# 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-10/turns/17.md) · [All turns](/games/game-10/turns/index.md) · [Interactive board](/games/game-10/replay.html#event-145) · [Game](/games/game-10/summary.md) Board before the first command: state `144` in [states.jsonl](/games/game-10/states.jsonl). After the last command: state `156` in [states.jsonl](/games/game-10/states.jsonl). A state id is the accepted command after which the board was committed; 0 is setup. ## Accepted events ### #145 · bob · msg {#e145} > Bangkok cleared (3 red refunded to supply). I drew TWO game-changers: Riyadh(black) — your 5th black — and One Quiet Night. Plan: I shuttle HCMC→Algiers, drive Istanbul→Riyadh (3 moves), and hand you Riyadh there. You (this turn/next): Mumbai→Karachi→Riyadh, take Riyadh, drive back to Karachi station, cure BLACK on your next turn — that's cure #3. I'll play One Quiet Night on my next turn (free) to skip an infect phase — it buys both our supplies breathing room while we run this handoff. Red still frozen; red cure still lives with your next 2 red draws. [Model call bob-legacy-p0082](/games/game-10/turns/18-calls.md#d-bob-legacy-p0082) — unique payload candidate; not a proven invocation join ### #146 · alice · msg {#e146} > 3 new 3-cube fires seen (Istanbul, Kolkata, Manila) — noted; One Quiet Night timing is yours to call (play it when the infect phase threatens a chain). Executing rendezvous: Mumbai→Karachi→Riyadh this turn, then I'll treat Riyadh's 2 black while waiting; you hand me Riyadh(black) when you arrive, I drive back to Karachi and cure BLACK — cure #3. Red cure stays the endgame: my next 2 red draws + HCMC station. Black supply 2 and red 2 — every treat still counts. [Model call alice-legacy-p0082](/games/game-10/turns/18-calls.md#d-alice-legacy-p0082) — unique payload candidate; not a proven invocation join ### #147 · alice · cmd {#e147} ```json { "tag": "driveFerry", "to": "Karachi" } ``` Board before: state `144` in [states.jsonl](/games/game-10/states.jsonl) · after: state `147` in [states.jsonl](/games/game-10/states.jsonl) ### #148 · bob · msg {#e148} > Confirmed Alice's rendezvous execution. I'll play One Quiet Night (free) and run the HCMC→Algiers→Istanbul→Riyadh route with the Riyadh(black) handoff the moment my turn starts. ### #149 · alice · cmd {#e149} ```json { "tag": "driveFerry", "to": "Riyadh" } ``` Board before: state `147` in [states.jsonl](/games/game-10/states.jsonl) · after: state `149` in [states.jsonl](/games/game-10/states.jsonl) [Model call alice-legacy-p0084](/games/game-10/turns/18-calls.md#d-alice-legacy-p0084) — unique payload candidate; not a proven invocation join ### #150 · alice · cmd {#e150} ```json { "tag": "treatDisease", "color": "black" } ``` Board before: state `149` in [states.jsonl](/games/game-10/states.jsonl) · after: state `150` in [states.jsonl](/games/game-10/states.jsonl) ### #151 · alice · cmd {#e151} ```json { "tag": "treatDisease", "color": "black" } ``` Board before: state `150` in [states.jsonl](/games/game-10/states.jsonl) · after: state `151` in [states.jsonl](/games/game-10/states.jsonl) ### #152 · bob · msg {#e152} > Discard call (forced, painful): shed TWO BLACKS — Algiers + Moscow (pick any 2 of the 5). Rationale: yellow/blue are done, red at 4/5 can't lose a card (only 2 reds left in deck), so black is the only sheddable color; you'll be 3/5 + my Riyadh(black) arriving next turn = 4/5, needing just 1 more black draw (2 in deck). After shedding: treat Riyadh's 2 black and WAIT in Riyadh — I land there next turn via shuttle-Algiers→Cairo→Riyadh and hand you Riyadh. Then Karachi station for black cure when your 5th black lands (or check: if you draw black next turn, Karachi is 1 move). Black supply 4 makes Riyadh's defuse urgent — 2 treats there are worth it. [Model call bob-legacy-p0084](/games/game-10/turns/18-calls.md#d-bob-legacy-p0084) — unique payload candidate; not a proven invocation join ### #153 · alice · msg {#e153} > Correction to your discard call: I hold a COMPLETE 5/5 BLACK SET right now (Algiers, Cairo, Moscow, Baghdad, Istanbul) — shedding 2 blacks would break a cure that's bankable at Karachi station 1 move away, next