# Turn 5 · 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/4.md) · [Next turn](/games/game-01/turns/6.md) · [All turns](/games/game-01/turns/index.md) · [Interactive board](/games/game-01/replay.html#event-46) · [Game](/games/game-01/summary.md) Board before the first command: state `45` in [states.jsonl](/games/game-01/states.jsonl). After the last command: state `57` 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 ### #46 · alice · msg {#e46} > ALERT for your Europe arc: MADRID hit 3 — the blue pair is now LIVE mutual-outbreak (adjacent 3s; one card either city = double outbreak). Tonight unchanged: Moscow 3 treats + step. SUGGESTION on staging: land ESSEN tomorrow-night rather than rushing Paris — from Essen you're ONE drive from EITHER Paris or Madrid, letting you sequence both clears back-to-back as your action budget allows instead of tip-toeing a loaded see-saw. Blue is supply-watch color (12 left); treat-first, no detours. RED kill-line UNCHANGED: my next turn = CURE RED + jump-you-to-Atlanta(station), your following turn = CURE BLACK. Yellow sorting stays parked until we're both station-side per your own plan — one wrinkle to think about meanwhile: share rules bind us to stand IN each traded card's named city, so Lima/Lagos/Bogota/Miami each demand its own venue; cheapest convergence design beats instinct here. Neither of us holds events yet — if OQN surfaces anywhere near either of us, it buys your Europe arc a full quarantine night. Execute. [Model call alice-legacy-p0026](/games/game-01/turns/5-calls.md#d-alice-legacy-p0026) — unique payload candidate; not a proven invocation join ### #47 · bob · msg {#e47} > SPLIT-CALL FILED — MY PICK beats both frontier nominees & amends v4/v5-shaped sequence (VETO NOW or it stands): TONIGHT I wipe MOSCOW 3→0 + step St.Petersburg (Europe doorstep, treats >> transit; preview confirms no bomb sits atop tonight's infect window). ASKING YOU TO HOLD THE TELEPORT on your R2: cure-red still fires action-1 (bank #1 ✅), but DON'T jump me to Atlanta yet — jumping steals my entire Europe presence and forces an expensive round-trip later burning my only blue. Black set stays 100% safe holstered in my hand; deck cannot touch it. TWO TRIGGERS restore the jump instantly: (1) GOVERNMENT GRANT surfaces anywhere → you grant a FREE STATION RIGHT WHERE I STAND (StP/Essen/Paris corridor) → I cure BLACK in Europe same round, teleport never spent; (2) Paris&Madrid BOTH ≤1 cube → jump me Atlanta-side, cure black, redeploy out with remaining actions. Your R2 spares then go Seoul-prep/yellow-shaping as you see fit. ⚠ Also honest flag: my NEXT draw forces a dump (7/7, everything in hand protected by law) — least-bad forced order per new dump-law: yellow singletons before Chicago-blue. Your read back = contract sealed. [Model call bob-legacy-p0023](/games/game-01/turns/5-calls.md#d-bob-legacy-p0023) — unique payload candidate; not a proven invocation join ### #48 · bob · plan {#e48} > SPLIT v5 (supersedes v4 — HOLD-THE-JUMP phase): BOB lanes: R-tonight Moscow 3→0 + drive St.Petersburg; then Europe arc Essen-flank → clear PARIS(3)/MADRID(3) live pair (blue supply 12 knife-edge; treat-first no detours). BLACK SET full in his hand — cure deferred-but-safe; GOES OFF ON TRIGGER: (T1) Government Grant surfaces → grant FREE STATION where bob stands → discoverCure BLACK same round, jump never used; (T2) Paris&Madrid ≤1 each → alice dispatcherJumps bob to HER station city → black cure → redeploy. ALICE: R2 action1 DISCOVER CURE RED (✅#1) + HOLD bob teleport pending triggers; spares=Seoul-prep/red-maintenance/her call. Post-cure her red quintet becomes flight fuel for Asia ops. YELLOW assembly parked until both station-side; venue design still TBD among Lima/Lagos/Bogota/Miami singles. DUMP LAWS updated: alice-forced order unchanged (Miami-first/Bogota-kept/never-2-yellows/reds-now-burnable-post-cure). BOB-forced order if overflow ever forces: yellow singletons first, CHICAGO last. Never-burn law intact for set members otherwise. OQN/Airlift reserved for chains around live 3-stacks (esp. Madrid⇄Paris mutual, Kinshasa, Seoul). GG remains global top-spend priority via T1. [Model call bob-legacy-p0023](/games/game-01/turns/5-calls.md#d-bob-legacy-p0023) — unique payload candidate; not a proven invocation join ### #49 · bob · cmd {#e49} ```json { "tag": "treatDisease", "color": "black" } ``` Board before: state `45` in [states.jsonl](/games/game-01/states.jsonl) · after: state `49` in [states.jsonl](/games/game-01/states.jsonl) ### #50 · bob · cmd {#e50} ```json { "tag": "treatDisease", "color": "black" } ``` Board before: state `49` in [states.jsonl](/games/game-01/states.jsonl) · after: state `50` in [states.jsonl](/games/game-01/states.jsonl) ### #51 · bob · cmd {#e51} ```json { "tag": "treatDisease", "color": "black" } ``` Board before: state `50` in [states.jsonl](/games/game-01/states.jsonl) · after: state `51` in [states.jsonl](/games/game-01/states.jsonl) ### #52 · bob · cmd {#e52} ```json { "tag": "driveFerry", "to": "St. Petersburg" } ``` Board before: state `51` in [states.jsonl](/games/game-01/states.jsonl) · after: state `52` in [states.jsonl](/games/game-01/states.jsonl) [Model call bob-legacy-p0026](/games/game-01/turns/5-calls.md#d-bob-legacy-p0026) — unique payload candidate; not a proven invocation join ### #53 · alice · msg {#e53} > CONTRACT SEALED — hold-the-jump accepted, triggers stand: T1 Government Grant = FREE STATION where you stand → you cure BLACK same round, teleport never spent; T2 Paris&Madrid both ≤1 → jump restored to me. Moscow wipe noted (black supply 20 ✓). PRECISION CATCH on your pending 9→7 discard (execute carefully, your own law mis-reads under count): shedding TWO yellows would collapse team yellow from 4-of-5-held down to 3-held and RE-BREAK a currently COMPLETE yellow. Correct pair to shed = BUENOS AIRES + CHICAGO (any-yellow-shed excepted only Lima/Lagos? no: ANY shed leaves bob-Lima/Lagos/my-Bogota/Miami = exactly 4 distinct = still complete; blues you collect yourself from margin-6 stock, SF kept as your Europe fuel/return-trip leg). Locked target endstate for your hand: blacks×4 holstered, SF-blue, Lima, Lagos. R2 DECLARATION for your planning: cure-red fires action-1, NO jump (per sealed call), then I fly out on MANILA(cured-red fuel, legal post-cure) toward the Seoul lane via Hong Kong corridor — FYI I hold NO Atlanta card so no charter exists FROM Atlanta; every leg of mine is ferry/direct-fuel. Yellows parked as cushion; venue design deferred until a trigger or shared table resolves it. Deck clock 18 turns, outbreaks calm at 2/8, Madrid⇄Paris still loaded see-saw — your Essen flank remains the play. Execute tonight, ping on any trigger surface. [Model call alice-legacy-p0028](/games/game-01/turns/5-calls.md#d-alice-legacy-p0028) — unique payload candidate; not a proven invocation join ### #54 · bob · msg {#e54} > DISCARD EXECUTING AS RULED: BUENOS AIRES + CHICAGO out, keeping your locked endstate (blacks×4 holstered / SF-blue Europe fuel / Lima+Lagos yellow half). Your 5-singles math checked — one yellow burn keeps 4 distinct alive; Chicago rides the margin-6 blue deck instead of a hand slot. My old pinned 'Chicago-last' clause is superseded BY THIS MESSAGE per conflict protocol. Ping stands: T1/T2 triggers live; Essen flank next. [Model call bob-legacy-p0028](/games/game-01/turns/5-calls.md#d-bob-legacy-p0028) — unique payload candidate; not a proven invocation join ### #55 · bob · cmd {#e55} ```json { "tag": "discard", "card": { "kind": "city", "city": "Buenos Aires" } } ``` Board before: state `52` in [states.jsonl](/games/game-01/states.jsonl) · after: state `55` in [states.jsonl](/games/game-01/states.jsonl) [Model call bob-legacy-p0028](/games/game-01/turns/5-calls.md#d-bob-legacy-p0028) — unique payload candidate; not a proven invocation join ### #56 · alice · msg {#e56} > No correction needed — the discard lands exactly on the sealed endstate. Staying silent; next word from me is my R2 turn: **Discover Cure Red**, then out on Manila toward the Seoul corridor, jump held pending your triggers. ### #57 · bob · cmd {#e57} ```json { "tag": "discard", "card": { "kind": "city", "city": "Chicago" } } ``` Board before: state `55` in [states.jsonl](/games/game-01/states.jsonl) · after: state `57` in [states.jsonl](/games/game-01/states.jsonl) [Model call bob-legacy-p0030](/games/game-01/turns/5-calls.md#d-bob-legacy-p0030) — 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/5-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0026](/games/game-01/turns/5-calls.md#d-alice-legacy-p0026) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#46](/games/game-01/turns/5.md#e46) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0028](/games/game-01/turns/5-calls.md#d-alice-legacy-p0028) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#53](/games/game-01/turns/5.md#e53) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0023](/games/game-01/turns/5-calls.md#d-bob-legacy-p0023) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#47](/games/game-01/turns/5.md#e47) (unique payload candidate; not a proven invocation join), [#48](/games/game-01/turns/5.md#e48) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0026](/games/game-01/turns/5-calls.md#d-bob-legacy-p0026) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#52](/games/game-01/turns/5.md#e52) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0028](/games/game-01/turns/5-calls.md#d-bob-legacy-p0028) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#54](/games/game-01/turns/5.md#e54) (unique payload candidate; not a proven invocation join), [#55](/games/game-01/turns/5.md#e55) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0030](/games/game-01/turns/5-calls.md#d-bob-legacy-p0030) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#57](/games/game-01/turns/5.md#e57) (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-p0027](/games/game-01/turns/5-calls.md#d-alice-legacy-p0027) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0029](/games/game-01/turns/5-calls.md#d-alice-legacy-p0029) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0030](/games/game-01/turns/5-calls.md#d-alice-legacy-p0030) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0024](/games/game-01/turns/5-calls.md#d-bob-legacy-p0024) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0025](/games/game-01/turns/5-calls.md#d-bob-legacy-p0025) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0027](/games/game-01/turns/5-calls.md#d-bob-legacy-p0027) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0029](/games/game-01/turns/5-calls.md#d-bob-legacy-p0029) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0031](/games/game-01/turns/5-calls.md#d-bob-legacy-p0031) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0032](/games/game-01/turns/5-calls.md#d-bob-legacy-p0032) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0033](/games/game-01/turns/5-calls.md#d-bob-legacy-p0033) · 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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