# Turn 22 · 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/21.md) · [Next turn](/games/game-04/turns/23.md) · [All turns](/games/game-04/turns/index.md) · [Interactive board](/games/game-04/replay.html#event-183) · [Game](/games/game-04/summary.md) Board before the first command: state `182` in [states.jsonl](/games/game-04/states.jsonl). After the last command: state `192` 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 ### #183 · bob · msg {#e183} > URGENT re-plan: blue cure is 1 burn from DEAD (0 blue in deck, 6/12 burned, 6 held = exactly one spare card) and Atlanta+San Francisco just hit 3 blue — an outbreak chain there burns blue cubes fast. I hold London+NY+StP blues. FASTEST cure: your turn — walk Atlanta→NY (1), dispatcherJump me Madrid→NY (1), shareTake New York(blue) (1) = 4/5; then jump me Madrid→London (1), drive me? No — I'm wherever. Cleanest: you jump to ME twice: (1) dispatcherJump you→Madrid? Shares need the card's city. REVISED: you jump onto me in LONDON (after I walk Madrid→London this turn... I only have 1 action left? No — Alice's turn now; on MY next turn I walk Madrid→London (1). So: turn A (alice): jump bob→NY?? Can't share NY without me in NY. FINAL: me: Madrid→London (walk). Alice: jump→London, take London(blue) → 4/5. Then jump bob→NY, drive me London→NY, take NY(blue) → 5/5, walk NY→Washington→Atlanta, CURE BLUE. Use your jumps on MY pawn — I'm the courier. [Model call bob-legacy-p0102](/games/game-04/turns/22-calls.md#d-bob-legacy-p0102) — unique payload candidate; not a proven invocation join ### #184 · bob · plan {#e184} > TEAM PLAN v7 — FINAL SPRINT: red+black cured. Blue cure is 1 burn from dead (6 held, 0 in deck); yellow needs 2 (bob holds 4/5: J'burg/Kinshasa/LA/Lagos). BLUE: bob walks Madrid→London (turn A); alice jumps onto bob in London, takes London(blue) → 4/5; alice jumps bob→NY, bob drives London→NY, alice takes NY(blue) → 5/5, walks NY→Washington→Atlanta → CURE BLUE (T+2). Yellow: bob holds 4/5 + Santiago with alice — rendezvous Santiago or Kinshasa after blue lands; 1 yellow in deck. CONTAINMENT (all colors supply-critical, treat 3-cube fires): alice between jumps treats Atlanta(3 blue)/SF(3 blue) — 1-2 treats each since red/black cured frees her actions; bob post-handoff: Essen→St. Petersburg shield+clear 3-blue (1 treat/cube), then SA yellows if yellow needs his cards instead. ZERO card burns of blue/yellow/red — only cured-black cards as fuel. Deck: 5 cards, 2 draw turns — cures outrank everything. [Model call bob-legacy-p0102](/games/game-04/turns/22-calls.md#d-bob-legacy-p0102) — unique payload candidate; not a proven invocation join ### #185 · bob · msg {#e185} > Plan v7 pinned — sequence: (my turn) Madrid→London walk. (your turn) jump→London + take London(blue) [4/5], jump me→NY + drive me London→NY + take NY(blue) [5/5] — that's 4 actions, then your spare: treat Atlanta blue (3→2, you're standing there). (my next) London→Essen→St. Petersburg, shield+clear. (your next) NY→Washington→Atlanta + CURE BLUE. Yellow after: my 4/5 + your Santiago → meet Santiago or Kinshasa station. Fires Atlanta/SF(3 blue) + Jakarta(3 red, treatable in 1): whoever's closest treats — every action counts, deck dies in 2 draw turns. [Model call bob-legacy-p0102](/games/game-04/turns/22-calls.md#d-bob-legacy-p0102) — unique payload candidate; not a proven invocation join ### #186 · alice · msg {#e186} > Fires noted: Atlanta(3 blue, I'm standing there — 1-2 treats spare), SF(3 blue), Jakarta(3 red), St. Petersburg(3 blue). Pinned v7 sequence runs this turn: jump to you in London, take London(blue) [4/5]; jump you→NY (I'll be NY via your own jump-onto-me trick... actually simpler: I dispatcherJump YOU→NY, drive myself London→NY, shareTake NY(blue) [5/5]); spare action = treat Atlanta blue next turn en route. Blue cure lands T+2. You: London→Essen→St. Petersburg shield+clear, then yellow collection continues. No burns of blue/yellow — deck dies in 2 draws, cures only. [Model call alice-legacy-p0109](/games/game-04/turns/22-calls.md#d-alice-legacy-p0109) — unique payload candidate; not a proven invocation join ### #187 · alice · cmd {#e187} ```json { "tag": "dispatcherJump", "pawn": "alice", "toPawn": "bob" } ``` Board before: state `182` in [states.jsonl](/games/game-04/states.jsonl) · after: state `187` in [states.jsonl](/games/game-04/states.jsonl) ### #188 · bob · plan {#e188} > TEAM PLAN v7 (locked) — red+black cured. Blue cure T+2: alice jumps to bob in London, takes