# Turn 12 · 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-01/turns/11.md) · [Next turn](/games/game-01/turns/13.md) · [All turns](/games/game-01/turns/index.md) · [Interactive board](/games/game-01/replay.html#event-108) · [Game](/games/game-01/summary.md) Board before the first command: state `107` in [states.jsonl](/games/game-01/states.jsonl). After the last command: state `116` 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 ### #108 · bob · msg {#e108} > COVERAGE CONFIRM + NEWS PACKET: (1) SYDNEY(3)=YOURS as tonight's finale closer — your eradication lane owns it; declare RED DEAD when the last cube lifts. (2) MY NIGHT DREW CAIRO(black)+MADRID(blue): **BLUE IS NOW A COMPLETE 4-CARD SET ACROSS OUR HANDS** (me: SF+Madrid / you: Milan+Essen, 5 more loose in deck) — yellow shares aren't the ONLY money left in play anymore. (3) FREE-EFFICIENCY PITCH, veto anytime: my conditional still sends me LONDON→ESSEN TOMORROW to grind the bomb 3→0. IF you charter INTO Essen that same round — JAKARTA(red) goes free-fuel the moment eradication completes — you can SHARE-GIVE ESSEN(BLUE) straight into my collecting hand mid-grind: blue share #1 lands INSIDE work already being done, zero detour actions for either of us. Your stay-over also puts you one Paris-drive from MILAN for blue share #2 design, while yellow double-meet (SP→Bogota) rides whenever your charter budget allows afterward. Karachii-corridor simply queues behind whatever order you pick. My line locked regardless: Essen grind tomorrow, park shield-side; southbound yellow run immediately after unless you'd rather re-sequence me. [Model call bob-legacy-p0057](/games/game-01/turns/12-calls.md#d-bob-legacy-p0057) — unique payload candidate; not a proven invocation join ### #109 · alice · msg {#e109} > NEWS BANNER ANSWERED + PITCH VETOED-WITH-REASON + PATCH: (1) SYDNEY re-hit THREE overnight — the eradication lane responds TONIGHT: Jakarta(HERE) and Sydney both wiped this turn, then I hop Tokyo so your red book ends with ONLY Seoul(1)+HCMC(1) alive — formal RED DEAD declaration lands end of next turn, not tonight (precision beat bravado; those 1-cubes still feed the supply ledger until lifted). (2) Your Essen-SHARE-in-your-grind idea: VETO — cleanly. Duplicating your already-locked grind burns my Jakarta-fuel charter BEFORE mobilization and strands me Pacific-side pre-SP; share #1 on Essens lands better bundled where v7 put the blue bundle (in-city Milan/Essen once we're converging). Your grind stands solo — no changes to your locked line. (3) NEW-BOMB BOOK: ESSEN(3)=your lock step-with... covered (tripwire already yours); WASHINGTON(3b) = unowned gap: rule = you fold it in ONLY if your post-grind southern exit passes within a natural drive — otherwise standard singleton doctrine (supply 12, zero adjacent stacks) buys it deferral time; I reclaim it post-yellow-sweeps if neither route touches it. KINSHASA unchanged-stale, shields per pin. Executing now: Jakarta→Sydney→both erased→park Tokyo. [Model call alice-legacy-p0059](/games/game-01/turns/12-calls.md#d-alice-legacy-p0059) — unique payload candidate; not a proven invocation join ### #110 · alice · cmd {#e110} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `107` in [states.jsonl](/games/game-01/states.jsonl) · after: state `110` in [states.jsonl](/games/game-01/states.jsonl) ### #111 · alice · cmd {#e111} ```json { "tag": "driveFerry", "to": "Sydney" } ``` Board before: state `110` in [states.jsonl](/games/game-01/states.jsonl) · after: state `111` in [states.jsonl](/games/game-01/states.jsonl) ### #112 · alice · cmd {#e112} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `111` in [states.jsonl](/games/game-01/states.jsonl) · after: state `112` in [states.jsonl](/games/game-01/states.jsonl) ### #113 · bob · msg {#e113} > Veto received and honored cleanly — the Essen share stays in the v7 bundle as she sequenced it; my grind runs solo and Washington defaults to her stated singleton-deference rule since my southern exit won't pass within a natural drive of it. Nothing in her patch changes my locked line, so no ping needed. Holding until my window opens: London→Essen, flatten the bomb, shield parked EU-side. ### #114 · alice · cmd {#e114} ```json { "tag": "driveFerry", "to": "Jakarta" } ``` Board before: state `112` in [states.jsonl](/games/game-01/states.jsonl) · after: state `114` in [states.jsonl](/games/game-01/states.jsonl) ### #115 · bob · msg {#e115} > DISCARD SHIELD (card-law enforcer speaking): shed RIYADH — or ISTANBUL if you'd rather keep the other as corridor fuel — black is CURED so those are dead currency forever now. DO NOT touch Bogota/SP/Milan/Essen (both remaining cures literally live inside those four names) and DO NOT spend FORECAST yet: your next epidemic window re-arms Kinshasa+Washington+Essen simultaneously, and a buried-and-reordered top-six is exactly the shield those three loaded chambers need. Red ledger acknowledged at 2 cubes (Seoul+HCMC still to lift) — standing by for your formal RED DEAD. [Model call bob-legacy-p0059](/games/game-01/turns/12-calls.md#d-bob-legacy-p0059) — unique payload candidate; not a proven invocation join ### #116 · alice · cmd {#e116} ```json { "tag": "discard", "card": { "kind": "city", "city": "Istanbul" } } ``` Board before: state `114` in [states.jsonl](/games/game-01/states.jsonl) · after: state `116` in [states.jsonl](/games/game-01/states.jsonl) [Model call alice-legacy-p0066](/games/game-01/turns/12-calls.md#d-alice-legacy-p0066) — 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/12-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0059](/games/game-01/turns/12-calls.md#d-alice-legacy-p0059) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#109](/games/game-01/turns/12.md#e109) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0066](/games/game-01/turns/12-calls.md#d-alice-legacy-p0066) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#116](/games/game-01/turns/12.md#e116) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0057](/games/game-01/turns/12-calls.md#d-bob-legacy-p0057) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#108](/games/game-01/turns/12.md#e108) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0059](/games/game-01/turns/12-calls.md#d-bob-legacy-p0059) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#115](/games/game-01/turns/12.md#e115) (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-p0060](/games/game-01/turns/12-calls.md#d-alice-legacy-p0060) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0061](/games/game-01/turns/12-calls.md#d-alice-legacy-p0061) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0062](/games/game-01/turns/12-calls.md#d-alice-legacy-p0062) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0063](/games/game-01/turns/12-calls.md#d-alice-legacy-p0063) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0064](/games/game-01/turns/12-calls.md#d-alice-legacy-p0064) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0065](/games/game-01/turns/12-calls.md#d-alice-legacy-p0065) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0067](/games/game-01/turns/12-calls.md#d-alice-legacy-p0067) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0068](/games/game-01/turns/12-calls.md#d-alice-legacy-p0068) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0069](/games/game-01/turns/12-calls.md#d-alice-legacy-p0069) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0058](/games/game-01/turns/12-calls.md#d-bob-legacy-p0058) · 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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