johannesburg I'd need to go to Johannesburg (south Africa) — huge detour. Not worth. So Johannesburg is nearly dead for me. 

Black: Tehran/Algiers. If I'm black collector, keeping one black card is some progress. But sharing to a station requires 5 black in my hand. I have 2. Far.

Given all three are hard, I'll discard based on the frontier's "safest first" ranking? It listed: Tokyo, Tehran, Manila, Algiers, Johannesburg, [SF, Essen, Madrid, StP as blue]. It seems to rank Tehran and Algiers and Johannesburg as more discardable than blue. 

Actually the discard hint "safest first: Tokyo, Tehran, Manila, Algiers, Johannesburg, SF, Essen, Madrid, StP". "Safest first" = safest to DISCARD first = Tokyo safest, then Tehran, Manila, Algiers, then Johannesburg, then blues least safe. Wait that says Tokyo and Manila (red, my color) are SAFEST to discard? That contradicts keeping red. Hmm, "safest first" might mean safest to keep? Let me re-read: "safest first: San Francisco (blue: ...), Tokyo (red: ...), Tehran (black: ...), Manila (red: ...)..." Wait earlier (previous discard) the ranking was "safest first: San Francisco, Tokyo, Tehran, Manila, Essen, Madrid, Johannesburg, Santiago". And I concluded it's least-harm-to-discard first. Now: "safest first: Tokyo, Tehran, Manila, Algiers, Johannesburg, San Francisco, Essen, Madrid, St. Petersburg." So Tokyo safest to discard, StP least safe (keep).

So the tool suggests discarding Tokyo first?! But Tokyo is red, my color (2/5). That seems odd. Unless red is deemed low-priority/far.

Hmm, this discard hint is confusing. Let me not over-trust it. Let me reason.

Actually — key realization: I must discard 2 and I have 4 blue (my near-cure, keep all 4), 2 red, 2 black, 1 yellow. To minimize disruption to cure plans:
- Blue: KEEP all 4 (need for cure, only need Toronto/1 more).
- Red (Tokyo, Manila): 2/5. If red is my color, keep. But red is far (2/5). 
- Black (Tehran, Algiers): 2/5.
- Yellow (Johannesburg): Bob's, hard.

I'll discard the two cards that are (a) off my primary cure colors and (b) hardest to convert. That's Johannesburg(Y) and one black.

But actually, if I'm blue+red per pin, then black AND yellow are both off-color → discard 2 from {Tehran, Algiers, Johannesburg}. Keep the remaining 1 as flight fuel / future.

Alternatively, if black is important (team 3/5), keeping black would be better than keeping yellow.

Decision: Keep blue (4). Keep red (Tokyo, Manila) as my second color. Discard 2 of {Johannesburg(Y), Tehran(Bk), Algiers(Bk)}.

To decide which to keep of those 3: Keep Algiers? Alright — here's a thought: I'm at Essen. Algiers is 2 black on the board and adjacent to Paris/Madrid. My Algiers CARD could let me direct-flight to Algiers (spending it) to treat the 2 black there. But that spends it. Not a keeper reason.

Let me just keep ONE black (Tehran or Algiers) since black team is 3/5 (closer than red 2/5 actually!). Wait — black team is 3/5 (me 2 + Moscow), red team is 2/5. And I'm assigned red per pin but black is actually closer team-wide. Hmm.

OK let me step back and think about what actually helps us WIN. We need 4 cures. Blue is closest (I'm 4/5). We should lock blue first. Then reassess. For now, keeping my blue cards is paramount. The other 5 cards (red 2, black 2, yellow 1) I can only keep 3 (since 9→7, discard 2).

I'll keep 2 red + 1 black? Or 2 black + 1 red? Or... Let me keep the color where the team is closest AND I can plausibly complete. 

Black team 3/5: me (Tehran, Algiers) 2 + Bob Moscow 1. To cure black, need 5 in one hand. If I collect black, I have 2, need 3 more (draws) + Moscow from Bob + station. Reachable-ish.
Red team 2/5: me (Tokyo, Manila) 2. Need 3 more. Farther.

So black is actually closer than red team-wide. Maybe I should keep black not red. But the pin said Alice=blue+red. However, the situation: we have 4 colors to cure, only 2 players. Realistically each player collects 2 colors. The natural pairing given hands: Bob yellow + black (has Moscow). Me blue + red. OR Bob yellow, me blue, and black/red split later.

Given black team is 3/5 concentrated-ish (me 2, bob 1), and Bob has Moscow, the black cure could be: Bob collects black (has Moscow + draws). Then my Tehran/Algiers should go to Bob (meet in Tehran/Algiers — hard). OR I collect black.

This is getting too deep for a discard decision. Let me just make a reasonable choice: Keep my blue (4) — non-negotiable, closest cure. Then keep 2 red (my assigned color, Tokyo+Manila) OR keep black.

I'll keep blue 4 + red 2 (Tokyo, Manila) + 1 flexible. That's 7 → discard 2 from {Johannesburg, Tehran, Algiers}. 

To pick which 1 to keep from those 3: keep Tehran (black) — actually, let me keep Johannesburg? No. Let me keep a black card since black team is 3/5 (closer than red). Keep Tehran(Bk) — wait I'd then have Tehran + Algiers if I keep both black = but I can only keep 1 (7 total: 4 blue + 2 red + 1 black = 7). So keep 1 black, discard other black + yellow.

Hmm, but which black to keep, Tehran or Algiers? Both equal. Tehran is more central (black region). Algiers I have currently. Doesn't matter much. Keep Tehran (margin: both margin 7). 

Actually, let me reconsider — maybe keep the yellow (Johannesburg) instead of black, to give Bob later? No, too hard. Keep black.

Wait, but actually — is keeping red right? Red team is only 2/5 (both mine). Bob has 0 red. So red cure requires me to collect 5 red alone + station. That's very far. Whereas black team is 3/5 and could combine. But I can't get Moscow easily (Bob at Atlanta, meet in Moscow). 

Honestly at this stage, with 19 turns left and 0 cures, we need to pick achievable cures. Blue is achievable (4/5). Yellow for Bob (3/5). Those are the two realistic ones soon. Red and black are far for both. 

For discard, I want to keep cards that help the ACHIEVABLE cures (blue, yellow) and maybe start one more. Yellow is Bob's — my Johannesburg could help Bob IF shareable (hard). 

I think the cleanest: KEEP 4 blue (achieve blue ASAP) + keep the 3 cards most likely to build a 3rd cure: I'll keep... 

You know, let me just go with keeping blue 4 + red 2 + black 1 (Tehran), discarding Johannesburg(Y) and Algiers(Bk). Reasoning: blue is the cure; red and black are my/near colors; yellow is Bob's and unshareable for me. Actually wait — I have both Tehran and Algiers black. If I keep 1 black discard other, fine.

Hmm, but discarding Johannesburg — it's yellow, Bob's color. Earlier I kept it. Now forced. Discard it. And discard one black (Algiers, since I hold Tehran... or discard Tehran keep Algiers). 

Let me decide keep Algiers or Tehran: I'm at Essen, Europe. Algiers is near Europe (adjacent Paris/Madrid). If I ever want to fly to treat black in north Africa/middle east... marginal. Tehran is deeper. Doesn't matter. I'll keep Tehran, discard Algiers. Actually — wait, Algiers card: I could direct flight to Algiers (black 2 there) to treat it cheaply. That's a handy option! Algiers has 2 black. If I keep Algiers card, I can 1-action direct-flight to Algiers and treat the 2 black. That relieves black. Tehran has no cubes currently? Tehran not in threat list → 0 cubes. So Algiers card is more useful as flight fuel to a hot black city. 

So keep Algiers (useful to reach Algiers black 2), discard Tehran. And discard Johannesburg(Y).

Wait, but if I keep Algiers and later fly there spending it, that's fine. OK.

So discard: Johannesburg(yellow), Tehran(black). Keep: SF, Essen, Madrid, StP (blue), Tokyo, Manila (red), Algiers (black).

Hmm, but let me reconsider discarding Tehran vs keeping it for the black cure. Black team 3/5. If I'm to cure black, I'd want to keep black cards. But Algiers is one black and I'm keeping it. So I have 1 black (Algiers) kept. Discarding Tehran drops my black to 1. Black team would be 1 (me) + 1 (Bob Moscow) = 2/5. That sets black back. 

Alternatively discard a red (Tokyo or Manila) and keep both blacks? Then I'm focusing blue + black, shedding red. Red team would drop. 

Argh. OK let me make a principled final call:
- Non-negotiable: keep 4 blue (closest cure: 4/5, need Toronto/1 more + station).
- The remaining 5 cards: Johannesburg(Y), Tokyo(R), Manila(R), Tehran(Bk), Algiers(Bk). Keep 3, discard 2.
- I should keep the color I'm most likely to complete as #2. Given team holdings: black 3/5 (me 2 + Bob 1), red 2/5 (me 2 + Bob 0). Black is closer. But black involves Bob's Moscow (hard share). 
- Actually, for a single player to cure, it's about ONE hand. I can't combine with Bob easily. So realistically my 2nd cure: I'd need to collect 5 in my hand. Currently red I have Tokyo+Manila (2), black I have Tehran+Algiers (2). Equal for me. Team closeness doesn't help my hand.

So for MY hand, red (2) and black (2) are equally positioned. Keeping both would be 4 cards + 4 blue = 8, too many. So I keep one color's 2 cards + shed the other color's 2 + yellow? Wait if I keep 2 red, discard both black + yellow (that's 3 discards, but I only discard 2). I keep 4 blue + 2 red + 1 yellow or 1 black = 7. So one of my "2-card" colors gets kept fully, the other partially.