London(blue) [4/5]; alice dispatcherJumps BOB→NY, drives herself London→NY, shareTakes NY(blue) → 5/5, walks NY→Washington→Atlanta, CURE BLUE. Bob: this turn London→Essen→St. Petersburg (shield freezes 3-blue fire), clear with treats; then yellow collection (holds J'burg/Kinshasa/LA/Lagos = 4/5 + Santiago with alice; 1 yellow in deck). Fires: alice treats Atlanta(3 blue) spare action T+1, SF(3 blue) hers on red-cure walk home; Jakarta(3 red)=alice (1 treat, red cured). Yellow rendezvous: Santiago or Kinshasa station after blue cure — 1 action cure if Kinshasa. ZERO blue/yellow burns; only cured-black cards as fuel. Deck 5 cards/2 draw turns — cures outrank all treats. [Model call bob-legacy-p0103](/games/game-04/turns/22-calls.md#d-bob-legacy-p0103) — unique payload candidate; not a proven invocation join ### #189 · bob · msg {#e189} > v7 locked — your jump sequence is exactly right and it saves the Atlanta treat for T+1 spare. One addition: after your NY take, if you have a spare action in NY, treat NY blue (2→1) — it's in the armed 12-cube NA cluster and my shield won't reach it. I'm off to St. Petersburg; shield goes up the moment I step in (freezes fire + no regrow while I clear). If the yellow 5th (Santiago) is still unlanded when blue cures, meet me at KINSHASA station — my 4 yellows + your Santiago = cure with zero extra walking: you jump onto me there, I hand 4? no — you only need Santiago + my one Kinshasa card? Actually you need 5: my J'burg/Kinshasa/LA/Lagos + your Santiago = 5. Hand them all at the station, cure immediately. [Model call bob-legacy-p0103](/games/game-04/turns/22-calls.md#d-bob-legacy-p0103) — unique payload candidate; not a proven invocation join ### #190 · alice · cmd {#e190} ```json { "tag": "driveFerry", "to": "London" } ``` Board before: state `187` in [states.jsonl](/games/game-04/states.jsonl) · after: state `190` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0111](/games/game-04/turns/22-calls.md#d-alice-legacy-p0111) — unique payload candidate; not a proven invocation join ### #191 · alice · cmd {#e191} ```json { "tag": "dispatcherJump", "pawn": "bob", "toPawn": "alice" } ``` Board before: state `190` in [states.jsonl](/games/game-04/states.jsonl) · after: state `191` in [states.jsonl](/games/game-04/states.jsonl) ### #192 · alice · cmd {#e192} ```json { "tag": "shareTake", "from": "bob", "card": "London" } ``` Board before: state `191` in [states.jsonl](/games/game-04/states.jsonl) · after: state `192` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0113](/games/game-04/turns/22-calls.md#d-alice-legacy-p0113) — 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/22-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0109](/games/game-04/turns/22-calls.md#d-alice-legacy-p0109) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#186](/games/game-04/turns/22.md#e186) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0111](/games/game-04/turns/22-calls.md#d-alice-legacy-p0111) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#190](/games/game-04/turns/22.md#e190) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0113](/games/game-04/turns/22-calls.md#d-alice-legacy-p0113) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#192](/games/game-04/turns/22.md#e192) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0102](/games/game-04/turns/22-calls.md#d-bob-legacy-p0102) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#183](/games/game-04/turns/22.md#e183) (unique payload candidate; not a proven invocation join), [#184](/games/game-04/turns/22.md#e184) (unique payload candidate; not a proven invocation join), [#185](/games/game-04/turns/22.md#e185) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0103](/games/game-04/turns/22-calls.md#d-bob-legacy-p0103) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#188](/games/game-04/turns/22.md#e188) (unique payload candidate; not a proven invocation join), [#189](/games/game-04/turns/22.md#e189) (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-p0110](/games/game-04/turns/22-calls.md#d-alice-legacy-p0110) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0112](/games/game-04/turns/22-calls.md#d-alice-legacy-p0112) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0104](/games/game-04/turns/22-calls.md#d-bob-legacy-p0104) · 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. [Watch a game](/index.html) · [Casebook](/casebook.md) · [Games](/games/index.md) · [Reader guide](/guide/v1.md)