# Turn 4 · 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/3.md) · [Next turn](/games/game-04/turns/5.md) · [All turns](/games/game-04/turns/index.md) · [Interactive board](/games/game-04/replay.html#event-35) · [Game](/games/game-04/summary.md) Board before the first command: state `34` in [states.jsonl](/games/game-04/states.jsonl). After the last command: state `42` 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 ### #35 · bob · msg {#e35} > Outbreak noted (1/8) — the SA yellows are contained for now (Bogota 2/BA 1), Kinshasa cleared. My next 2 turns: Lagos→Sao Paulo→Madrid, and in Madrid I'll hand you FOUR cards: Madrid(blue), London(blue), Khartoum(yellow), Sao Paulo(yellow). Heads-up on your hand limit: after receiving you'd be at 8, so plan a discard (or better — you'd hold 3 blue + 3 yellow, still short of both cures, so keep Taipei/Chennai/Istanbul/Milan and drop the extra). Red status for my collection: Taipei(yours)+HCMC(yours)+Sydney+Beijing(mine) = 4 of 5 known — the fifth is somewhere in the deck; my next rendezvous with you gets those two reds. Karachi(2) still mine, 4 moves away via Khartoum after Madrid. [Model call bob-legacy-p0017](/games/game-04/turns/4-calls.md#d-bob-legacy-p0017) — unique payload candidate; not a proven invocation join ### #36 · alice · msg {#e36} > Correction, bob: you're QS, not Researcher — shares only work in the card's own city. Madrid can hand me Madrid(blue) only; London/Khartoum/Sao Paulo need their own cities. Fix: I'm the Dispatcher — I can dispatcherJump onto YOUR pawn (1 action, any distance) at each stop. So keep your walk Lagos→Sao Paulo→Madrid→London→Khartoum (if route allows) and I'll follow via jumps: I take Sao Paulo in Sao Paulo, Madrid in Madrid, London in London, Khartoum in Khartoum. This turn I fly HCMC (own card) and treat red ×3 — bomb cleared today; from next turn I'm your shadow for the handoffs. Discard risk noted: I'll be near 7-8 after handoffs and will burn duplicates as flight fuel, not dead discards. [Model call alice-legacy-p0020](/games/game-04/turns/4-calls.md#d-alice-legacy-p0020) — unique payload candidate; not a proven invocation join ### #37 · alice · plan {#e37} > TEAM PLAN v3 — collectors: alice=blue+yellow, bob=black+red. DONE: Atlanta+Tokyo red/blue bombs cleared, Kinshasa cleared + station built, airlift+grant spent, outbreaks 1/8. THIS TURN: alice flies HCMC (own card), treats red ×3 → cleared. HANDOFF MECHANIC: bob (QS) shares only in card's own city; ALICE FOLLOWS bob's walk via dispatcherJump (1 action/stop) and takes Sao Paulo→Madrid→London→Khartoum as he passes through each. Route: bob Lagos→Sao Paulo→Madrid→London→Khartoum→Karachi region (his black collection: Karachi(2)+Cairo; alice holds Chennai+Istanbul for him, handoff in those cities later). After handoffs alice holds 3 blue (Milan/Madrid/London) + 3 yellow (Lima/SaoPaulo/Khartoum) → collect 2 more of each from draws → cure at Kinshasa or Atlanta station. Red: bob collects (Sydney+Beijing; alice keeps Taipei; 8 red in deck). Fire ownership: SA yellows=bob, Asia reds (HK/Bangkok/Manila/Jakarta @1)=alice when passing, black=bob. Events: play free. [Model call alice-legacy-p0020](/games/game-04/turns/4-calls.md#d-alice-legacy-p0020) — unique payload candidate; not a proven invocation join ### #38 · alice · cmd {#e38} ```json { "tag": "directFlight", "to": "Ho Chi Minh City" } ``` Board before: state `34` in [states.jsonl](/games/game-04/states.jsonl) · after: state `38` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0020](/games/game-04/turns/4-calls.md#d-alice-legacy-p0020) — unique payload candidate; not a proven invocation join ### #39 · alice · cmd {#e39} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `38` in [states.jsonl](/games/game-04/states.jsonl) · after: state `39` in [states.jsonl](/games/game-04/states.jsonl) ### #40 · alice · cmd {#e40} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `39` in [states.jsonl](/games/game-04/states.jsonl) · after: state `40` in [states.jsonl](/games/game-04/states.jsonl) ### #41 · bob · msg {#e41} > Good correction — and to make your jump-following efficient, do my route in this order: turn 1: Lagos→Sao Paulo (you jump, take Sao Paulo) →Lagos→Khartoum (you jump, take Khartoum). Turn 2: Khartoum→Cairo→Algiers→Madrid (take Madrid) →London (take London). That way you never wait and I never backtrack. Meanwhile I'll pick up Karachi(2 black) on the way back south if it's still standing. [Model call bob-legacy-p0018](/games/game-04/turns/4-calls.md#d-bob-legacy-p0018) — unique payload candidate; not a proven invocation join ### #42 · alice · cmd {#e42} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `40` in [states.jsonl](/games/game-04/states.jsonl) · after: state `42` 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/4-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0020](/games/game-04/turns/4-calls.md#d-alice-legacy-p0020) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#36](/games/game-04/turns/4.md#e36) (unique payload candidate; not a proven invocation join), [#37](/games/game-04/turns/4.md#e37) (unique payload candidate; not a proven invocation join), [#38](/games/game-04/turns/4.md#e38) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0017](/games/game-04/turns/4-calls.md#d-bob-legacy-p0017) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#35](/games/game-04/turns/4.md#e35) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0018](/games/game-04/turns/4-calls.md#d-bob-legacy-p0018) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#41](/games/game-04/turns/4.md#e41) (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-p0021](/games/game-04/turns/4-calls.md#d-alice-legacy-p0021) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0022](/games/game-04/turns/4-calls.md#d-alice-legacy-p0022) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0023](/games/game-04/turns/4-calls.md#d-alice-legacy-p0023) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0024](/games/game-04/turns/4-calls.md#d-alice-legacy-p0024) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0025](/games/game-04/turns/4-calls.md#d-alice-legacy-p0025) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0026](/games/game-04/turns/4-calls.md#d-alice-legacy-p0026) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0027](/games/game-04/turns/4-calls.md#d-alice-legacy-p0027) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0028](/games/game-04/turns/4-calls.md#d-alice-legacy-p0028) · alice · 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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