Let me keep BOTH red (Tokyo, Manila) since red is my assigned color, and keep 1 black (Algiers, useful to reach Algiers cubes), discard Johannesburg(Y) + Tehran(Bk). 

Final: discard Johannesburg, Tehran. Keep 7: SF, Essen, Madrid, StP (blue 4), Tokyo, Manila (red 2), Algiers (black 1).

Wait, that leaves me with only 1 black (Algiers) and I'm "black collector" per some signals. But per pin I'm blue+red. Fine.

Actually, hmm, one more consideration: I'm at 9 cards, discarding 2. But wait — could I instead NOT discard blue and instead plan to cure blue soon? To cure blue I need 5 in hand + station. I have 4 blue. If I discard a blue I go to 3 and need 2 more. So definitely keep 4 blue.

OK final answer: discard Johannesburg(yellow) and Tehran(black).

Let me reconsider — is discarding Tehran vs Algiers better? I said keep Algiers (useful to fly to Algiers black 2). Keep Algiers. Discard Tehran. Good.

But hold on, is Tehran a black card that could be shared with Bob in Tehran? Bob has Moscow. To cure black Bob would need 5 black; meeting in Tehran for one card... no. Both hard. Keep Algiers for the flight utility. Discard Tehran.

Actually, simpler and defensible: discard the two off-color/hardest cards: Johannesburg (yellow, Bob's, unreachable) and Tehran (black, no cubes there, deep). Keep Algiers (reachable black city with cubes, potential flight fuel). 

Let me do it. Discard Johannesburg and Tehran. But I can only submit one discard at a time? The discard action takes one card. I need to discard 2. So two submit_action calls with tag discard.

Wait — can I discard 2 in sequence? Yes, phase awaitingDiscard, discard to 7 from 9 = 2 discards. I'll submit two discard actions.

But careful: after first discard I'm at 8, still over 7, need another. Let me submit discard Johannesburg first.

Actually, since both are independent discards, I could batch them? No—sequential, the second depends on first being accepted (hand changes). Let me do them one at a time.

Let me reconsider once more whether to keep Johannesburg for Bob. No — unreachable. Discard.

Actually, let me reconsider discarding Algiers vs Tehran once more for the black cure potential. We DO need black cured eventually. Keeping more black cards helps whoever collects black. Tehran (black), Algiers (black). If I keep both blacks and discard both reds + yellow... but I want red (my color). 

Eh. I'll keep Algiers, discard Tehran and Johannesburg. Final.

Hmm, wait, actually — let me reconsider keeping the blue card St. Petersburg. StP is blue (I have SF, Essen, Madrid, StP = 4 blue). But do I want 4 blue? Blue team 5/5 (my 4 + Toronto). To cure I need 5 in my hand: I have 4, need 1 more (Toronto from Bob, or draw a 5th). Keeping all 4 blue means I'm 1 card from blue cure. 

But blue requires a station. I'm at Essen, no European station yet (Bob to build). So even with 5 blue I can't cure until a station exists in Europe or I travel. So blue cure needs: 1 more card + station. Both pending.

OK I'm confident: discard Johannesburg + Tehran, keep the rest. Execute.

Let me submit discard Johannesburg.

text:

Big hand — I drew St. Petersburg(blue) and Algiers(black), so I'm now **blue 4/5** (SF, Essen, Madrid, StP) — one card + a European station from curing. Must shed 2 of 9. Keeping all 4 blue (my closest cure) + both red (my color) + Algiers (reachable black city, flight fuel). Shedding the two hardest-to-convert off-color cards: Johannesburg (Bob's yellow, unreachable meet) and Tehran (black, no cubes there, deep).

toolCalls:

{"tool": "submit_action", "toolCallId": "call_00_FLwimBofFgXQiN29QDJE9756", "ref": "alice:i21:call_00_FLwimBofFgXQiN29QDJE9756", "input": {"action": {"tag": "discard", "card": {"kind": "city", "city": "Johannesburg"}}}, "output": {"submitted": true, "action": {"tag": "discard", "card": {"kind": "city", "city": "Johannesburg"}}}}

alice-i22

Seat: alice. Identity: recorded invocation. Prompt number: 22. Active turn: True.

Model input coverage: reconstructed message history plus historical system prompt and tool contract.

System prompt · Tool schemas · This call in decisions.jsonl · Reconstructed full input in requests.jsonl (decision alice-i22)

Linked accepted events

Recorded submissions and refusals

Lifecycle evidence

None recorded.

Recorded input

ACTIVE TURN — it is your move.

STANDING TEAM PLAN (bob, pinned 1 of your turn(s) ago):
  BLUE EMERGENCY (from Bob). Blue supply crashed 14→10 after the reshuffle — blue is our LOSING clock. DOCTRINE: treat/cure BLUE above all; once blue is CURED, one treat clears ALL blue cubes in a city (the only fast fix for the bleed). OWNERS: ALICE = BLUE cure (3/5: SF/Essen/Madrid — keep every blue; clear Milan this turn) + RED. BOB = YELLOW cure (3/5, at Atlanta station) + clears ATLANTA (3 blue) with 3 treats next turn + will build a EUROPEAN station (free, Ops Expert) so Alice can cure blue locally instead of trekking to Atlanta. Toronto(blue) sits in Bob's hand as a 4th blue for Alice IF we can meet at Toronto. Second-tier threats: NY–London blue cluster, Manila red 2, Algiers black 2, Lagos yellow 2 — closest player mops after the blue cure is secured. No long detours until blue is cured.
If the board has invalidated this plan or it is complete, replace it via
pin_plan — until then, your partner is assuming you are following it.
CONFLICT RULE: when your own read of the board — a signal, the DECISION
FRONTIER, a preview result — argues against this plan, do NOT silently
obey and do NOT silently deviate. CALL send_message naming the conflict
(the city and what you would do instead), then resolve it: your partner's
reply or a fresh pin_plan. A stale pin never outranks the live board.

ACTION ECONOMY: you have 0 action(s) left this turn against 1 city(ies) at 3 cubes and 5 at 2. Unused actions are lost forever — passing or ending your turn now spends your scarcest resource (4/turn) on nothing. Unless you are a Quarantine Specialist holding a shield over a hot cluster, spend it: treat, or move toward the nearest hot city. A pointless move away and back is not action economy.

TRIAGE: 1 city(ies) sit at 3 cubes — each infect phase can
turn one into an outbreak, and outbreaks are how games are lost. Spending
actions to defuse a 3-cube city (move there + treat, see containment
routes) usually beats aimless play. Split targets with teammates.
EXCEPTION — cures outrank triage: treating NEVER wins the game, four
cures do. If the cure plan says you have a full set, or you can complete
one this turn, go cure it even while cities burn. Containment is how you
survive; cures are how you win.

=== STATE ===
phase=awaitingDiscard turnOwner=alice  (alice must discard to 7)
you=alice role=dispatcher at=Essen
cures: blue:none yellow:none black:none red:none  outbreaks=0/8  infectionRate=2
stations: Atlanta, Ho Chi Minh City
players: alice@Essen(dispatcher) hand=8 [San Francisco(blue), Tokyo(red), Tehran(black), Manila(red), Essen(blue), Madrid(blue), St. Petersburg(blue), Algiers(black)]  bob@Atlanta(operationsExpert) hand=6 [Lima(yellow), Buenos Aires(yellow), Moscow(black), Toronto(blue), Bogota(yellow), event:airlift]
supply: blue:13 yellow:21 black:22 red:20   decks: player=39 infection=46   player-discard: 2 yellow
threats (cube counts, cluster membership, supply pressure, route cost from you, infect-discard — one row per city):
  Atlanta: 3 blue⚠ [blue supply 13 left, 11 on board] — 4 move(s): London→New York→Washington→Atlanta — nearer teammate: bob, 0 move(s) vs your 4
  New York: 2 blue [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (one draw from critical): 2 move(s): London→New York
  Manila: 2 red
  Algiers: 2 black — pre-empt (one draw from critical): 2 move(s): Paris→Algiers — or 1 action: direct flight (you hold Algiers — your 2/5 black set — burning drops it to 1/5; 9 black in deck, 1 held elsewhere; spend it only if this beats the cure)
  Lagos: 2 yellow [in infect-discard] — pre-empt (re-infection risk after an epidemic): 4 move(s): London→Madrid→Sao Paulo→Lagos
  London: 2 blue [in infect-discard] [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (re-infection risk after an epidemic): 1 move(s): London
  Bogota: 1 yellow
  Beijing: 1 red
  Shanghai: 1 red
  Chicago: 1 blue
  Essen: 1 blue
  St. Petersburg: 1 blue
  Paris: 1 blue

