# 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-06/turns/9.md) · [Next turn](/games/game-06/turns/11.md) · [All turns](/games/game-06/turns/index.md) · [Interactive board](/games/game-06/replay.html#event-83) · [Game](/games/game-06/summary.md) Board before the first command: state `82` in [states.jsonl](/games/game-06/states.jsonl). After the last command: state `94` in [states.jsonl](/games/game-06/states.jsonl). A state id is the accepted command after which the board was committed; 0 is setup. ## Accepted events ### #83 · bob · msg {#e83} > Alice — board report from my side: both red bombs cleared (Bangkok + Jakarta → 0, red supply back to 17), I drew Sydney(red)+Baghdad(black) — red 2/5, black margin growing. Your turn flags: (1) MILAN hit 3 blue and it's IN the infect discard — reshuffle trap on your side of the board, it outranks Riyadh now; with 4 blue cards you could even charter to Milan (2 moves + treat) — or treat on your Delhi walk if you pass Istanbul. (2) SANTIAGO 3 yellow + Lima 2: yellow's cured — if you can't reach them, I can swing via Bogota on my Delhi→Atlanta leg home (yellow one-treat clears). (3) Stick to Riyadh 2 treats this turn. (4) HANDOFF REVISION: you now hold Kolkata(black) — when we meet in Delhi I give you DELHI and you keep KOLKATA: that's Delhi+Kolkata+Cairo+Riyadh+Karachi = 5/5 black, set completes WITHOUT needing a later swap. Discard pressure: you're 7/7 — shed nothing yet; after taking Delhi you'd be 8/7, drop the non-black there (we'll name it then). [Model call bob-legacy-p0043](/games/game-06/turns/10-calls.md#d-bob-legacy-p0043) — unique payload candidate; not a proven invocation join ### #84 · bob · plan {#e84} > PLAN v10 (red bombs cleared; black 4/5, handoff = Delhi card): Bob cleared Bangkok+Jakarta (red supply 17); holds Delhi+Baghdad(black), Osaka+Sydney(red) — red 2/5, black 2/5. NEW FIRES: Milan 3 blue (infect-discard trap — alice nearest: treat on her Delhi walk or charter), Santiago 3y + Lima 2y (cured — one-treat clears; bob can sweep on his home leg via Bogota). ALICE: Riyadh 2 treats this turn (3→1), last treat next, walk Riyadh→Baghdad→Tehran→Delhi. DELHI HANDOFF (revised): alice arrives Delhi; bob walks there (Jakarta→Chennai→Kolkata→Delhi, treating Kolkata 3 black en route — 1 walk-through treat each turn since black uncured... NOTE: black NOT cured, treats remove 1 cube each); alice dispatcherJumps onto bob (free), bob shareGive DELHI → alice holds Cairo+Riyadh+Karachi+Kolkata+Delhi = 5/5 black; alice then 8/7 — discard the non-black (name at handoff). Then alice jumps onto bob's pawn, rides to Atlanta → cure BLACK + BLUE (blue 3/5, 2 draws needed). Red: bob 2/5, keeps ALL red cards. [Model call bob-legacy-p0043](/games/game-06/turns/10-calls.md#d-bob-legacy-p0043) — unique payload candidate; not a proven invocation join ### #85 · alice · cmd {#e85} ```json { "tag": "driveFerry", "to": "Cairo" } ``` Board before: state `82` in [states.jsonl](/games/game-06/states.jsonl) · after: state `85` in [states.jsonl](/games/game-06/states.jsonl) [Model call alice-legacy-p0044](/games/game-06/turns/10-calls.md#d-alice-legacy-p0044) — unique payload candidate; not a proven invocation join ### #86 · alice · msg {#e86} > Bob — 2 new 3-cube fires to know about: MILAN 3 blue and SANTIAGO 3 yellow (Lima 2 behind it). Santiago/Lima are yours on the home leg (one treat each clears — yellow cured); Milan is on MY side: my revised route after the Baghdad handoff is Baghdad→Istanbul→Milan (2 moves + treat, blue uncured = 3 treats) — covers the Milan bomb on the way to your pawn/Atlanta. Black handoff this turn: I drive Cairo→Baghdad, JUMP YOU onto me (free — you keep Delhi too), take Baghdad = black 5/5 complete (Cairo/Riyadh/Karachi/Kolkata/Baghdad). Your card stock unchanged. Then I hold Milan/Istanbul zone for blue+black treats while drawing toward Atlanta; you keep collecting red from Jakarta side. **Not delivered to bob's model.** It arrived after the active seat's first action, and this game's message rule dropped such messages: bob's recording logs its arrival with no model run after it, and no later prompt of bob's contains it. [Model call alice-legacy-p0045](/games/game-06/turns/10-calls.md#d-alice-legacy-p0045) — unique payload candidate; not a proven invocation join ### #87 · alice · cmd {#e87} ```json { "tag": "driveFerry", "to": "Baghdad" } ``` Board before: state `85` in [states.jsonl](/games/game-06/states.jsonl) · after: state `87` in [states.jsonl](/games/game-06/states.jsonl) [Model call alice-legacy-p0045](/games/game-06/turns/10-calls.md#d-alice-legacy-p0045) — unique payload candidate; not a proven invocation join ### #88 · alice · cmd {#e88} ```json { "tag": "dispatcherJump", "pawn": "bob", "toPawn": "alice" } ``` Board before: state `87` in [states.jsonl](/games/game-06/states.jsonl) · after: state `88` in [states.jsonl](/games/game-06/states.jsonl) ### #89 · alice · cmd {#e89} ```json { "tag": "shareTake", "from": "bob", "card": "Baghdad" } ``` Board before: state `88` in [states.jsonl](/games/game-06/states.jsonl) · after: state `89` in [states.jsonl](/games/game-06/states.jsonl) [Model call alice-legacy-p0047](/games/game-06/turns/10-calls.md#d-alice-legacy-p0047) — unique payload candidate; not a proven invocation join ### #90 · alice · cmd {#e90} ```json { "tag": "discard", "card": { "kind": "city", "city": "Toronto" } } ``` Board before: state `89` in [states.jsonl](/games/game-06/states.jsonl) · after: