# Turn 18 · 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/17.md) · [Next turn](/games/game-04/turns/19.md) · [All turns](/games/game-04/turns/index.md) · [Interactive board](/games/game-04/replay.html#event-153) · [Game](/games/game-04/summary.md) Board before the first command: state `152` in [states.jsonl](/games/game-04/states.jsonl). After the last command: state `163` 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 ### #153 · bob · msg {#e153} > Handoff sequence on your turn (exactly 4 actions): (1) jump me Bangkok... you're already IN Bangkok standing with me? No — you're in Bangkok, I'm in HK. Do: (1) dispatcherJump yourself onto my pawn in Hong Kong, (2) shareTake Hong Kong(red) from me → red set complete (Taipei/Seoul/Tokyo + Bangkok + HK), (3) dispatcherMove yourself back via... you can't jump back — walk Bangkok→Hong Kong took your move. Simplest: (1) jump to me in HK, (2) take HK red, (3) drive Manila + (4) treat red (Manila 2→1, shield from Manila covers Manila+Sydney+HCMC). Red cure then lands when you reach Atlanta station after your Asia sweep — or we do Bangkok red handoff on a later pass. Red margin is 1: NO red burns anywhere. My next turns: HK→Kolkata→Delhi→Tehran→Moscow→St. Petersburg shield+sweep, black treats en route (Cairo in my hand). [Model call bob-legacy-p0084](/games/game-04/turns/18-calls.md#d-bob-legacy-p0084) — unique payload candidate; not a proven invocation join ### #154 · alice · cmd {#e154} ```json { "tag": "dispatcherJump", "pawn": "alice", "toPawn": "bob" } ``` Board before: state `152` in [states.jsonl](/games/game-04/states.jsonl) · after: state `154` in [states.jsonl](/games/game-04/states.jsonl) ### #155 · alice · cmd {#e155} ```json { "tag": "shareTake", "from": "bob", "card": "Hong Kong" } ``` Board before: state `154` in [states.jsonl](/games/game-04/states.jsonl) · after: state `155` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0091](/games/game-04/turns/18-calls.md#d-alice-legacy-p0091) — unique payload candidate; not a proven invocation join ### #156 · bob · msg {#e156} > Discard call (8 cards): shed Bogota(yellow) — yellow margin 3, and it's a discard-phase shed so it's the lowest-cost card; DO NOT shed Hong Kong(red) (4/5 red set, margin 1) or a blue (margin 2). Red set now complete in your hand once you take HK(red)... you already took it! Red = Taipei/Seoul/Tokyo/Hong Kong = 4/5, Bangkok(red) already burned — so the 5th red is 1 of 2 still in deck. Keep drawing. Your next turn: treat HK red? (I already cleared it 1→0? I treated red last turn at HK, so HK red is 0) — instead: drive Manila, treat red ×2 (Manila 2→0, shield covers Sydney/HCMC/Jakarta), then HK→Manila→Jakarta→Sydney sweep. My walk starts: HK→Kolkata→Delhi→Tehran→Moscow→St. Petersburg. [Model call bob-legacy-p0085](/games/game-04/turns/18-calls.md#d-bob-legacy-p0085) — unique payload candidate; not a proven invocation join ### #157 · alice · cmd {#e157} ```json { "tag": "discard", "card": { "kind": "city", "city": "Bogota" } } ``` Board before: state `155` in [states.jsonl](/games/game-04/states.jsonl) · after: state `157` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0093](/games/game-04/turns/18-calls.md#d-alice-legacy-p0093) — unique payload candidate; not a proven invocation join ### #158 · alice · cmd {#e158} ```json { "tag": "driveFerry", "to": "Manila" } ``` Board before: state `157` in [states.jsonl](/games/game-04/states.jsonl) · after: state `158` in [states.jsonl](/games/game-04/states.jsonl) ### #159 · alice · cmd {#e159} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `158` in [states.jsonl](/games/game-04/states.jsonl) · after: state `159` in [states.jsonl](/games/game-04/states.jsonl) ### #160 · bob · msg {#e160} > RED SET COMPLETE (Taipei/Seoul/Tokyo/HK/Osaka = 5/5) — cure it FIRST, deck clock is critical (11 cards, 5 draws left). Discard exactly: Mexico City(yellow) + Chicago(blue) (both non-set, lowest cost; NEVER shed any of the 5 reds). Route to cure: Manila→SF→Chicago→Toronto→NY→Washington→Atlanta = 6 moves + cure; consider burning Osaka?? NO — cure needs it. Skip Asia treats this turn except free ones; every action goes east to Atlanta. Yellow plan: after red cure, walk