=== SIGNALS ===
deck clock: 39 cards → 19 player-turn(s) of draws left; 4 cure(s) still needed → one cure every ~4 turn(s), team-wide
eradication: none in reach
CARD STOCK — TEAM-WIDE, all seats' holdings (12 city cards per color; burned cards NEVER return — every hand-limit discard and every flight spends one):
  yellow: 2 of 12 burned, held bob 3, 7 in deck — margin 5 over the 5 needed
DISPATCHER REACH (your turn moves ANY pawn — jump one onto a teammate's city for 1 action at any distance, or drive it 1 city/action; both card-free):
  Atlanta(blue): bob already at Atlanta → then that pawn treats
cure plan — TEAM-WIDE collector assignment (cures WIN the game; treating only buys time):
  blue: YOU collect (4/5) — keep EVERY blue card when you CAN, but a shed is forced now; the ranking below advises, it does not decide; nearest station Atlanta (4 move(s)) — or 2 action(s): direct flight to Manila (spends Manila(red)), then 1 move(s) to Ho Chi Minh City (your 2/5 red set — burning drops it to 1/5; 10 red in deck; spend it only if this beats the cure)
  yellow: bob collects (3/5) — give bob your yellow cards when you share
  black: YOU collect (2/5) — keep EVERY black card when you CAN, but a shed is forced now; the ranking below advises, it does not decide; nearest station Atlanta (4 move(s)) — or 1 action(s): charter flight from Essen straight to Atlanta (spends Essen(blue)) (your 4/5 blue set — burning drops it to 3/5; 7 blue in deck, 1 held elsewhere; spend it only if this beats the cure)
  red: YOU collect (2/5) — keep EVERY red card when you CAN, but a shed is forced now; the ranking below advises, it does not decide; nearest station Atlanta (4 move(s)) — or 1 action(s): charter flight from Essen straight to Atlanta (spends Essen(blue)) (your 4/5 blue set — burning drops it to 3/5; 7 blue in deck, 1 held elsewhere; spend it only if this beats the cure)
  discard hint: blue/black/red: no spare right now (every held card counts toward that cure — ranked below like every other card); safest first: Tokyo (red: short — 2/5 held team-wide, no spare yet; margin 7, 0/12 burned, alice collects), Tehran (black: short — 3/5 held team-wide, no spare yet; margin 7, 0/12 burned, alice collects), Manila (red: short — 2/5 held team-wide, no spare yet; margin 7, 0/12 burned, alice collects) [claimed: a containment route above flies on this card to reach Manila], Algiers (black: short — 3/5 held team-wide, no spare yet; margin 7, 0/12 burned, alice collects) [claimed: a containment route above flies on this card to reach Algiers], San Francisco (blue: 5/5 held team-wide but SPLIT (4 yours) — no hand can bank it until a rendezvous; shedding drops the team below the set), Essen (blue: 5/5 held team-wide but SPLIT (4 yours) — no hand can bank it until a rendezvous; shedding drops the team below the set) [claimed: your black cure route above flies on this card], Madrid (blue: 5/5 held team-wide but SPLIT (4 yours) — no hand can bank it until a rendezvous; shedding drops the team below the set), St. Petersburg (blue: 5/5 held team-wide but SPLIT (4 yours) — no hand can bank it until a rendezvous; shedding drops the team below the set)
share rendezvous — TEAM-WIDE transfer routes (cards in the wrong hand + where to meet):
  bob hands you Toronto(blue): meet IN Toronto (the card's own city) — you 3 move(s), bob 2 move(s); then alice to station Atlanta +2 move(s) to cure; HAND CAP: alice already has 8/7; the share forces an immediate discard — name the non-blue card to shed before committing — this transfer completes the set; shed the named card and discoverCure

Your legal actions — this is the COMPLETE legal set; anything not named
here will be rejected. A `[n] {...}` line is literal: pass it verbatim to
submit_action.action. A grouped family gives a template plus the values
allowed in it: fill the template with one combination shown on a single
line and pass that.
  [0] {"tag":"discard","card":{"kind":"city","city":"San Francisco"}}
  [1] {"tag":"discard","card":{"kind":"city","city":"Tokyo"}}
  [2] {"tag":"discard","card":{"kind":"city","city":"Tehran"}}
  [3] {"tag":"discard","card":{"kind":"city","city":"Manila"}}
  [4] {"tag":"discard","card":{"kind":"city","city":"Essen"}}
  [5] {"tag":"discard","card":{"kind":"city","city":"Madrid"}}
  [6] {"tag":"discard","card":{"kind":"city","city":"St. Petersburg"}}
  [7] {"tag":"discard","card":{"kind":"city","city":"Algiers"}}

Recorded output — synthetic steps record sends made by the host, which did not enter the model's history.

Step 1 · {"synthetic": false, "servedModel": "deepseek-flash"}

reasoning:

Now 8 cards, discard 1 more to reach 7. Hand: SF(B), Tokyo(R), Tehran(Bk), Manila(R), Essen(B), Madrid(B), StP(B), Algiers(Bk).

I planned to discard Tehran. Let me confirm: keep 4 blue + 2 red (Tokyo, Manila) + 1 black (Algiers). Discard Tehran (black). Yes.

Discard Tehran.

Wait — but reconsider: could I instead keep Tehran (black) and discard Algiers? I argued keep Algiers to fly to Algiers cubes. But actually I'm at Essen now; Algiers black 2 is 2 moves (Paris→Algiers). Do I need the card? Direct flight to Algiers requires the Algiers card (spending it). But I could just drive there (2 moves) without the card. So the card isn't essential for reaching Algiers. Hmm. So maybe keep Tehran vs Algiers is a wash.

Actually both are just black cure cards (2/5 black). Let me just discard Tehran as planned (keeps Algiers). Or reconsider: does keeping Algiers give the "direct flight" option that helps? Marginal. Fine, discard Tehran.

Actually, let me reconsider the whole hand once more with fresh eyes: do I really want to discard a BLACK card when black is at 3/5 team-wide and I'm the black collector? Discarding black reduces black to 2/5 team. But I'm forced to shed 2 and I'm keeping blue (4) + red (2) = 6, plus 1 more = 7. The 1 more is either Tokyo/Manila(red) I'm keeping both, or a black, or... wait I'm keeping 4 blue + 2 red = 6, + 1 = 7. So I keep exactly 1 of {Tehran, Algiers}. So black goes from 2 to 1 in my hand (I already discarded... no, I haven't discarded a black yet — I discarded Johannesburg only). Current hand still has Tehran AND Algiers (both black). I need to discard 1 more. If I discard Tehran, I keep Algiers → 1 black. If I discard Algiers, keep Tehran → 1 black. Either way I drop to 1 black.

Could I instead discard a RED and keep both blacks? Then black stays 2, red drops to 1. Is black more valuable than red? Black team 3/5 (me 2 + Bob 1) vs red 2/5 (me 2). Black closer. Hmm.

But per pin, red is my color and blue. Keeping red supports a red cure. But red is 2/5 (far). Black 3/5 (closer). 

Argh. OK let me think about which SECONDARY cure is more achievable:
- Red: needs 5 red in one hand. I have 2 (Tokyo, Manila). Need 3 more. Red cities are all in Asia (far from my Europe position, but cards are drawn randomly so position doesn't matter for drawing). Need a station.
- Black: I have 2 (Tehran, Algiers) + Bob 1 (Moscow). If I cure black, need 5 in my hand: my 2 + 3 more (Bob's Moscow could come if we meet in Moscow — hard, I'm in Europe, Moscow is 5 moves... actually Moscow connects to St Petersburg, Istanbul, Tehran. From Essen... StP is near). 

Both hard. But black has Bob's Moscow as a potential contribution. However, realistically, to cure you need ONE hand with 5. 

Given equal difficulty, I'll stick with the pin's color assignment: BLUE + RED for me. So keep red (Tokyo, Manila), and only 1 black. Discard 1 black. Discard Tehran (keep Algiers). 

Actually — wait. I should reconsider whether to keep Tokyo or Manila among red. Both red, keep both. Yes.

Final: discard Tehran. Submit.

text:

One more to shed to reach 7. Keeping the pin's colors (blue 4 + red 2) plus Algiers; shedding Tehran — black stays covered by Algiers, and I remain blue 4/5.

toolCalls:

{"tool": "submit_action", "toolCallId": "call_00_9tAsB0FkVZVw4JmcL1Qv2667", "ref": "alice:i22:call_00_9tAsB0FkVZVw4JmcL1Qv2667", "input": {"action": {"tag": "discard", "card": {"kind": "city", "city": "Tehran"}}}, "output": {"submitted": true, "action": {"tag": "discard", "card": {"kind": "city", "city": "Tehran"}}}}

bob-i18

Seat: bob. Identity: recorded invocation. Prompt number: 18. Active turn: False.

Model input coverage: reconstructed message history plus historical system prompt and tool contract.

System prompt · Tool schemas · This call in decisions.jsonl · Reconstructed full input in requests.jsonl (decision bob-i18)

Linked accepted events

Recorded submissions and refusals

Lifecycle evidence

None recorded.

Recorded input

ADVISORY — alice is on the move; you cannot act.

STANDING TEAM PLAN (bob, pinned 1 of your turn(s) ago):
  UPDATED (Bob). COLOR SPLIT (2 each): BOB = YELLOW (3/5 — will cure at the HCMC station once at 5) + will take BLACK (holds Moscow). ALICE = BLUE (2/5: SF, Essen) + RED (2/5). Containment: ALICE clears MILAN (blue 3) this/next turn, then treats the 1-cube blues in Europe (London, Essen) to relieve supply. Bob cleared HCMC fully. Next pre-empts before any reshuffle: Manila (red 2), New York (blue 2), Algiers (black 2) — closer player takes it. BLUE is the pressure color (supply 15, many 1-cube blues in discard) — prioritize blue treatment. Cure at nearest station (HCMC or Atlanta) once a player hits 5; funnel that color to its collector. No long South America / Johannesburg detours.
If the board has invalidated this plan or it is complete, replace it via
pin_plan — until then, your partner is assuming you are following it.
CONFLICT RULE: when your own read of the board — a signal, the DECISION
FRONTIER, a preview result — argues against this plan, do NOT silently
obey and do NOT silently deviate. CALL send_message naming the conflict
(the city and what you would do instead), then resolve it: your partner's
reply or a fresh pin_plan. A stale pin never outranks the live board.

