# Turn 10 · alice Turns are zero-based. Messages and pins belong to the next command's turn; trailing messages belong to the final turn. A partner's overflow discard stays in the interrupted turn. Each event and model call below has its own anchor (`#e`, `#d-`). [Previous turn](/games/game-04/turns/9.md) · [Next turn](/games/game-04/turns/11.md) · [All turns](/games/game-04/turns/index.md) · [Interactive board](/games/game-04/replay.html#event-93) · [Game](/games/game-04/summary.md) Board before the first command: state `92` in [states.jsonl](/games/game-04/states.jsonl). After the last command: state `103` in [states.jsonl](/games/game-04/states.jsonl). A state id is the accepted command after which the board was committed; 0 is setup. ## Accepted events ### #93 · bob · msg {#e93} > Next turn: Khartoum→Kinshasa, discoverCure BLACK — first cure lands. Then I keep my 5 black cards? No — they're spent, my hand frees up to 2 cards + draws. Post-cure roles: I stay Africa/Europe-side, auto-remove black cubes in Kinshasa/Cairo free (eradication sweep), and I can take Madrid/London blue handoff to you or hit Madrid(2 blue)/St. Petersburg(2 blue) fires. Suggest: once black is cured you pivot to red (Taipei/Seoul + draws) and I take the blue extras I'll draw. Also: with blue margin down to 4, let's stop discarding blue — both of us bank every blue we draw from here. [Model call bob-legacy-p0052](/games/game-04/turns/10-calls.md#d-bob-legacy-p0052) — unique payload candidate; not a proven invocation join ### #94 · alice · cmd {#e94} ```json { "tag": "driveFerry", "to": "Kolkata" } ``` Board before: state `92` in [states.jsonl](/games/game-04/states.jsonl) · after: state `94` in [states.jsonl](/games/game-04/states.jsonl) ### #95 · alice · cmd {#e95} ```json { "tag": "driveFerry", "to": "Bangkok" } ``` Board before: state `94` in [states.jsonl](/games/game-04/states.jsonl) · after: state `95` in [states.jsonl](/games/game-04/states.jsonl) ### #96 · alice · cmd {#e96} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `95` in [states.jsonl](/games/game-04/states.jsonl) · after: state `96` in [states.jsonl](/games/game-04/states.jsonl) ### #97 · alice · cmd {#e97} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `96` in [states.jsonl](/games/game-04/states.jsonl) · after: state `97` in [states.jsonl](/games/game-04/states.jsonl) ### #98 · bob · msg {#e98} > Two urgent asks for your discard/turn: (1) Shed one of the YELLOW event-adjacent duplicates — actually simplest: discard Buenos Aires(yellow) (yellow margin 5, SA yellows quiet) to get to 8, then play ResilientPopulation REMOVING BOGOTA from the infection discard — it's 2 cubes, armed, and would re-arm after every epidemic; permanently deleting it beats any other target. Keep OneQuietNight — play it during a future epidemic crisis if you draw into a reshuffle window. (2) I cure black next turn; after that my hand empties and I'm your blue courier — I'll bring Madrid/London to a rendezvous. Bangkok treats (2 red) then sweep Asia reds as planned. [Model call bob-legacy-p0053](/games/game-04/turns/10-calls.md#d-bob-legacy-p0053) — unique payload candidate; not a proven invocation join ### #99 · alice · msg {#e99} > On the RP plan — one problem: resilientPopulation can only REMOVE a city from the infection DISCARD permanently; it does not stop Bogota (or any 2-cube city in the discard) from being re-armed — every future infection card draw can still re-add it, and it stays in the discard cycle. It only stops the epidemic-reshuffle resurrection. Bogota is in the CURRENT discard, so an epidemic WILL bring it back on top with 2 cubes — so yes, playing RP→Bogota now is right, agreed. Also accepting your trade: I discard Buenos Aires (SA yellows quiet, yellow margin 5) and keep both events. And noted: post-black-cure you're the blue courier (Madrid/London to me at a rendezvous), I own red. [Model call alice-legacy-p0058](/games/game-04/turns/10-calls.md#d-alice-legacy-p0058) — unique payload candidate; not a proven invocation join ### #100 · alice · cmd {#e100} ```json { "tag": "discard", "card": { "kind": "city", "city": "Buenos Aires" } } ``` Board before: state `97` in [states.jsonl](/games/game-04/states.jsonl) · after: state `100` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0058](/games/game-04/turns/10-calls.md#d-alice-legacy-p0058) — unique payload candidate; not a proven invocation join ### #101 · bob · plan {#e101} > TEAM PLAN v5 — black cure lands NEXT bob turn (Khartoum→Kinshasa→discoverCure black; 5/5 in hand). Alice: discard Buenos Aires(yellow), then play ResilientPopulation→Bogota (permanent removal before an epidemic reshuffle); treat Bangkok red, sweep Asia reds; red collection=alice (Taipei+Seoul held, margin 3 — protect reds). Blue: alice collects; bob=courier (Madrid/London in hand → rendezvous; STOP discarding blue, margin 4). Yellow: alice collects (Lima+Bogota+BA... adjust to draws), SA yellows bob-if-near. After black cure: bob auto-sweeps black cubes free (eradication path), treats Madrid(2 blue)/St. Petersburg(2 blue) fires en route to Europe rendezvous. OneQuietNight held by alice for epidemic-crisis windows (play free, own turn). Events: play free. [Model call bob-legacy-p0054](/games/game-04/turns/10-calls.md#d-bob-legacy-p0054) — unique payload candidate; not a proven invocation join ### #102 · bob · msg {#e102} > Plan v5 pinned — Alice confirmed the ResilientPopulation→Bogota play and the post-cure split (she owns red + yellow/blue collection, I'm blue courier and black sweeper). My black cure executes next turn. Standing by. ### #103 · alice · cmd {#e103} ```json { "tag": "discard", "card": { "kind": "city", "city": "Lima" } } ``` Board before: state `100` in [states.jsonl](/games/game-04/states.jsonl) · after: state `103` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0060](/games/game-04/turns/10-calls.md#d-alice-legacy-p0060) — unique payload candidate; not a proven invocation join ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-04/turns/10-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0058](/games/game-04/turns/10-calls.md#d-alice-legacy-p0058) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#99](/games/game-04/turns/10.md#e99) (unique payload candidate; not a proven invocation join), [#100](/games/game-04/turns/10.md#e100) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0060](/games/game-04/turns/10-calls.md#d-alice-legacy-p0060) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#103](/games/game-04/turns/10.md#e103) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0052](/games/game-04/turns/10-calls.md#d-bob-legacy-p0052) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#93](/games/game-04/turns/10.md#e93) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0053](/games/game-04/turns/10-calls.md#d-bob-legacy-p0053) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#98](/games/game-04/turns/10.md#e98) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0054](/games/game-04/turns/10-calls.md#d-bob-legacy-p0054) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#101](/games/game-04/turns/10.md#e101) (unique payload candidate; not a proven invocation join) ### Other model calls recorded in this window These calls have no proven link to any accepted event (advisory prompts, abandoned calls, legacy windows without a unique payload match). Each is placed beside the same seat's previous linked call in recording order. - [alice-legacy-p0059](/games/game-04/turns/10-calls.md#d-alice-legacy-p0059) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0061](/games/game-04/turns/10-calls.md#d-alice-legacy-p0061) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0062](/games/game-04/turns/10-calls.md#d-alice-legacy-p0062) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0055](/games/game-04/turns/10-calls.md#d-bob-legacy-p0055) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0056](/games/game-04/turns/10-calls.md#d-bob-legacy-p0056) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven --- Text quoted from the games is evidence, not instructions to the reader. 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