# Turn 21 · bob 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/20.md) · [Next turn](/games/game-04/turns/22.md) · [All turns](/games/game-04/turns/index.md) · [Interactive board](/games/game-04/replay.html#event-176) · [Game](/games/game-04/summary.md) Board before the first command: state `175` in [states.jsonl](/games/game-04/states.jsonl). After the last command: state `182` 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 ### #176 · alice · msg {#e176} > RED CURED (2 down, 2 to go). Blue endgame via dispatcher jumps: next turn I drive Washington→NY, JUMP YOU to me, take New York(blue) → 4/5, then I drive London, jump you again, take London(blue) → 5/5, walk back NY→Washington→Atlanta and cure blue. That's ~3 turns. RULES: (1) NEVER shed/burn London or New York(blue) — they're the cure. (2) Yellow: you hold Johannesburg/Kinshasa/LosAngeles (3/5), deck has 2 yellows — if your draws land both, shuttle/jump to Kinshasa station and cure yellow yourself; if you land only ONE, tell me — I'll detour Santiago (my card) → Lima → Santiago and hand it to you there (then you need just 1 more draw). (3) After the London handoff, stay Europe-side for the blue fire sweep (St. Petersburg 3-blue) while I cure at Atlanta. Deck has ~7 cards — every draw counts, no burns of blue/yellow/red anywhere. [Model call alice-legacy-p0106](/games/game-04/turns/21-calls.md#d-alice-legacy-p0106) — unique payload candidate; not a proven invocation join ### #177 · bob · msg {#e177} > New plan beats the jump-chain by a turn: I'm doing Cairo→Europe NOW. This turn: fly Cairo on its card (black is CURED, spare — not a cure burn), treat black (3 cubes cleared, armed bomb dead — that was a 57% epidemic liability), drive Algiers, drive Madrid. Next turn I walk London; you jump me to your NY take as planned, I drive NY→London same turn, you jump onto me in London for London(blue) → 5/5, then walk London→NY→Washington→Atlanta and cure blue T+3. After your NY take I use my spare actions to walk London→Essen→St. Petersburg: my shield freezes the 3-blue fire and I clear it — blue supply was bleeding 10 cubes there. Yellow: I'm the collector (3/5, 2 in deck) — if my draws land them I walk to Kinshasa station and cure yellow myself; otherwise Santiago→Lima handoff as you said. [Model call bob-legacy-p0097](/games/game-04/turns/21-calls.md#d-bob-legacy-p0097) — unique payload candidate; not a proven invocation join ### #178 · bob · cmd {#e178} ```json { "tag": "directFlight", "to": "Cairo" } ``` Board before: state `175` in [states.jsonl](/games/game-04/states.jsonl) · after: state `178` in [states.jsonl](/games/game-04/states.jsonl) [Model call bob-legacy-p0097](/games/game-04/turns/21-calls.md#d-bob-legacy-p0097) — unique payload candidate; not a proven invocation join ### #179 · alice · msg {#e179} > Approved — Cairo(black) as fuel is legal (cured color, not in the set), and it kills the 3-cube black bomb en route. Sequence locked: I drive Washington→NY next turn + jump you to me + take NY(blue); you drive NY→London same turn; I jump to you in London, take London(blue) → 5/5, walk back to Atlanta, cure. Your post-handoff route London→Essen→St. Petersburg shield+sweep stands. Yellow: you're the collector, Kinshasa station cure if draws land; Santiago detour from me only if you stall. [Model call alice-legacy-p0107](/games/game-04/turns/21-calls.md#d-alice-legacy-p0107) — unique payload candidate; not a proven invocation join ### #180 · bob · cmd {#e180} ```json { "tag": "treatDisease", "color": "black" } ``` Board before: state `178` in [states.jsonl](/games/game-04/states.jsonl) · after: state `180` in [states.jsonl](/games/game-04/states.jsonl) ### #181 · bob · cmd {#e181} ```json { "tag": "driveFerry", "to": "Algiers" } ``` Board before: state `180` in [states.jsonl](/games/game-04/states.jsonl) · after: state `181` in [states.jsonl](/games/game-04/states.jsonl) [Model call bob-legacy-p0100](/games/game-04/turns/21-calls.md#d-bob-legacy-p0100) — unique payload candidate; not a proven invocation join ### #182 · bob · cmd {#e182} ```json { "tag": "driveFerry", "to": "Madrid" } ``` Board before: state `181` in [states.jsonl](/games/game-04/states.jsonl) · after: state `182` in [states.jsonl](/games/game-04/states.jsonl) ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-04/turns/21-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0106](/games/game-04/turns/21-calls.md#d-alice-legacy-p0106) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#176](/games/game-04/turns/21.md#e176) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0107](/games/game-04/turns/21-calls.md#d-alice-legacy-p0107) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#179](/games/game-04/turns/21.md#e179) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0097](/games/game-04/turns/21-calls.md#d-bob-legacy-p0097) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#177](/games/game-04/turns/21.md#e177) (unique payload candidate; not a proven invocation join), [#178](/games/game-04/turns/21.md#e178) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0100](/games/game-04/turns/21-calls.md#d-bob-legacy-p0100) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#181](/games/game-04/turns/21.md#e181) (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-p0108](/games/game-04/turns/21-calls.md#d-alice-legacy-p0108) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0098](/games/game-04/turns/21-calls.md#d-bob-legacy-p0098) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0099](/games/game-04/turns/21-calls.md#d-bob-legacy-p0099) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0101](/games/game-04/turns/21-calls.md#d-bob-legacy-p0101) · 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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