=== STATE ===
phase=playerActions turnOwner=alice  (actions left: 4)
you=bob role=operationsExpert at=Atlanta
cures: blue:none yellow:none black:none red:none  outbreaks=0/8  infectionRate=2
stations: Atlanta, Ho Chi Minh City
players: alice@Milan(dispatcher) hand=7 [Johannesburg(yellow), San Francisco(blue), Tokyo(red), Tehran(black), Manila(red), Essen(blue), Madrid(blue)]  bob@Atlanta(operationsExpert) hand=6 [Lima(yellow), Buenos Aires(yellow), Moscow(black), Toronto(blue), Bogota(yellow), event:airlift]
supply: blue:10 yellow:21 black:22 red:20   decks: player=41 infection=46   player-discard: 1 yellow
threats (cube counts, cluster membership, supply pressure, route cost from you, infect-discard — one row per city):
  Milan: 3 blue⚠ [blue supply 10 left, 14 on board] — 5 move(s): Washington→New York→London→Essen→Milan — nearer teammate: alice, 0 move(s) vs your 5 — or FREE via airlift (you hold it — 0 actions, moves any pawn)
  Atlanta: 3 blue⚠ — you are HERE — treat it now — or FREE via airlift (you hold it — 0 actions, moves any pawn)
  New York: 2 blue [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (one draw from critical): 2 move(s): Washington→New York
  Manila: 2 red — pre-empt (one draw from critical): 2 move(s): (shuttle)Ho Chi Minh City→Manila
  Algiers: 2 black
  Lagos: 2 yellow [in infect-discard]
  London: 2 blue [in infect-discard] [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (re-infection risk after an epidemic): 3 move(s): Washington→New York→London — nearer teammate: alice, 2 move(s) vs your 3
  Bogota: 1 yellow
  Beijing: 1 red
  Shanghai: 1 red
  Chicago: 1 blue
  Essen: 1 blue
  St. Petersburg: 1 blue
  Paris: 1 blue

=== SIGNALS ===
deck clock: 41 cards → 20 player-turn(s) of draws left; 4 cure(s) still needed → one cure every ~5 turn(s), team-wide
eradication: none in reach
CARD STOCK — TEAM-WIDE, all seats' holdings (12 city cards per color; burned cards NEVER return — every hand-limit discard and every flight spends one):
  yellow: 1 of 12 burned, held alice 1, bob 3, 7 in deck — margin 6 over the 5 needed
cure plan — TEAM-WIDE collector assignment (cures WIN the game; treating only buys time):
  blue: alice collects (3/5) — give alice your blue cards when you share
  yellow: YOU collect (3/5) — keep EVERY yellow card; nearest station Atlanta (0 move(s))
  black: alice collects (1/5) — give alice your black cards when you share
  red: alice collects (2/5) — give alice your red cards when you share
share rendezvous — TEAM-WIDE transfer routes (cards in the wrong hand + where to meet):
  hand Toronto(blue) to alice: meet IN Toronto (the card's own city) — you 2 move(s), alice 4 move(s); then alice to station Atlanta +2 move(s) to cure; HAND CAP: alice already has 7/7; the share forces an immediate discard — name the non-blue card to shed before committing
  hand Moscow(black) to alice: meet IN Moscow (the card's own city) — you 6 move(s), alice 2 move(s); then alice to station Ho Chi Minh City +5 move(s) to cure; HAND CAP: alice already has 7/7; the share forces an immediate discard — name the non-black card to shed before committing
  alice hands you Johannesburg(yellow): meet IN Johannesburg (the card's own city) — you 6 move(s), alice 4 move(s); then bob to station Atlanta +6 move(s) to cure

If you have useful advice for the active player, CALL the send_message
tool. Anything you write as plain text on this frame is ALSO delivered to the pool
So if you have nothing useful to add, stop WITHOUT writing anything —
do not narrate your silence. A line like "nothing to add, standing by"
is delivered to the pool, spends one of your messages, and interrupts
the active player mid-turn to tell them nothing.

Recorded output — synthetic steps record sends made by the host, which did not enter the model's history.

Step 1 · {"synthetic": false, "servedModel": "deepseek-flash"}

reasoning:

Important updates: I drew 2 cards — got airlift (event) and one other. My hand is now 6: Lima, BA, Moscow, Toronto, Bogota, airlift. Wait, that's only 5 city + airlift = 6. So I drew airlift + one city card? Let me see: before draw hand was 5 (Lima, BA, Moscow, Toronto, Bogota). Now 6 including airlift. So I drew airlift + ... wait 5+2=7, but hand shows 6. Hmm. Maybe hand cap? No, 6. Let me recount: [Lima(yellow), Buenos Aires(yellow), Moscow(black), Toronto(blue), Bogota(yellow), event:airlift] = 6 cards. So I drew 2 but... 5+2=7. Unless one card was... maybe I had 5, drew 2 = 7, but hand shows 6? Or maybe one draw was the airlift and the other... Actually maybe hand limit? No, 7 limit. 

Wait — maybe I miscounted before: earlier hand was 5 [Lima, BA, Moscow, Toronto, Bogota]. Drew 2 → 7 would be 7 cards. But now shows 6. Perhaps the infection/draw gave airlift + 1 city and something... Actually maybe the state shows 6 because... hmm. Let me not worry; the current hand is authoritative: Lima, BA, Moscow, Toronto, Bogota, airlift. Yellow: Lima, BA, Bogota = 3/5 (still 3). So I didn't draw yellow. I drew airlift + 1 non-yellow city card? But that would be Lima,BA,Moscow,Toronto,Bogota + airlift + one more = 7. But shows 6. 

Oh! Maybe an epidemic or something caused a discard. Or maybe one of my yellow was... no. Whatever. Current hand: 3 yellow (Lima, BA, Bogota), Moscow(black), Toronto(blue), airlift. 6 cards. Yellow still 3/5.

CRITICAL situation now: infection deck jumped from 33 to 46 (epidemic reshuffle happened!) — infection=46 means the discard was shuffled back. And the board changed dramatically:
- Milan 3 blue (supply 10 now — dropped from 14! Because reshuffle re-infected everything).
- Atlanta 3 BLUE — I'm HERE! Atlanta now has 3 blue cubes! I'm standing on a 3-cube city.
- New York 2 blue, London 2 blue, Chicago/Essen/StP/Paris 1 blue.
- blue supply down to 10 (was 14). Big drop — the reshuffle spiked blue.

This is alarming. Blue supply 10, and blue cities are numerous and at 3 (Milan, Atlanta). Blue is in serious danger of depletion.

Wait, "Atlanta: 3 blue⚠ — you are HERE — treat it now." Atlanta at 3 blue! That happened during the infection phase after my turn. And I'm standing on it. 

But it's ALICE's turn now (turnOwner=alice, actions left 4). I can only advise via send_message (or the text is delivered). I hold airlift (free event, no action, moves any pawn to any city) — but I can only play events on MY OWN turn. So I can't use airlift now. It's alice's turn.

Wait — but the advisory says "phase=playerActions turnOwner=alice (actions left: 4)". So it's alice's turn. I cannot act. I can send_message to advise.

Hmm, but this frame is "ADVISORY — alice is on the move; you cannot act." So I should send advice to alice if useful, but not narrate silence.

Key situation for alice's turn:
- She's at Milan (0 moves) with Milan at 3 blue — she planned to treat Milan x3. Good, still the plan.
- But now Atlanta is at 3 blue with me standing on it — and an outbreak is 1 cube from happening (3 cubes, next infect → outbreak). Actually Atlanta at 3 = armed. If drawn, outbreak. I'm standing on it but it's alice's turn so I can't treat.
- Blue supply 10 — critical. 14 on board. This is now THE crisis.
- NY–London cluster 4 cubes (NY2, London2).

Alice needs to prioritize. She's at Milan (3 blue). She'll treat Milan x3 (clears it, +3 blue supply → 13). That's important. But Atlanta (3 blue) also needs attention and I'm on it (can't act till my turn). 

Also blue supply 10 is dangerous — if it hits 0, we lose. 14 cubes on board, 10 in supply. An epidemic reshuffle just happened (infection deck rebuilt to 46). 

What should I advise alice?
1. Treat Milan x3 as planned (clears 3 blue, +3 supply). Priority.
2. Atlanta at 3 blue (I'm on it) — I'll treat it next turn (I'm at Atlanta). But if Atlanta is drawn before my turn, outbreak. Actually I'm standing on it — I can treat it on my turn (2 treats to clear? at 3, but as Ops Expert treat removes 1/action → 3 treats). Or I have airlift... but that's for movement. Next turn I can treat Atlanta x3 (3 actions) to clear it. But it's at 3 — danger if drawn this turn.
   - Alice could help: she's at Milan, far from Atlanta (5 moves). She can't reach Atlanta easily. So she can't help Atlanta. She should focus on Milan.
3. Blue supply is critical (10) — alice clearing Milan (+3) helps. Also she could treat London (2 blue, in Europe near her after Milan? Milan→? London is 2 moves from her per "alice 2 moves"). Hmm.

Actually, alice's best: treat Milan x3 (clears it, +3 supply, removes the reshuffle trap). Then with remaining ~1 action, maybe move toward London or treat another. But 3 treats = 3 actions, 1 left. 

But wait — is clearing Milan the best use, or should she treat the LOWER blue cities to relieve supply faster? Milan 3 cubes = 6 supply (well, 3 cubes to treat). Each treat = +1 supply. Same efficiency regardless of city. But Milan at 3 is a reshuffle trap (in discard, could re-arm). Clearing Milan removes a big threat. And she's already there (0 moves). So treat Milan x3 = 3 actions, +3 supply (→13), Milan cleared.

Then 1 action left: from Milan she could drive toward Istanbul/Essen/Paris. Essen (1 blue) is adjacent to Milan? Milan connects: Essen, Paris, Istanbul. So Milan→Essen (1 drive), treat Essen? No, that's 2 actions (drive+treat), only 1 left. So she could drive to Essen (1 action) to position, or just stay.

Alternatively: treat Milan only x2 (→1) and use 2 actions to reach/treat another city? Milan 3→1 after 2 treats (still on board at 1). Then drive Essen (1), can't treat (0 left). Meh. Better to clear Milan fully.