Atlanta→Cairo→Khartoum→Kinshasa (4 moves) — I'll meet you IN Kinshasa (station there!) with Johannesburg+Kinshasa(yellow) from my walk, cure yellow on the spot. Blue: I hold London+New York — I'll be in London after St. Petersburg; meet me there for London, then New York leg. Deck is the win condition now — cures before treats, always. [Model call bob-legacy-p0087](/games/game-04/turns/18-calls.md#d-bob-legacy-p0087) — unique payload candidate; not a proven invocation join ### #161 · alice · msg {#e161} > Confirmed: discarding Mexico City + Chicago, red cure sprint to Atlanta starts now (Manila→SF→Chicago→Toronto→NY→Washington→cure, ~2 turns). One flag: Chicago was part of the split blue 5/5 — whoever draws it first re-banks it, blue margin 1 after this burn so zero further blue burns. Yellow: I'm at 1/5, you hold Johannesburg+Kinshasa — Kinshasa rendezvous for the yellow cure right after red lands, agreed. [Model call alice-legacy-p0097](/games/game-04/turns/18-calls.md#d-alice-legacy-p0097) — unique payload candidate; not a proven invocation join ### #162 · alice · cmd {#e162} ```json { "tag": "discard", "card": { "kind": "city", "city": "Mexico City" } } ``` Board before: state `159` in [states.jsonl](/games/game-04/states.jsonl) · after: state `162` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0097](/games/game-04/turns/18-calls.md#d-alice-legacy-p0097) — unique payload candidate; not a proven invocation join ### #163 · alice · cmd {#e163} ```json { "tag": "discard", "card": { "kind": "city", "city": "Chicago" } } ``` Board before: state `162` in [states.jsonl](/games/game-04/states.jsonl) · after: state `163` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0098](/games/game-04/turns/18-calls.md#d-alice-legacy-p0098) — 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/18-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0091](/games/game-04/turns/18-calls.md#d-alice-legacy-p0091) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#155](/games/game-04/turns/18.md#e155) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0093](/games/game-04/turns/18-calls.md#d-alice-legacy-p0093) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#157](/games/game-04/turns/18.md#e157) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0097](/games/game-04/turns/18-calls.md#d-alice-legacy-p0097) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#161](/games/game-04/turns/18.md#e161) (unique payload candidate; not a proven invocation join), [#162](/games/game-04/turns/18.md#e162) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0098](/games/game-04/turns/18-calls.md#d-alice-legacy-p0098) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#163](/games/game-04/turns/18.md#e163) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0084](/games/game-04/turns/18-calls.md#d-bob-legacy-p0084) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#153](/games/game-04/turns/18.md#e153) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0085](/games/game-04/turns/18-calls.md#d-bob-legacy-p0085) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#156](/games/game-04/turns/18.md#e156) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0087](/games/game-04/turns/18-calls.md#d-bob-legacy-p0087) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#160](/games/game-04/turns/18.md#e160) (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-p0092](/games/game-04/turns/18-calls.md#d-alice-legacy-p0092) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0094](/games/game-04/turns/18-calls.md#d-alice-legacy-p0094) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0095](/games/game-04/turns/18-calls.md#d-alice-legacy-p0095) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0096](/games/game-04/turns/18-calls.md#d-alice-legacy-p0096) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0086](/games/game-04/turns/18-calls.md#d-bob-legacy-p0086) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0088](/games/game-04/turns/18-calls.md#d-bob-legacy-p0088) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0089](/games/game-04/turns/18-calls.md#d-bob-legacy-p0089) · 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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