Carl plans a cooperative card battle in which Donut flees, transferring the Royal Court's key to Imani.
Donut asks what the group will do if no second key can be secured for Imani. Because direct transfer and dropping are prohibited, Carl proposes initiating a formal battle between their squads.
Donut would play Flee as the keyholder, automatically moving the Royal Court key to Imani while teleporting away. Carl and Donut would then rely on Mysterious Bone Key to open a door at the cost of Carl's jacket and one bone.
The plan remains a contingency because Quan, Sister Ines, and the other keyless squads may change who holds the Cuban keys first.
Two allied card decks facing one another as a Flee card transfers a gold key, with a bone key held in reserve.
The plan preserves Imani without requiring murder by exploiting the final phase's own compulsory battle logic.