Actually, the smarter play might be: Milan is at 3 and I'm at Atlanta at 3. Two cities at 3! If both get drawn, two outbreaks. Alice clears Milan. I clear Atlanta next turn. But this turn, if Atlanta is drawn, outbreak. Alice can't prevent (far). 

Also I should consider: can I (bob) do anything? It's alice's turn. I hold airlift but can't play it (only my turn). So I just advise.

Wait — actually, could I use airlift? "You may only play an event on YOUR OWN turn." It's alice's turn. So no.

Hmm, but the frame says "ADVISORY — alice is on the move; you cannot act." So just advise.

Let me formulate advice for alice:
1. Milan: treat x3 to clear it (removes reshuffle trap, +3 blue to supply →13). Priority — you're already there.
2. Atlanta is now 3 blue and I'm standing on it — I'll clear it on my turn (3 treats). Don't detour; you can't reach it (5 moves).
3. BIG PICTURE: blue supply crashed to 10 after the reshuffle — this is our losing clock. After Milan, if you have spare actions, treat the London/Essen blue (relieves supply) rather than traveling. Curing blue is now urgent — you're 3/5 blue (SF, Essen, Madrid); if you draw 2 more blue, build toward a station and cure. 
4. NY–London cluster (4 cubes) — NY2/London2 in discard, one draw from critical. Whoever's near.

Actually, the most important strategic shift: blue is now a LOSING clock (supply 10, descending, cities at 3). We need to CURE blue fast or treat aggressively. Alice has 3/5 blue. 

Also — I have Toronto(blue) in hand. If alice could get it she'd be 4/5. But sharing needs meeting in Toronto. She's Milan (4 moves), I'm Atlanta (2 moves). Hmm.

Actually, wait — I should reconsider the CURE plan. Blue is the crisis AND alice is 3/5. If she draws 2 blue → 5/5 → cure blue → then blue infections become treatable in bulk (she can clear all blue in a city per treat if she's medic — she's dispatcher, not medic; so no). Curing blue doesn't auto-clear, but it means she can treat-remove-all in... no, only Medic removes all. Dispatcher treats 1/action even cured. But cured disease = no more cubes needed? No. Curing blue stops... actually curing doesn't stop infection placement for that color either (only eradication does). So curing blue mainly means it's a "cure achieved" (win progress) and eventually eradicated. Hmm, curing doesn't help supply much directly.

Wait, actually, key point: once a disease is CURED, treatDisease removes ALL cubes of that color in a city (per the rules: "If that color is cured, remove ALL cubes of it"). Wait, is that only Medic? Let me re-read: "Treat Disease: remove 1 cube of one color from your city. If that color is cured, remove ALL cubes of it." — So ANY player, if the color is cured, removes ALL cubes of that color with one treat action! (The Medic's special is removing all even when NOT cured, plus auto-remove by presence.)

Yes! So if blue is CURED, then one treat action clears ALL blue cubes in a city. That would massively help with the blue supply crisis (clear 3-cube cities in 1 action each) and prevent depletion. So CURING blue is hugely valuable right now — it lets us clear the many blue cities efficiently.

So the priority should shift to CURING blue fast. Alice is 3/5. She needs 2 more blue. If she cures blue, then treating the 3-cube blues (Milan, Atlanta) becomes 1 action each to clear!

This changes advice: alice should PRIORITIZE the blue cure. She's at Milan (3 blue) — she could treat it x3 now (buying time, +3 supply), OR pursue the cure. But she needs 2 more blue cards (draws). She can't get them this turn except by drawing (end of turn). 

Hmm. So this turn she can't cure (needs 2 more blue cards). She should treat Milan x3 (containment, +3 supply) this turn, and hope to draw blue. Meanwhile plan for a station to cure.

Actually — key: the fastest path to blue cure is alice drawing 2 more blue + reaching a station. She's at Milan; nearest station Atlanta (5 moves) or... does Milan area have a station? No. So she needs a European station (as she flagged) OR go to Atlanta.

I'm Ops Expert — I could build a European station for her! But I'm at Atlanta now. To build in Europe I'd have to travel there. This turn I'm at Atlanta (3 blue! need to treat). 

Alternatively — I hold airlift! On MY turn I could airlift myself to a European city and build a station there for alice. Hmm, but then I'm not treating Atlanta.

This is getting complex. Let me focus on advising alice for HER turn now.

Alice's turn advice:
Priority 1: Treat Milan x3 → clear it (+3 blue supply → 13). You're already there; it's a reshuffle trap. 
Priority 2: We need the BLUE CURE urgently — once blue is cured, ANY treat clears all blue in a city, which fixes the supply bleed. You're 3/5 blue; draw toward 5. 
Note: I'm on Atlanta (3 blue) and will clear it on my turn — don't detour.
Blue supply at 10 is our losing clock — treat blue over everything else.

Also mention: Atlanta at 3 blue — one action... no, alice is far. 

Wait, actually — could alice do something about Atlanta? She's at Milan. No.

Let me also reconsider: should alice NOT treat Milan and instead fly toward a station/cure? No — Milan at 3 is a reshuffle trap; if left, could outbreak and it's already armed. Treat it. And she's there.

Actually, hold on. Let me reconsider Milan vs going for the cure. Milan at 3, but treating it x3 uses all her actions and she ends at Milan (no cure progress beyond supply +3). Whereas if she heads to a station and draws blue, she cures. But she can't cure this turn regardless (needs 2 more blue). So treating Milan x3 this turn is the right containment. Next turn she draws, maybe hits 5 blue and needs a station.

I think advise: treat Milan x3, then if spare action move toward a blue city or toward eventual station. And flag the strategic shift: BLUE CURE is now top priority — once cured, treating is super-efficient. Discuss building a European station (I could airlift/build on my turn).

Actually — here's a strong team idea I should float: On MY next turn, I could use airlift (free, on my turn) to move myself to a European city (e.g., Paris or London), then build a station there (Ops Expert, free) so alice can cure blue locally. That solves her "no European station" problem. But I'm at Atlanta (3 blue) — I'd want to clear Atlanta first. Conflict. Hmm. But airlift is free (0 actions)... wait, airlift moves a pawn, doesn't cost an action. But it moves ME away from Atlanta. If I airlift away, I can't also treat Atlanta (I'm gone). 

Alternatively, I stay at Atlanta, treat Atlanta x3 (my turn), and alice finds another way. 

Let me not over-plan my next turn; focus on advising alice now.

Let me also reconsider: is Milan even the best target, or should alice head to help the NY-London cluster / treat London? She's at Milan. Milan x3 clear is good (+3 supply, removes trap). London is 2 moves from Milan. But treating Milan first is right since she's there and it's armed.

OK here's another thought — since blue cure is so valuable, maybe alice should treat Milan only to reduce outbreak risk but PRIORITIZE getting to a station + drawing blue. But she can't draw blue faster. And Milan at 3 is dangerous. Treat it.

Also — CRITICAL: blue supply 10. If it drops to 0 we LOSE. 14 cubes on board. This turn's infections already happened (reshuffle). Next infection phase could add more. We need to remove cubes fast. Alice clearing Milan = +3 (→13). Me clearing Atlanta next turn = +3 (→16). That buys time. And curing blue would let 1-action clears. 

Let me write concise but high-value advice.

Also I should note: Atlanta at 3 and I'm on it — I'll clear it (3 treats) next turn. But wait, can I clear it faster? I have airlift... irrelevant. As Ops Expert, treat = 1 cube/action (blue not cured). So 3 treats to clear Atlanta. If blue were cured, 1 treat clears. So curing blue first would save actions. But I can't cure blue (I don't collect blue; alice does, and I only have Toronto). 

Hmm, actually I'm 3/5 yellow, not blue. Alice is 3/5 blue. So alice should be the one to cure blue. And she needs a station.

Let me reconsider a clever team plan:
- This turn (alice): treat Milan x3 (clear, +3 supply). 
- Next turn (me): I'm at Atlanta (3 blue). Treat Atlanta x3? Or... Actually, maybe I should build a European station instead and treat Atlanta less. But Atlanta at 3 is armed — if left, outbreak risk. I should treat Atlanta.

Alternatively: I airlift alice or myself? Airlift moves a pawn to any city. On MY turn I could airlift ALICE to Atlanta (a station) so she can cure blue! She's 3/5, if she reaches 5 she cures at Atlanta. But airlift just moves her; she still needs 5 blue cards. 

I think the cleanest near-term: alice treats Milan x3 now; I treat Atlanta x3 next turn; we keep blue supply up; alice pursues blue cure and I possibly build her a European station later.

For THIS advisory, advise alice:
1. Treat Milan x3 now (clear, +3 blue, remove trap). Don't go for the cure trek yet.
2. Heads up: BLUE CURE is now our #1 strategic goal — once blue is cured, one treat clears an entire blue city, which is the only fast fix for the supply crash (10). Keep every blue card (you're 3/5; Toronto in my hand is a 4th if we can meet at Toronto).
3. I'm on Atlanta (3 blue) — I'll clear it 3 treats next turn; don't detour to it (5 moves).
4. If you have a spare action after Milan, treat a neighboring blue (you can't reach— skip) or move toward a station. Actually just treat Milan.

Let me be concise. Alice is mid-turn; I want to give crisp priorities.

Actually, one more: should alice treat Milan x3 or is there a smarter split? Milan at 3. If she treats x3, cleared. Alternative: treat x2 (Milan→1) and use 2 actions to drive to London and treat it? London 2 blue, at 2 = one draw from critical (per threat "one draw from critical"). But driving Milan→? London 2 moves. So Milan→(2 drives)→London, then treat London (1) → London 1, and Milan left at 1. That's 2 drives + 1 treat = 3 actions, Milan 1, London 1. Hmm, that spreads treats. But Milan at 1 still on board. And I started by treating Milan 0 times in this alt. Actually: if she doesn't treat Milan at all and goes to London: 2 moves + treat London = London 2→1, Milan stays 3. Bad (Milan armed).

