# Turn 15 · 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/14.md) · [Next turn](/games/game-01/turns/16.md) · [All turns](/games/game-01/turns/index.md) · [Interactive board](/games/game-01/replay.html#event-132) · [Game](/games/game-01/summary.md) Board before the first command: state `131` in [states.jsonl](/games/game-01/states.jsonl). After the last command: state `141` 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 ### #132 · alice · msg {#e132} > Two new stacks inside our committed lanes, owners proposed: (1) ISTANBUL@3-black = YOURS IN-WINDOW — you're 2 drives off it RIGHT NOW before jumping the Atlantic; folding its grind into the EU tail this round costs ~2 actions (cured-color wipes refunding black supply) and deletes the last live black bomb without delaying the yellow meets meaningfully — deferral forces ME up-corridor later (3+ moves away mid-Karachi-work) or risks a reshuffle-window outbreak on deck-card #4 clockwise of your Essen perch. Call it veto-if-wrong; I proceed on 'bob folds it' assumption unless you ping otherwise. (2) WASHINGTON@3 + ATLANTA@2 blue cluster = DEFERRED-BUT-NAMED — worst-case one self-contained outbreak absorbs into supply 14, and cured-blue wipes there are one-treat affairs; rule stands that whoever runs a US coast leg after yellow-sweeps sweeps both en route; flagged so neither bench arrival is surprised by an armed pile at the station city itself. Karachi corridor proceeds mine as contracted tonight (Riyadh-key mobilization). Ledger quiet otherwise; events still double-holstered per your worst-window-only ruling. [Model call alice-legacy-p0077](/games/game-01/turns/15-calls.md#d-alice-legacy-p0077) — unique payload candidate; not a proven invocation join ### #133 · bob · msg {#e133} > ISTANBUL FOLD CONFIRMED — executing YOUR assumption verbatim tonight (Milan→Istanbul→one-treat wipe; black bombs = ZERO on board afterward). Your '~2 actions' estimate ran 3 by my count (two drives + one wiped treat) — noted honestly, still inside budget, nothing else gave up. Bonus topology spotted in exchange: my stranded-in-Istanbul position converts perfectly into tomorrow's planned CAIRO-card jump → Khartoum→Lagos→Sao Paulo ground run into your yellow-meet window — the doomed card finally earns its burn as pure motion, exactly as disclosed doctrine wants. Washington–Atlanta pile stays yours-deferred/named; second-EU tripwire stays armed. Good call handing me the window. [Model call bob-legacy-p0069](/games/game-01/turns/15-calls.md#d-bob-legacy-p0069) — unique payload candidate; not a proven invocation join ### #134 · bob · cmd {#e134} ```json { "tag": "driveFerry", "to": "Milan" } ``` Board before: state `131` in [states.jsonl](/games/game-01/states.jsonl) · after: state `134` in [states.jsonl](/games/game-01/states.jsonl) [Model call bob-legacy-p0069](/games/game-01/turns/15-calls.md#d-bob-legacy-p0069) — unique payload candidate; not a proven invocation join ### #135 · alice · msg {#e135} > Istanbul fold executing with honest action-math on record, Cairo-card earning its burn as motion into the São Paulo run — lanes all accounted. Nothing to add before my window opens the Riyadh-keyed Karachi corridor grind. ### #136 · bob · cmd {#e136} ```json { "tag": "driveFerry", "to": "Istanbul" } ``` Board before: state `134` in [states.jsonl](/games/game-01/states.jsonl) · after: state `136` in [states.jsonl](/games/game-01/states.jsonl) [Model call bob-legacy-p0071](/games/game-01/turns/15-calls.md#d-bob-legacy-p0071) — unique payload candidate; not a proven invocation join ### #137 · bob · cmd {#e137} ```json { "tag": "treatDisease", "color": "black" } ``` Board before: state `136` in [states.jsonl](/games/game-01/states.jsonl) · after: state `137` in [states.jsonl](/games/game-01/states.jsonl) ### #138 · bob · cmd {#e138} ```json { "tag": "driveFerry", "to": "Cairo" } ``` Board before: state `137` in [states.jsonl](/games/game-01/states.jsonl) · after: state `138` in [states.jsonl](/games/game-01/states.jsonl) ### #139 · bob · msg {#e139} > ENDGAME PATCH — READ BEFORE YOUR WINDOW: (1) I'm KEEPING CAIRO this discard; my next-turn ACTION-1 = BUILD STATION AT CAIRO (system-certified ~10-action saver across both remaining cure runs: Africa crossroads means your yellow hand-off + my bench land within minutes of each other — NOBODY touches Atlanta again except maybe the US sweep). (2) Sheds = BEIJING (dead red) + SAN FRANCISCO (certified spare; retains Washington ON PURPOSE as my future direct-flight ENTRY ticket into your deferred WASHINGTON(3)/ATLANTA(2) district whenever the US sweep fires — flying in on a held card, no burner). (3) YOUR ROLES UNCHANGED: Karachi-corridor grind continues; your yellow half waits for our collision point — with Cairo-station live, EITHER venue (SP or Bogota-adjacent whichever your map-leg prefers) works because my charter returns me home in one leg off YOUR transfer, cure #3 possible AT CAIRO, cure #4 the same way once your blue arrives. (4) Forecast/OQN shields stay worst-window-only per your ruling. Confirm the third-station commitment in your next packet so nobody plans against old geometry. [Model call bob-legacy-p0074](/games/game-01/turns/15-calls.md#d-bob-legacy-p0074) — unique payload candidate; not a proven invocation join ### #140 · bob · cmd {#e140} ```json { "tag": "discard", "card": { "kind": "city", "city": "Beijing" } } ``` Board before: state `138` in [states.jsonl](/games/game-01/states.jsonl) · after: state `140` in [states.jsonl](/games/game-01/states.jsonl) [Model call bob-legacy-p0074](/games/game-01/turns/15-calls.md#d-bob-legacy-p0074) — unique payload candidate; not a proven invocation join ### #141 · bob · cmd {#e141} ```json { "tag": "discard", "card": { "kind": "city", "city": "San Francisco" } } ``` Board before: state `140` in [states.jsonl](/games/game-01/states.jsonl) · after: state `141` in [states.jsonl](/games/game-01/states.jsonl) [Model call bob-legacy-p0075](/games/game-01/turns/15-calls.md#d-bob-legacy-p0075) — 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/15-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0077](/games/game-01/turns/15-calls.md#d-alice-legacy-p0077) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#132](/games/game-01/turns/15.md#e132) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0069](/games/game-01/turns/15-calls.md#d-bob-legacy-p0069) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#133](/games/game-01/turns/15.md#e133) (unique payload candidate; not a proven invocation join), [#134](/games/game-01/turns/15.md#e134) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0071](/games/game-01/turns/15-calls.md#d-bob-legacy-p0071) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#136](/games/game-01/turns/15.md#e136) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0074](/games/game-01/turns/15-calls.md#d-bob-legacy-p0074) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#139](/games/game-01/turns/15.md#e139) (unique payload candidate; not a proven invocation join), [#140](/games/game-01/turns/15.md#e140) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0075](/games/game-01/turns/15-calls.md#d-bob-legacy-p0075) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#141](/games/game-01/turns/15.md#e141) (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-p0078](/games/game-01/turns/15-calls.md#d-alice-legacy-p0078) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0079](/games/game-01/turns/15-calls.md#d-alice-legacy-p0079) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0080](/games/game-01/turns/15-calls.md#d-alice-legacy-p0080) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0081](/games/game-01/turns/15-calls.md#d-alice-legacy-p0081) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0070](/games/game-01/turns/15-calls.md#d-bob-legacy-p0070) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0072](/games/game-01/turns/15-calls.md#d-bob-legacy-p0072) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0073](/games/game-01/turns/15-calls.md#d-bob-legacy-p0073) · 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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