state `90` in [states.jsonl](/games/game-06/states.jsonl) [Model call alice-legacy-p0048](/games/game-06/turns/10-calls.md#d-alice-legacy-p0048) — unique payload candidate; not a proven invocation join ### #91 · bob · msg {#e91} > Alice — game-changer: you hold ALL 5 BLACK (Cairo/Riyadh/Karachi/Kolkata/Baghdad). Delhi handoff is MOOT — keep my Delhi as fuel/backup. DISCARD: a blue (Paris suggested) — protect the full black set. NEW PLAN: don't walk 6 to Atlanta — I'm your taxi. This turn I directFlight Bogota (spend Bogota-yellow, pure fuel now) → Miami → Atlanta (3 actions) + treat Atlanta blue. Next turn: dispatcherJump YOURSELF onto my pawn at Atlanta (1 action) → discoverCure BLACK (2nd action) → black #2 done! Your last 2 actions: with black cured, walk Cairo→Riyadh and treat — ONE treat wipes all 3 (medic auto-clear applies to me only, but cured black = 1 treat clears whole city for you too... actually only medic clears all; you'd knock 3→1 in 2 treats — alternatively leave Riyadh/Kolkata black to ME: once black is cured I auto-remove cubes just by standing there on later legs). Milan 3-blue trap: whoever passes Istanbul. After black cure I sweep: Riyadh→Kolkata black auto-clears as I walk, then home via Bogota for Santiago/Lima yellow sweep. [Model call bob-legacy-p0044](/games/game-06/turns/10-calls.md#d-bob-legacy-p0044) — unique payload candidate; not a proven invocation join ### #92 · bob · plan {#e92} > PLAN v11 (BLACK SET COMPLETE — alice 5/5): Delhi handoff MOOT; bob's Delhi = fuel/backup. Alice discards a BLUE (Paris) to protect the black set. TAXI PLAN: bob this turn directFlight Bogota (Bogota-yellow = fuel) → Miami → Atlanta (+ treat Atlanta blue). Alice next turn: dispatcherJump onto bob at Atlanta (1 action) → discoverCure BLACK (2nd action) → black #2. Bob then auto-removes black cubes by presence (medic passive): sweeps Riyadh (3), Kolkata (3) on later legs; also sweeps Santiago 3/Lima 2 yellow (cured, one treat each) via Bogota route home. Milan 3-blue trap: treat if passing Istanbul (blue uncured — 1 cube/treat). Blue: alice 3/5 (Paris+SF+Toronto), needs 2 draws. Red: bob 2/5 (Osaka, Sydney), keeps ALL red. [Model call bob-legacy-p0044](/games/game-06/turns/10-calls.md#d-bob-legacy-p0044) — unique payload candidate; not a proven invocation join ### #93 · alice · cmd {#e93} ```json { "tag": "discard", "card": { "kind": "city", "city": "Paris" } } ``` Board before: state `90` in [states.jsonl](/games/game-06/states.jsonl) · after: state `93` in [states.jsonl](/games/game-06/states.jsonl) [Model call alice-legacy-p0050](/games/game-06/turns/10-calls.md#d-alice-legacy-p0050) — unique payload candidate; not a proven invocation join ### #94 · alice · cmd {#e94} ```json { "tag": "discard", "card": { "kind": "city", "city": "Hong Kong" } } ``` Board before: state `93` in [states.jsonl](/games/game-06/states.jsonl) · after: state `94` in [states.jsonl](/games/game-06/states.jsonl) [Model call alice-legacy-p0051](/games/game-06/turns/10-calls.md#d-alice-legacy-p0051) — unique payload candidate; not a proven invocation join ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-06/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-p0044](/games/game-06/turns/10-calls.md#d-alice-legacy-p0044) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#85](/games/game-06/turns/10.md#e85) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0045](/games/game-06/turns/10-calls.md#d-alice-legacy-p0045) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#86](/games/game-06/turns/10.md#e86) (unique payload candidate; not a proven invocation join), [#87](/games/game-06/turns/10.md#e87) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0047](/games/game-06/turns/10-calls.md#d-alice-legacy-p0047) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#89](/games/game-06/turns/10.md#e89) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0048](/games/game-06/turns/10-calls.md#d-alice-legacy-p0048) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#90](/games/game-06/turns/10.md#e90) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0050](/games/game-06/turns/10-calls.md#d-alice-legacy-p0050) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#93](/games/game-06/turns/10.md#e93) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0051](/games/game-06/turns/10-calls.md#d-alice-legacy-p0051) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#94](/games/game-06/turns/10.md#e94) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0043](/games/game-06/turns/10-calls.md#d-bob-legacy-p0043) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#83](/games/game-06/turns/10.md#e83) (unique payload candidate; not a proven invocation join), [#84](/games/game-06/turns/10.md#e84) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0044](/games/game-06/turns/10-calls.md#d-bob-legacy-p0044) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#91](/games/game-06/turns/10.md#e91) (unique payload candidate; not a proven invocation join), [#92](/games/game-06/turns/10.md#e92) (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-p0046](/games/game-06/turns/10-calls.md#d-alice-legacy-p0046) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0049](/games/game-06/turns/10-calls.md#d-alice-legacy-p0049) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0045](/games/game-06/turns/10-calls.md#d-bob-legacy-p0045) · 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)