Treat Milan x3 is cleanest: removes an armed trap, +3 supply. Do that.

Alternatively treat Milan x2 (→1, +2 supply) then drive toward Essen (1 blue, adjacent) — but can't treat Essen (0 left). So no.

Treat Milan x3. Final.

Let me write the message. Keep it focused.

Also should I re-pin? The situation changed a lot (blue crash, Atlanta 3 blue). The pin is somewhat stale but still roughly valid (alice blue+red, bob yellow+black, blue pressure). I could update pin to reflect blue-cure urgency and my Atlanta plan. But pin costs a message and it's alice's turn — she'll see it. Let me send a message and maybe update pin. Actually the pin says "Bob cleared HCMC" and "blue is pressure color" — still true. I'll just message (more immediate) and maybe re-pin if valuable. I'll do a concise message; re-pin can wait until my turn.

Actually, given the dramatic blue supply crash, updating the pin to make "cure blue ASAP / treat all blue" the doctrine could help future turns. But messages are limited. Let me just send the advisory message now (most important) and skip re-pin (do it on my turn when I can act).

Let me write.

text:

Critical board shift: an epidemic reshuffle spiked blue — supply crashed 14→10, and now both Milan AND Atlanta (where I stand) are at 3 blue. But it's alice's turn, so I can only advise. This reshapes priorities: blue is now our losing clock.

toolCalls:

{"tool": "send_message", "toolCallId": "call_00_fXKmQLyDg6v5BMqFhxbf0650", "ref": "bob:i18:call_00_fXKmQLyDg6v5BMqFhxbf0650", "input": {"text": "Board read for your turn — BLUE IS NOW THE LOSING CLOCK, act on it:\n1) You're at Milan (3 blue). TREAT MILAN x3 NOW to clear it → +3 blue back to supply (10→13) and it removes the armed reshuffle trap. You're already there; don't detour for the cure this turn.\n2) The reshuffle just spiked blue hard (supply 10, 14 on board; Milan AND Atlanta both at 3). As a reminder of a rule that matters hugely here: once a color is CURED, a single treat clears ALL cubes of it in a city. So CURING BLUE is the only fast fix for the bleed — you're 3/5 (SF, Essen, Madrid). Keep every blue; I hold Toronto (blue) as a possible 4th if we can ever meet in Toronto. Your station problem: I'm Ops Expert — I can build you a EUROPEAN station (free) soon so you can cure blue locally instead of trekking to Atlanta.\n3) Atlanta is at 3 blue and I'm standing on it — I'll clear it with 3 treats on my turn; do NOT detour to it (it's 5 moves from you).\nPriority: Milan x3 first, then keep gathering blue toward the cure. Skip the NY/London cluster unless you can't reach it cheaply — I may get London next."}, "output": {"sent": true, "note": "You have sent 1 of 5 messages available this turn."}}

Step 2 · {"synthetic": false, "servedModel": "deepseek-flash"}

reasoning:

I've advised alice. It's her turn; I can't act. Stop.

Actually, let me reconsider whether I should also re-pin to update doctrine given the major shift. But it's alice's turn and the message covers it. Re-pinning could help future turns. But I'll keep it simple — the message is delivered. I'll stop here; on my next turn I'll treat Atlanta x3 and possibly build a station/re-pin.

Actually, let me reconsider — the guidance says re-pin when the board invalidates the plan. The board dramatically changed (blue crash). The pinned plan still says blue is pressure but doesn't capture "cure blue urgently / Atlanta 3." I could re-pin. But I've used a message; I have more. A re-pin would be shown to both every turn and steer future. Given the significant shift, updating the pin is worthwhile.

Let me re-pin with updated doctrine:
- BOB: yellow collector (3/5) + treat Atlanta 3-blue next turn; will build a European station for alice's blue cure.
- ALICE: blue collector (3/5) — PRIORITY: cure blue ASAP. Also red.
- BLUE supply crashing (10) — top priority: treat blue everywhere, cure blue.
- Milan (alice clearing), Atlanta (bob clearing).
- Blue cure once cured → 1-action city clears.

Let me pin this. It's a message call (pin_plan). I have allowance.

Actually — the pin should reflect MY commitments that survive. Let me pin: Bob clears Atlanta (3 blue) next turn; Bob will build a European station for Alice's blue cure (via airlift/build when able); Alice continues blue cure (3/5) and clears Milan. Blue = top priority (cure ASAP). Yellow (Bob 3/5) still on track.

Let me write concise pin.

text:

The reshuffle changed the board enough to warrant updating the standing plan so our next turns stay aligned on the blue emergency.

toolCalls:

{"tool": "pin_plan", "toolCallId": "call_00_UApQOcXcIrb5WLNhtzWH8913", "ref": "bob:i18:call_00_UApQOcXcIrb5WLNhtzWH8913", "input": {"text": "BLUE EMERGENCY (from Bob). Blue supply crashed 14→10 after the reshuffle — blue is our LOSING clock. DOCTRINE: treat/cure BLUE above all; once blue is CURED, one treat clears ALL blue cubes in a city (the only fast fix for the bleed). OWNERS: ALICE = BLUE cure (3/5: SF/Essen/Madrid — keep every blue; clear Milan this turn) + RED. BOB = YELLOW cure (3/5, at Atlanta station) + clears ATLANTA (3 blue) with 3 treats next turn + will build a EUROPEAN station (free, Ops Expert) so Alice can cure blue locally instead of trekking to Atlanta. Toronto(blue) sits in Bob's hand as a 4th blue for Alice IF we can meet at Toronto. Second-tier threats: NY–London blue cluster, Manila red 2, Algiers black 2, Lagos yellow 2 — closest player mops after the blue cure is secured. No long detours until blue is cured."}, "output": {"pinned": true, "note": "This replaces the standing team plan; both players will see it every turn until superseded. You have sent 2 of 5 messages available this turn."}}

Step 3 · {"synthetic": false, "servedModel": "deepseek-flash"}

reasoning:

I've advised alice and updated the pin. It's her turn; I can't act. I'll stop here.

My plan for next turn: I'm at Atlanta (3 blue). Treat blue x3 to clear it (+3 supply). Or... actually Atlanta at 3, as Ops Expert treat removes 1/action → 3 treats to clear. That's 3 actions. Plus possibly build a European station? No, I'm at Atlanta, can't build in Europe without traveling. Hmm, the "build European station" idea needs me to get to Europe. On my turn I hold airlift (free) — I could airlift myself to a European city and build a station (free, Ops Expert) — but then I leave Atlanta (3 blue) untreated → outbreak risk. Conflict.

Actually, let me reconsider next turn when it comes. For now, stop. I shouldn't narrate silence — but I've already sent messages and pin. I should just stop after the pin. The frame is advisory; I'll end.

Actually, the pin call completed. I'll stop now (no further action on alice's turn).

text:

Advised alice and updated the standing plan to make the blue cure the top priority. Waiting on her turn — I can't act on an advisory frame. Next turn my focus: clear Atlanta's 3 blue, and figure out how to get alice a European station for the blue cure (I hold airlift to reposition if we decide the cure beats clearing Atlanta).

toolCalls: []

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.

bob-i19

Seat: bob. Identity: recorded invocation. Prompt number: 19. Active turn: False.

Model input coverage: reconstructed message history plus historical system prompt and tool contract.

System prompt · Tool schemas · This call in decisions.jsonl · Reconstructed full input in requests.jsonl (decision bob-i19)

Linked accepted events

No proven accepted-event join is available for this record.

Recorded submissions and refusals

No correlated submission record is available. This does not imply no action was attempted.

Lifecycle evidence

{"kind": "deferredDelivered", "msgSeqs": [33]}

Recorded input

ADVISORY — alice is on the move; you cannot act.

STANDING TEAM PLAN (bob, pinned this turn):
  BLUE EMERGENCY (from Bob). Blue supply crashed 14→10 after the reshuffle — blue is our LOSING clock. DOCTRINE: treat/cure BLUE above all; once blue is CURED, one treat clears ALL blue cubes in a city (the only fast fix for the bleed). OWNERS: ALICE = BLUE cure (3/5: SF/Essen/Madrid — keep every blue; clear Milan this turn) + RED. BOB = YELLOW cure (3/5, at Atlanta station) + clears ATLANTA (3 blue) with 3 treats next turn + will build a EUROPEAN station (free, Ops Expert) so Alice can cure blue locally instead of trekking to Atlanta. Toronto(blue) sits in Bob's hand as a 4th blue for Alice IF we can meet at Toronto. Second-tier threats: NY–London blue cluster, Manila red 2, Algiers black 2, Lagos yellow 2 — closest player mops after the blue cure is secured. No long detours until blue is cured.
If the board has invalidated this plan or it is complete, replace it via
pin_plan — until then, your partner is assuming you are following it.
CONFLICT RULE: when your own read of the board — a signal, the DECISION
FRONTIER, a preview result — argues against this plan, do NOT silently
obey and do NOT silently deviate. CALL send_message naming the conflict
(the city and what you would do instead), then resolve it: your partner's
reply or a fresh pin_plan. A stale pin never outranks the live board.