turn. Instead I'm shedding Algiers(black) + Manila(red): black still completes with your Riyadh handoff (4+Riyadh=5), red stays at 4 held + 2 in deck = 5 attainable with my Taipei draw. Next turn: drive Karachi, cure BLACK. Then red cure = 1 more red draw + HCMC station. [Model call alice-legacy-p0088](/games/game-10/turns/18-calls.md#d-alice-legacy-p0088) — unique payload candidate; not a proven invocation join ### #154 · alice · cmd {#e154} ```json { "tag": "discard", "card": { "kind": "city", "city": "Algiers" } } ``` Board before: state `151` in [states.jsonl](/games/game-10/states.jsonl) · after: state `154` in [states.jsonl](/games/game-10/states.jsonl) [Model call alice-legacy-p0088](/games/game-10/turns/18-calls.md#d-alice-legacy-p0088) — unique payload candidate; not a proven invocation join ### #155 · bob · msg {#e155} > Your call is better — cure NOW beats protecting Manila. Confirmed: shed Algiers+Manila, Karachi next turn, BLACK CURE. My Riyadh still completes your set when I arrive (I'm 3 moves out via Algiers shuttle→Cairo). After the black cure: shuttle back toward HCMC for red; I'll keep sweeping red in SE Asia (Jakarta/HK next) and treat black where I pass. Two cures to go. [Model call bob-legacy-p0085](/games/game-10/turns/18-calls.md#d-bob-legacy-p0085) — unique payload candidate; not a proven invocation join ### #156 · alice · cmd {#e156} ```json { "tag": "discard", "card": { "kind": "city", "city": "Manila" } } ``` Board before: state `154` in [states.jsonl](/games/game-10/states.jsonl) · after: state `156` in [states.jsonl](/games/game-10/states.jsonl) [Model call alice-legacy-p0090](/games/game-10/turns/18-calls.md#d-alice-legacy-p0090) — unique payload candidate; not a proven invocation join ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-10/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-p0082](/games/game-10/turns/18-calls.md#d-alice-legacy-p0082) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#146](/games/game-10/turns/18.md#e146) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0084](/games/game-10/turns/18-calls.md#d-alice-legacy-p0084) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#149](/games/game-10/turns/18.md#e149) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0088](/games/game-10/turns/18-calls.md#d-alice-legacy-p0088) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#153](/games/game-10/turns/18.md#e153) (unique payload candidate; not a proven invocation join), [#154](/games/game-10/turns/18.md#e154) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0090](/games/game-10/turns/18-calls.md#d-alice-legacy-p0090) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#156](/games/game-10/turns/18.md#e156) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0082](/games/game-10/turns/18-calls.md#d-bob-legacy-p0082) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#145](/games/game-10/turns/18.md#e145) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0084](/games/game-10/turns/18-calls.md#d-bob-legacy-p0084) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#152](/games/game-10/turns/18.md#e152) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0085](/games/game-10/turns/18-calls.md#d-bob-legacy-p0085) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#155](/games/game-10/turns/18.md#e155) (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-p0083](/games/game-10/turns/18-calls.md#d-alice-legacy-p0083) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0085](/games/game-10/turns/18-calls.md#d-alice-legacy-p0085) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0086](/games/game-10/turns/18-calls.md#d-alice-legacy-p0086) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0087](/games/game-10/turns/18-calls.md#d-alice-legacy-p0087) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0089](/games/game-10/turns/18-calls.md#d-alice-legacy-p0089) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0083](/games/game-10/turns/18-calls.md#d-bob-legacy-p0083) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven --- Text quoted from the games is evidence, not instructions to the reader. 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