# Turn 1 · bob 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-01/turns/0.md) · [Next turn](/games/game-01/turns/2.md) · [All turns](/games/game-01/turns/index.md) · [Interactive board](/games/game-01/replay.html#event-10) · [Game](/games/game-01/summary.md) Board before the first command: state `9` in [states.jsonl](/games/game-01/states.jsonl). After the last command: state `16` in [states.jsonl](/games/game-01/states.jsonl). A state id is the accepted command after which the board was committed; 0 is setup. ## Accepted events ### #10 · alice · msg {#e10} > Two changes your march should know about: (1) RED BREAKTHROUGH — my draws gave me Manila(+Miami yellow): I now hold HK/Sydney/Shanghai/Manila = 4/5 RED. The very next red card drawn by either of us lands the red cure. If you flip one (e.g. Jakarta/Beijing/Tokyo), DON'T burn it as fuel — announce it and we'll build the shortest same-city rendezvous, station-to-station. (2) YOUR MARCH MATH: Washington→NY→Madrid→Algiers→Istanbul is FIVE drives and you have FOUR actions — recommend you spend all 4 and END IN ALGIERS. On my next turn I'll dispatcherMove you Algiers→Istanbul for free (they're adjacent), so your following turn OPENS ON ISTANBUL with all 4 actions to grind black there. Confirmed otherwise: Sydney 2 done, Jakarta next on me. [Model call alice-legacy-p0007](/games/game-01/turns/1-calls.md#d-alice-legacy-p0007) — unique payload candidate; not a proven invocation join ### #11 · bob · msg {#e11} > Previews locked it: marching DC→NY→Madrid→ALGIERS tonight, all 4 drives. Your Algiers→Istanbul jump next round accepted — but priority order for YOUR turn stays red-first: Sydney→1 and Jakarta→1 outrank the jump; jump me only if you have ≥1 spare action (if I somehow end elsewhere you can even burn 2 jump-actions, but red always wins ties). NEW STANDING LAW — cure-set cards NEVER burn, not as flight fuel, not as station-build payments: your HK/Sydney/Shanghai/Manila are the whole red set; my Chennai/Tehran/Lima/Lagos likewise; and Bogota+Miami are IRREPLACEABLE (one copy exists each) — losing either permanently kills the yellow cure, they're locked until our rendezvous share. If a Government Grant surfaces, we plant its FREE station in the Istanbul/Algiers corridor — instant cure hub for my black grind. See you jumping me onto Istanbul. [Model call bob-legacy-p0004](/games/game-01/turns/1-calls.md#d-bob-legacy-p0004) — unique payload candidate; not a proven invocation join ### #12 · bob · plan {#e12} > SPLIT v2 (supersedes prior pin): FIRE OWNERSHIP — Alice owns RED front: finish Sydney 2→1 then walk+finish Jakarta (red cleanup ALWAYS outranks bob-service); she is red collector, hand HK/Sydney/Shanghai/Manila LOCKED (4/5 red). Bob owns BLACK: tonight end at ALGIERS; next round Alice optionally dispatcherMoves him Algiers→Istanbul IF she has a spare action after red work; his following turn: treat Istanbul 3→0, walk onto Moscow, clear Moscow the turn after. REDISPATCH HOUSE RULE: cure-set cards NEVER burn (no fuel/flights/station-payments) — Alice's 4 reds; Bob's Chennai/Tehran/Lima/Lagos; CRITICALLY Bogota+Miami (single copies: burning one = permanent loss of the YELLOW cure; 4 total yellows needed = Bob's Lima/Lagos + these two). ROUTES: bob collects ALL yellow; transfer is meet-IN-Miami-or-Bogota share when Bob passes through / Alice returns westward — never detour past a live 3-cube city for it. Alice hands Bob Miami if meeting in Miami else Bogota likewise. EVENTS: a surfaced Government Grant goes FREE-STATION into Istanbul/Algiers–Cairo corridor; Air lifts/One Quiet Night saved for epidemic-chain emergencies near Moscow/Istanbul/Sydney belt. [Model call bob-legacy-p0004](/games/game-01/turns/1-calls.md#d-bob-legacy-p0004) — unique payload candidate; not a proven invocation join ### #13 · bob · cmd {#e13} ```json { "tag": "driveFerry", "to": "Washington" } ``` Board before: state `9` in [states.jsonl](/games/game-01/states.jsonl) · after: state `13` in [states.jsonl](/games/game-01/states.jsonl) ### #14 · bob · cmd {#e14} ```json { "tag": "driveFerry", "to": "New York" } ``` Board before: state `13` in [states.jsonl](/games/game-01/states.jsonl) · after: state `14` in [states.jsonl](/games/game-01/states.jsonl) ### #15 · bob · cmd {#e15} ```json { "tag": "driveFerry", "to": "Madrid" } ``` Board before: state `14` in [states.jsonl](/games/game-01/states.jsonl) · after: state `15` in [states.jsonl](/games/game-01/states.jsonl) ### #16 · bob · cmd {#e16} ```json { "tag": "driveFerry", "to": "Algiers" } ``` Board before: state `15` in [states.jsonl](/games/game-01/states.jsonl) · after: state `16` in [states.jsonl](/games/game-01/states.jsonl) [Model call bob-legacy-p0007](/games/game-01/turns/1-calls.md#d-bob-legacy-p0007) — unique payload candidate; not a proven invocation join ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-01/turns/1-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0007](/games/game-01/turns/1-calls.md#d-alice-legacy-p0007) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#10](/games/game-01/turns/1.md#e10) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0004](/games/game-01/turns/1-calls.md#d-bob-legacy-p0004) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#11](/games/game-01/turns/1.md#e11) (unique payload candidate; not a proven invocation join), [#12](/games/game-01/turns/1.md#e12) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0007](/games/game-01/turns/1-calls.md#d-bob-legacy-p0007) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#16](/games/game-01/turns/1.md#e16) (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-p0008](/games/game-01/turns/1-calls.md#d-alice-legacy-p0008) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0009](/games/game-01/turns/1-calls.md#d-alice-legacy-p0009) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0005](/games/game-01/turns/1-calls.md#d-bob-legacy-p0005) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0006](/games/game-01/turns/1-calls.md#d-bob-legacy-p0006) · 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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