# Turn 2 · 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/1.md) · [Next turn](/games/game-10/turns/3.md) · [All turns](/games/game-10/turns/index.md) · [Interactive board](/games/game-10/replay.html#event-16) · [Game](/games/game-10/summary.md) Board before the first command: state `15` in [states.jsonl](/games/game-10/states.jsonl). After the last command: state `23` 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 ### #16 · bob · msg {#e16} > I'm in London, drew Cairo(black) + Johannesburg(yellow) — I now collect blue AND yellow. Alice: hold position in Cairo for my next two turns if you can — I'll drive Paris→Algiers(shuttle)→Cairo and hand you Cairo there (meet-in-Cairo share), which puts you 2 black cards strong and 1 move from the Algiers station. Johannesburg yellow I keep as my first yellow cure card (I'm also positioned to treat London down further). After the handoff I'll head for the Khartoum–Johannesburg yellow cluster from the south. [Model call bob-legacy-p0008](/games/game-10/turns/2-calls.md#d-bob-legacy-p0008) — unique payload candidate; not a proven invocation join ### #17 · bob · plan {#e17} > Bob collects BLUE+YELLOW (holds Atlanta, New York blue; Johannesburg yellow); alice collects BLACK+RED. Next: bob drives Paris→Algiers→Cairo to shareGive Cairo(black) to alice (she waits in Cairo ~2 turns), then bob goes south to clear the Khartoum–Johannesburg yellow cluster (Khartoum 3⚠, Johannesburg 2, Kinshasa 1). Alice: after handoff, black cure push at Algiers station (2/5, needs 2 more black) and red via Shanghai/HCMC handoff from bob when convenient. London blue at 2 — bob treats opportunistically when passing. [Model call bob-legacy-p0008](/games/game-10/turns/2-calls.md#d-bob-legacy-p0008) — unique payload candidate; not a proven invocation join ### #18 · alice · msg {#e18} > Taking the full Khartoum defuse this turn: drive there and treat all 3 yellow (yellow isn't cured so it's 3 actions). I'll end in Khartoum, then next turn drive Algiers and shuttle back to Cairo — I'll be waiting for your Cairo(black) handoff on schedule. Johannesburg yellow stays yours. [Model call alice-legacy-p0009](/games/game-10/turns/2-calls.md#d-alice-legacy-p0009) — unique payload candidate; not a proven invocation join ### #19 · alice · cmd {#e19} ```json { "tag": "driveFerry", "to": "Khartoum" } ``` Board before: state `15` in [states.jsonl](/games/game-10/states.jsonl) · after: state `19` in [states.jsonl](/games/game-10/states.jsonl) ### #20 · alice · cmd {#e20} ```json { "tag": "treatDisease", "color": "yellow" } ``` Board before: state `19` in [states.jsonl](/games/game-10/states.jsonl) · after: state `20` in [states.jsonl](/games/game-10/states.jsonl) ### #21 · bob · msg {#e21} > Great — Khartoum 3-yellow is the top fire. After your Cairo handoff, consider staying near the south: Johannesburg(2) + Kinshasa(1) still need yellow pulls and you'd be 2 moves away vs my 5. I'm flexible — I'll own the cluster if you're pushing black cure at Algiers. Say which when the handoff lands. [Model call bob-legacy-p0009](/games/game-10/turns/2-calls.md#d-bob-legacy-p0009) — unique payload candidate; not a proven invocation join ### #22 · alice · cmd {#e22} ```json { "tag": "treatDisease", "color": "yellow" } ``` Board before: state `20` in [states.jsonl](/games/game-10/states.jsonl) · after: state `22` in [states.jsonl](/games/game-10/states.jsonl) ### #23 · alice · cmd {#e23} ```json { "tag": "driveFerry", "to": "Cairo" } ``` Board before: state `22` in [states.jsonl](/games/game-10/states.jsonl) · after: state `23` in [states.jsonl](/games/game-10/states.jsonl) ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-10/turns/2-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0009](/games/game-10/turns/2-calls.md#d-alice-legacy-p0009) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#18](/games/game-10/turns/2.md#e18) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0008](/games/game-10/turns/2-calls.md#d-bob-legacy-p0008) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#16](/games/game-10/turns/2.md#e16) (unique payload candidate; not a proven invocation join), [#17](/games/game-10/turns/2.md#e17) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0009](/games/game-10/turns/2-calls.md#d-bob-legacy-p0009) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#21](/games/game-10/turns/2.md#e21) (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-p0010](/games/game-10/turns/2-calls.md#d-alice-legacy-p0010) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0011](/games/game-10/turns/2-calls.md#d-alice-legacy-p0011) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0012](/games/game-10/turns/2-calls.md#d-alice-legacy-p0012) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0013](/games/game-10/turns/2-calls.md#d-alice-legacy-p0013) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0010](/games/game-10/turns/2-calls.md#d-bob-legacy-p0010) · 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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