# 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-10/turns/3.md) · [Next turn](/games/game-10/turns/5.md) · [All turns](/games/game-10/turns/index.md) · [Interactive board](/games/game-10/replay.html#event-31) · [Game](/games/game-10/summary.md) Board before the first command: state `30` in [states.jsonl](/games/game-10/states.jsonl). After the last command: state `40` 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 ### #31 · bob · msg {#e31} > Shed Shanghai(red) as agreed — I'll give you Cairo(black) first thing on my turn (we're both in Cairo). Then I head south: Khartoum→Johannesburg to clear the yellow cluster while you push black cure at Algiers. Good luck this turn. [Model call bob-legacy-p0017](/games/game-10/turns/4-calls.md#d-bob-legacy-p0017) — unique payload candidate; not a proven invocation join ### #32 · alice · cmd {#e32} ```json { "tag": "shareTake", "from": "bob", "card": "Cairo" } ``` Board before: state `30` in [states.jsonl](/games/game-10/states.jsonl) · after: state `32` in [states.jsonl](/games/game-10/states.jsonl) [Model call alice-legacy-p0017](/games/game-10/turns/4-calls.md#d-alice-legacy-p0017) — unique payload candidate; not a proven invocation join ### #33 · alice · cmd {#e33} ```json { "tag": "discard", "card": { "kind": "city", "city": "Essen" } } ``` Board before: state `32` in [states.jsonl](/games/game-10/states.jsonl) · after: state `33` in [states.jsonl](/games/game-10/states.jsonl) [Model call alice-legacy-p0018](/games/game-10/turns/4-calls.md#d-alice-legacy-p0018) — unique payload candidate; not a proven invocation join ### #34 · bob · msg {#e34} > Handoff complete — Alice has 3 black cards and is positioned for the Algiers station cure push; I hold blue×3 + Johannesburg yellow. Nothing to add while she acts. ### #35 · alice · cmd {#e35} ```json { "tag": "driveFerry", "to": "Algiers" } ``` Board before: state `33` in [states.jsonl](/games/game-10/states.jsonl) · after: state `35` in [states.jsonl](/games/game-10/states.jsonl) ### #36 · alice · cmd {#e36} ```json { "tag": "treatDisease", "color": "black" } ``` Board before: state `35` in [states.jsonl](/games/game-10/states.jsonl) · after: state `36` in [states.jsonl](/games/game-10/states.jsonl) ### #37 · alice · cmd {#e37} ```json { "tag": "driveFerry", "to": "Madrid" } ``` Board before: state `36` in [states.jsonl](/games/game-10/states.jsonl) · after: state `37` in [states.jsonl](/games/game-10/states.jsonl) ### #38 · bob · msg {#e38} > You're 4/5 black and at Madrid — strong. Suggestion: instead of burning London(blue)/Milan(blue) as discards, come to LONDON (1 move) and hand me London(blue) — I'd be 4/5 blue and 2 moves from the Algiers station; you keep Milan(blue) to hand off later or burn as fuel. Then shuttle back to Algiers for the black cure when your 5th black lands. Just flag which 2 cards you're shedding. [Model call bob-legacy-p0020](/games/game-10/turns/4-calls.md#d-bob-legacy-p0020) — unique payload candidate; not a proven invocation join ### #39 · alice · cmd {#e39} ```json { "tag": "discard", "card": { "kind": "city", "city": "Milan" } } ``` Board before: state `37` in [states.jsonl](/games/game-10/states.jsonl) · after: state `39` in [states.jsonl](/games/game-10/states.jsonl) [Model call alice-legacy-p0024](/games/game-10/turns/4-calls.md#d-alice-legacy-p0024) — unique payload candidate; not a proven invocation join ### #40 · alice · cmd {#e40} ```json { "tag": "discard", "card": { "kind": "city", "city": "Sydney" } } ``` Board before: state `39` in [states.jsonl](/games/game-10/states.jsonl) · after: state `40` in [states.jsonl](/games/game-10/states.jsonl) [Model call alice-legacy-p0025](/games/game-10/turns/4-calls.md#d-alice-legacy-p0025) — 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/4-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0017](/games/game-10/turns/4-calls.md#d-alice-legacy-p0017) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#32](/games/game-10/turns/4.md#e32) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0018](/games/game-10/turns/4-calls.md#d-alice-legacy-p0018) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#33](/games/game-10/turns/4.md#e33) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0024](/games/game-10/turns/4-calls.md#d-alice-legacy-p0024) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#39](/games/game-10/turns/4.md#e39) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0025](/games/game-10/turns/4-calls.md#d-alice-legacy-p0025) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#40](/games/game-10/turns/4.md#e40) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0017](/games/game-10/turns/4-calls.md#d-bob-legacy-p0017) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#31](/games/game-10/turns/4.md#e31) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0020](/games/game-10/turns/4-calls.md#d-bob-legacy-p0020) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#38](/games/game-10/turns/4.md#e38) (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-p0019](/games/game-10/turns/4-calls.md#d-alice-legacy-p0019) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0020](/games/game-10/turns/4-calls.md#d-alice-legacy-p0020) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0021](/games/game-10/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-10/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-10/turns/4-calls.md#d-alice-legacy-p0023) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0018](/games/game-10/turns/4-calls.md#d-bob-legacy-p0018) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0019](/games/game-10/turns/4-calls.md#d-bob-legacy-p0019) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0021](/games/game-10/turns/4-calls.md#d-bob-legacy-p0021) · 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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