=== STATE ===
phase=awaitingDiscard turnOwner=alice  (alice must discard to 7)
you=bob role=operationsExpert at=Atlanta
cures: blue:none yellow:none black:none red:none  outbreaks=0/8  infectionRate=2
stations: Atlanta, Ho Chi Minh City
players: alice@Essen(dispatcher) hand=9 [Johannesburg(yellow), San Francisco(blue), Tokyo(red), Tehran(black), Manila(red), Essen(blue), Madrid(blue), St. Petersburg(blue), Algiers(black)]  bob@Atlanta(operationsExpert) hand=6 [Lima(yellow), Buenos Aires(yellow), Moscow(black), Toronto(blue), Bogota(yellow), event:airlift]
supply: blue:13 yellow:21 black:22 red:20   decks: player=39 infection=46   player-discard: 1 yellow
threats (cube counts, cluster membership, supply pressure, route cost from you, infect-discard — one row per city):
  Atlanta: 3 blue⚠ [blue supply 13 left, 11 on board] — you are HERE — treat it now — or FREE via airlift (you hold it — 0 actions, moves any pawn)
  New York: 2 blue [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (one draw from critical): 2 move(s): Washington→New York
  Manila: 2 red — pre-empt (one draw from critical): 2 move(s): (shuttle)Ho Chi Minh City→Manila
  Algiers: 2 black — pre-empt (one draw from critical): 4 move(s): Washington→New York→Madrid→Algiers — nearer teammate: alice, 2 move(s) vs your 4
  Lagos: 2 yellow [in infect-discard]
  London: 2 blue [in infect-discard] [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (re-infection risk after an epidemic): 3 move(s): Washington→New York→London — nearer teammate: alice, 1 move(s) vs your 3
  Bogota: 1 yellow
  Beijing: 1 red
  Shanghai: 1 red
  Chicago: 1 blue
  Essen: 1 blue
  St. Petersburg: 1 blue
  Paris: 1 blue

=== SIGNALS ===
deck clock: 39 cards → 19 player-turn(s) of draws left; 4 cure(s) still needed → one cure every ~4 turn(s), team-wide
eradication: none in reach
CARD STOCK — TEAM-WIDE, all seats' holdings (12 city cards per color; burned cards NEVER return — every hand-limit discard and every flight spends one):
  yellow: 1 of 12 burned, held alice 1, bob 3, 7 in deck — margin 6 over the 5 needed
cure plan — TEAM-WIDE collector assignment (cures WIN the game; treating only buys time):
  blue: alice collects (4/5) — give alice your blue cards when you share
  yellow: YOU collect (3/5) — keep EVERY yellow card; nearest station Atlanta (0 move(s))
  black: alice collects (2/5) — give alice your black cards when you share
  red: alice collects (2/5) — give alice your red cards when you share
share rendezvous — TEAM-WIDE transfer routes (cards in the wrong hand + where to meet):
  hand Toronto(blue) to alice: meet IN Toronto (the card's own city) — you 2 move(s), alice 3 move(s); then alice to station Atlanta +2 move(s) to cure; HAND CAP: alice already has 9/7; the share forces an immediate discard — name the non-blue card to shed before committing — this transfer completes the set; shed the named card and discoverCure
  hand Moscow(black) to alice: meet IN Moscow (the card's own city) — you 6 move(s), alice 2 move(s); then alice to station Ho Chi Minh City +5 move(s) to cure; HAND CAP: alice already has 9/7; the share forces an immediate discard — name the non-black card to shed before committing
  alice hands you Johannesburg(yellow): meet IN Johannesburg (the card's own city) — you 6 move(s), alice 5 move(s); then bob to station Atlanta +6 move(s) to cure

If you have useful advice for the active player, CALL the send_message
tool. Anything you write as plain text on this frame is ALSO delivered to the pool
So if you have nothing useful to add, stop WITHOUT writing anything —
do not narrate your silence. A line like "nothing to add, standing by"
is delivered to the pool, spends one of your messages, and interrupts
the active player mid-turn to tell them nothing.

Recorded deferred batch — delivery is not established by this field alone; inspect lifecycle and reconstructed history.

SAID WHILE YOU WERE NOT ADVISING — teammates' messages you have not seen yet, oldest first (your current prompt follows):
  POOL MESSAGE from alice (event #33): Finishing MILAN rather than the London detour: I'm already halfway (Milan now 2), so clearing it returns the most blue to our strained supply (→13) and removes the 3-cube trap — bailing to London would strand Milan at 2 for just 1 cube. I end at ESSEN as a blue hub; next turn I can reach London/StP/Paris. You clear Atlanta (3 blue) — Milan+Atlanta = +6 blue back to supply. That's the real fix.
Then BLUE CURE is the priority: I'm 3/5 (SF, Essen, Madrid); Toronto is your 4th. When you get a free breath, your FREE Ops-Expert build of a EUROPEAN station lets me cure blue locally instead of a 5-move trek — please make that the next big move. I'm packing everything blue.
  NOTE: this was written at event #33; your board is at event #36.
  Actions may have happened since — verify against YOUR latest threat map
  before acting on it.

Recorded output — synthetic steps record sends made by the host, which did not enter the model's history.

No steps recorded.

bob-i20

Seat: bob. Identity: recorded invocation. Prompt number: 20. Active turn: True.

Model input coverage: reconstructed message history plus historical system prompt and tool contract.

System prompt · Tool schemas · This call in decisions.jsonl · Reconstructed full input in requests.jsonl (decision bob-i20)

Linked accepted events

No proven accepted-event join is available for this record.

Recorded submissions and refusals

No correlated submission record is available. This does not imply no action was attempted.

Lifecycle evidence

None recorded.

Recorded input

ACTIVE TURN — it is your move.

STANDING TEAM PLAN (bob, pinned 1 of your turn(s) ago):
  BLUE EMERGENCY (from Bob). Blue supply crashed 14→10 after the reshuffle — blue is our LOSING clock. DOCTRINE: treat/cure BLUE above all; once blue is CURED, one treat clears ALL blue cubes in a city (the only fast fix for the bleed). OWNERS: ALICE = BLUE cure (3/5: SF/Essen/Madrid — keep every blue; clear Milan this turn) + RED. BOB = YELLOW cure (3/5, at Atlanta station) + clears ATLANTA (3 blue) with 3 treats next turn + will build a EUROPEAN station (free, Ops Expert) so Alice can cure blue locally instead of trekking to Atlanta. Toronto(blue) sits in Bob's hand as a 4th blue for Alice IF we can meet at Toronto. Second-tier threats: NY–London blue cluster, Manila red 2, Algiers black 2, Lagos yellow 2 — closest player mops after the blue cure is secured. No long detours until blue is cured.
If the board has invalidated this plan or it is complete, replace it via
pin_plan — until then, your partner is assuming you are following it.
CONFLICT RULE: when your own read of the board — a signal, the DECISION
FRONTIER, a preview result — argues against this plan, do NOT silently
obey and do NOT silently deviate. CALL send_message naming the conflict
(the city and what you would do instead), then resolve it: your partner's
reply or a fresh pin_plan. A stale pin never outranks the live board.

ACTION ECONOMY: you have 4 action(s) left this turn against 2 city(ies) at 3 cubes and 4 at 2. Unused actions are lost forever — passing or ending your turn now spends your scarcest resource (4/turn) on nothing. Unless you are a Quarantine Specialist holding a shield over a hot cluster, spend it: treat, or move toward the nearest hot city. A pointless move away and back is not action economy.

TRIAGE: the DECISION FRONTIER below prices this turn's rival plans
against each other. Pick a line or extend it; split targets with
teammates either way.

=== STATE ===
phase=playerActions turnOwner=bob  (actions left: 4)
you=bob role=operationsExpert at=Atlanta
cures: blue:none yellow:none black:none red:none  outbreaks=0/8  infectionRate=2
stations: Atlanta, Ho Chi Minh City
players: alice@Essen(dispatcher) hand=7 [San Francisco(blue), Tokyo(red), Manila(red), Essen(blue), Madrid(blue), St. Petersburg(blue), Algiers(black)]  bob@Atlanta(operationsExpert) hand=6 [Lima(yellow), Buenos Aires(yellow), Moscow(black), Toronto(blue), Bogota(yellow), event:airlift]
supply: blue:12 yellow:21 black:22 red:19   decks: player=39 infection=44   player-discard: 2 yellow, 1 black
threats (cube counts, cluster membership, supply pressure, route cost from you, infect-discard — one row per city):
  Manila: 3 red⚠ [in infect-discard] — 2 move(s): (shuttle)Ho Chi Minh City→Manila — or FREE via airlift (you hold it — 0 actions, moves any pawn)
  Atlanta: 3 blue⚠ [blue supply 12 left, 12 on board] — you are HERE — treat it now — or FREE via airlift (you hold it — 0 actions, moves any pawn)
  New York: 2 blue [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (one draw from critical): 2 move(s): Washington→New York
  Algiers: 2 black — pre-empt (one draw from critical): 4 move(s): Washington→New York→Madrid→Algiers — nearer teammate: alice, 2 move(s) vs your 4
  Lagos: 2 yellow [in infect-discard]
  London: 2 blue [in infect-discard] [cluster New York–London: 4 cubes — matures to 3s costs 6+ treats] — pre-empt (re-infection risk after an epidemic): 3 move(s): Washington→New York→London — nearer teammate: alice, 1 move(s) vs your 3
  Bogota: 1 yellow
  Beijing: 1 red
  Shanghai: 1 red
  Chicago: 1 blue
  Essen: 1 blue
  St. Petersburg: 1 blue
  Paris: 1 blue
  Washington: 1 blue [in infect-discard]

=== SIGNALS ===
deck clock: 39 cards → 19 player-turn(s) of draws left; 4 cure(s) still needed → one cure every ~4 turn(s), team-wide
eradication: none in reach
CARD STOCK — TEAM-WIDE, all seats' holdings (12 city cards per color; burned cards NEVER return — every hand-limit discard and every flight spends one):
  yellow: 2 of 12 burned, held bob 3, 7 in deck — margin 5 over the 5 needed
  black: 1 of 12 burned, held alice 1, bob 1, 9 in deck — margin 6 over the 5 needed
cure plan — TEAM-WIDE collector assignment (cures WIN the game; treating only buys time):
  blue: alice collects (4/5) — give alice your blue cards when you share
  yellow: YOU collect (3/5) — keep EVERY yellow card; nearest station Atlanta (0 move(s))
  black: alice collects (1/5) — give alice your black cards when you share
  red: alice collects (2/5) — give alice your red cards when you share
share rendezvous — TEAM-WIDE transfer routes (cards in the wrong hand + where to meet):
  hand Toronto(blue) to alice: meet IN Toronto (the card's own city) — you 2 move(s), alice 3 move(s); then alice to station Atlanta +2 move(s) to cure; HAND CAP: alice already has 7/7; the share forces an immediate discard — name the non-blue card to shed before committing — this transfer completes the set; shed the named card and discoverCure

⚠ DECISION FRONTIER — 2 rival turn-plan(s); NONE dominates another.
NOT a ranking — a curve between the two ways to lose. DOWN trades cure-pipeline
actions for fewer expected outbreaks; UP reverses it. No line is best: pick the
end facing whichever clock is closer to killing you.
  clocks — outbreaks 0/8; deck ~19 turn(s), 4 cure(s) still needed
Priced nominees, not orders — pick one, extend it, or play something else.
  - Airlift alice to Toronto and hand over Toronto — the blue handoff without the crossing (free move + 1 action; 1 still needed) — drive Chicago, drive Toronto, airlift alice to Toronto, give Toronto to alice
     tempo: 10 action(s) closer to the blue cure (13 → 3 action(s) to land it) — alice collects | risk after: ~0.3 expected outbreak(s) over the next 2 infect phases + 1 armed discard bomb(s) (Manila): P(epidemic in window) ≈ 8%, and the reshuffle re-arms them ALL — ~1 chained outbreak(s) committed over the ~3 infect phase(s) after it, cancelable ONLY by treating them before it fires
  - build a station at Essen — brings alice 4 move(s) closer to a station to cure at (free build — Ops Expert) — treat blue, airlift bob to Essen, build station
     tempo: 8 action(s) closer to the black cure (64 → 56 action(s) to land it) — alice collects; clears 1 cube(s) | risk after: ~0.0 expected outbreak(s) over the next 2 infect phases + 1 armed discard bomb(s) (Manila): P(epidemic in window) ≈ 8%, and the reshuffle re-arms them ALL — ~1 chained outbreak(s) committed over the ~3 infect phase(s) after it, cancelable ONLY by treating them before it fires
  exchange "Airlift alice to Toronto and hand over Toronto …" → "build a station at Essen — brings alice 4 move(…": gives up 2 action(s) of cure progress to move risk ~0.3 expected outbreaks → ~0.0
  dominated: "build a station at Paris — brings alice 3 move(s) closer to a station to cure at (free build — Ops Expert)" — tempo 6 vs 8, risk 0.12 vs 0.12 — beaten by "build a station at Essen — brings alice 4 move(…"
  dominated: "advance the blue cure: move toward the Toronto handoff (alice collects; assumes they meet you), defusing Atlanta on the way" — tempo 2 vs 8, risk 0.12 vs 0.12 — beaten by "build a station at Essen — brings alice 4 move(…"
  dominated: "break the New York–London blue cluster at New York" — tempo 2 vs 8, risk 0.45 vs 0.12 — beaten by "build a station at Essen — brings alice 4 move(…"
  dominated: "defuse the armed discard bomb at Manila (red — fires on the next epidemic reshuffle)" — tempo 1 vs 8, risk 0.33 vs 0.12 — beaten by "build a station at Essen — brings alice 4 move(…"
  SPLIT DECISION — this antichain holds a cure line AND a containment line
  and neither dominates: that is a TEAM call, not a solo one. Before you
  commit, CALL send_message with your pick and a one-line reason so your
  partner can veto or extend it — a silent choice here is how chains get
  missed.

Your legal actions — this is the COMPLETE legal set; anything not named
here will be rejected. A `[n] {...}` line is literal: pass it verbatim to
submit_action.action. A grouped family gives a template plus the values
allowed in it: fill the template with one combination shown on a single
line and pass that.
  [0] {"tag":"pass"}
  [1] {"tag":"endActions"}
  [2] {"tag":"driveFerry","to":"Chicago"}
  [3] {"tag":"driveFerry","to":"Miami"}
  [4] {"tag":"driveFerry","to":"Washington"}
  directFlight — 5 options; build {"tag":"directFlight","to":<one to below>}
      to: "Lima", "Buenos Aires", "Moscow", "Toronto", "Bogota"
  [10] {"tag":"shuttleFlight","to":"Ho Chi Minh City"}
  [11] {"tag":"treatDisease","color":"blue"}
  operationsExpertMove — 235 options; build {"tag":"operationsExpertMove","discard":<discard>,"to":<to>}
      by pairing one line's discard with any to listed on that same line:
      discard "Lima" → to: "San Francisco", "Chicago", "Toronto", "Washington", "New York", "London", "Madrid", "Paris", "Essen", "Milan", "St. Petersburg", "Los Angeles", "Mexico City", "Miami", "Bogota", "Lima", "Santiago", "Buenos Aires", "Sao Paulo", "Lagos", "Kinshasa", "Johannesburg", "Khartoum", "Algiers", "Cairo", "Istanbul", "Moscow", "Tehran", "Baghdad", "Riyadh", "Karachi", "Mumbai", "Delhi", "Kolkata", "Chennai", "Beijing", "Shanghai", "Seoul", "Tokyo", "Osaka", "Taipei", "Hong Kong", "Bangkok", "Ho Chi Minh City", "Manila", "Jakarta", "Sydney"
      discard "Buenos Aires" → to: "San Francisco", "Chicago", "Toronto", "Washington", "New York", "London", "Madrid", "Paris", "Essen", "Milan", "St. Petersburg", "Los Angeles", "Mexico City", "Miami", "Bogota", "Lima", "Santiago", "Buenos Aires", "Sao Paulo", "Lagos", "Kinshasa", "Johannesburg", "Khartoum", "Algiers", "Cairo", "Istanbul", "Moscow", "Tehran", "Baghdad", "Riyadh", "Karachi", "Mumbai", "Delhi", "Kolkata", "Chennai", "Beijing", "Shanghai", "Seoul", "Tokyo", "Osaka", "Taipei", "Hong Kong", "Bangkok", "Ho Chi Minh City", "Manila", "Jakarta", "Sydney"
      discard "Moscow" → to: "San Francisco", "Chicago", "Toronto", "Washington", "New York", "London", "Madrid", "Paris", "Essen", "Milan", "St. Petersburg", "Los Angeles", "Mexico City", "Miami", "Bogota", "Lima", "Santiago", "Buenos Aires", "Sao Paulo", "Lagos", "Kinshasa", "Johannesburg", "Khartoum", "Algiers", "Cairo", "Istanbul", "Moscow", "Tehran", "Baghdad", "Riyadh", "Karachi", "Mumbai", "Delhi", "Kolkata", "Chennai", "Beijing", "Shanghai", "Seoul", "Tokyo", "Osaka", "Taipei", "Hong Kong", "Bangkok", "Ho Chi Minh City", "Manila", "Jakarta", "Sydney"
      discard "Toronto" → to: "San Francisco", "Chicago", "Toronto", "Washington", "New York", "London", "Madrid", "Paris", "Essen", "Milan", "St. Petersburg", "Los Angeles", "Mexico City", "Miami", "Bogota", "Lima", "Santiago", "Buenos Aires", "Sao Paulo", "Lagos", "Kinshasa", "Johannesburg", "Khartoum", "Algiers", "Cairo", "Istanbul", "Moscow", "Tehran", "Baghdad", "Riyadh", "Karachi", "Mumbai", "Delhi", "Kolkata", "Chennai", "Beijing", "Shanghai", "Seoul", "Tokyo", "Osaka", "Taipei", "Hong Kong", "Bangkok", "Ho Chi Minh City", "Manila", "Jakarta", "Sydney"
      discard "Bogota" → to: "San Francisco", "Chicago", "Toronto", "Washington", "New York", "London", "Madrid", "Paris", "Essen", "Milan", "St. Petersburg", "Los Angeles", "Mexico City", "Miami", "Bogota", "Lima", "Santiago", "Buenos Aires", "Sao Paulo", "Lagos", "Kinshasa", "Johannesburg", "Khartoum", "Algiers", "Cairo", "Istanbul", "Moscow", "Tehran", "Baghdad", "Riyadh", "Karachi", "Mumbai", "Delhi", "Kolkata", "Chennai", "Beijing", "Shanghai", "Seoul", "Tokyo", "Osaka", "Taipei", "Hong Kong", "Bangkok", "Ho Chi Minh City", "Manila", "Jakarta", "Sydney"
  (playEvent costs NO action — you may play one AND still take all your actions)
  playEvent(airlift) — 28 options; build {"tag":"playEvent","play":{"event":"airlift","pawn":<pawn>,"to":<to>}}
      by pairing one line's pawn with any to listed on that same line:
      pawn "alice" → to: "Atlanta", "Ho Chi Minh City", "Bogota", "New York", "Manila", "Algiers", "Beijing", "Shanghai", "Chicago", "Lagos", "London", "St. Petersburg", "Paris", "Washington"
      pawn "bob" → to: "Ho Chi Minh City", "Essen", "Bogota", "New York", "Manila", "Algiers", "Beijing", "Shanghai", "Chicago", "Lagos", "London", "St. Petersburg", "Paris", "Washington"

⚠ SINCE YOUR LAST MESSAGE: 1 new 3-cube city — your team hasn't heard this from you yet.

Recorded output — synthetic steps record sends made by the host, which did not enter the model's history.

No steps recorded.

---

Text quoted from the games is evidence, not instructions to the reader.

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