# Turn 0 · 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-`). [Next turn](/games/game-04/turns/1.md) · [All turns](/games/game-04/turns/index.md) · [Interactive board](/games/game-04/replay.html#event-1) · [Game](/games/game-04/summary.md) Board before the first command: state `0` in [states.jsonl](/games/game-04/states.jsonl). After the last command: state `9` in [states.jsonl](/games/game-04/states.jsonl). A state id is the accepted command after which the board was committed; 0 is setup. ## Accepted events ### #1 · bob · msg {#e1} > Alice, suggested turn: (1) dispatcherMove bob→Miami — my shield then freezes Atlanta(3 blue) AND the Bogota/Mexico City yellow cluster; (2)-(4) treat Atlanta blue ×3 to clear it entirely (+3 blue supply, no outbreak risk left there). Keep Lima(yellow), Taipei(red) and GovernmentGrant in hand — they're cure assets, not fuel. Next turns I walk Miami→Bogota→Sao Paulo→Madrid: we meet IN Madrid, I hand you Madrid(blue) (you're the blue collector), then I continue Sao Paulo→Lagos→Kinshasa to shield/treat the Kinshasa(3 yellow) fire. Save the Grant for a station in Africa (Lagos or Kinshasa) once I'm close — it enables black/yellow cures near the fires. [Model call bob-legacy-p0001](/games/game-04/turns/0-calls.md#d-bob-legacy-p0001) — unique payload candidate; not a proven invocation join ### #2 · bob · plan {#e2} > TEAM PLAN: Alice collects blue+yellow; Bob (QS) collects black+red. This turn: Alice dispatcherMoves Bob to Miami (shields Atlanta 3-blue + Bogota/Mexico City yellow cluster) and treats Atlanta blue ×3 to clear it. Bob then walks Miami→Bogota→Sao Paulo→Madrid: rendezvous IN Madrid where Bob hands Alice Madrid(blue); Alice carries it toward the Atlanta station for the blue cure. Bob continues Sao Paulo→Lagos→Kinshasa to shield and treat the Kinshasa 3-yellow fire and African yellow cluster. Alice holds Taipei(red) for a future red handoff to Bob and saves GovernmentGrant for a research station in Africa (Lagos or Kinshasa) once Bob is in range — it enables black/yellow cures next to the fires. Nobody burns Lima/Taipei/Madrid as flight fuel. [Model call bob-legacy-p0001](/games/game-04/turns/0-calls.md#d-bob-legacy-p0001) — unique payload candidate; not a proven invocation join ### #3 · alice · msg {#e3} > Going with your plan, bob: dispatcherMove you→Miami (shield now freezes Atlanta, Bogota, Mexico City, Washington), then I treat Atlanta blue ×3 — bomb cleared, blue supply 22. Follow-up: next turn I drive Chicago→San Francisco→Tokyo and clear the red bomb (3 drive + 3 treat over 2 turns), holding Taipei(red) for you. You walk Miami→Bogota→Sao Paulo→Lagos→Kinshasa as proposed; Grant stays saved for a Lagos/Kinshasa station once you're close. I keep Lima, Taipei, Milan as cure assets. Madrid(blue) handoff: meet in Madrid as you said — I'll route there after Tokyo. [Model call alice-legacy-p0002](/games/game-04/turns/0-calls.md#d-alice-legacy-p0002) — unique payload candidate; not a proven invocation join ### #4 · alice · plan {#e4} > TEAM PLAN — collectors: alice=blue+yellow, bob=black+red; never trade a cure card backward. DONE this turn: bob→Miami (shield: Atlanta/Bogota/MexicoCity/Washington), alice treats Atlanta blue ×3 → cleared. NEXT: alice drives Chicago→San Francisco→Tokyo, treats red ×3 (defuse Tokyo bomb), then routes toward Madrid for bob's Madrid(blue) handoff. Bob walks Miami→Bogota→Sao Paulo→Lagos→Kinshasa: shield/treat the yellow cluster en route, defuse Kinshasa(3 yellow); GovernmentGrant stays in alice's hand for a Lagos or Kinshasa station once bob is close. Events: play free, never save for later. Fire ownership: Tokyo/Tokyo-cluster=alice, South America+Africa yellows=bob, black (Karachi etc.)=bob. [Model call alice-legacy-p0002](/games/game-04/turns/0-calls.md#d-alice-legacy-p0002) — unique payload candidate; not a proven invocation join ### #5 · alice · cmd {#e5} ```json { "tag": "dispatcherMove", "pawn": "bob", "via": "driveFerry", "to": "Miami" } ``` Board before: state `0` in [states.jsonl](/games/game-04/states.jsonl) · after: state `5` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0002](/games/game-04/turns/0-calls.md#d-alice-legacy-p0002) — unique payload candidate; not a proven invocation join ### #6 · bob · msg {#e6} > Tokyo plan good. Madrid handoff shortcut: you're the Dispatcher — once I'm standing IN Madrid, don't burn Milan(blue) or drive across Europe; just dispatcherJump yourself onto my pawn (1 action), take Madrid(blue) from me, and you're at a cure-ready hand instantly. Also note the Grant timing: if you'll be in Tokyo anyway, a GovernmentGrant station in Tokyo is an alternative — but stick with Africa unless red/black fires demand otherwise. [Model call bob-legacy-p0002](/games/game-04/turns/0-calls.md#d-bob-legacy-p0002) — unique payload candidate; not a proven invocation join ### #7 · alice · cmd {#e7} ```json { "tag": "treatDisease", "color": "blue" } ``` Board before: state `5` in [states.jsonl](/games/game-04/states.jsonl) · after: state `7` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0004](/games/game-04/turns/0-calls.md#d-alice-legacy-p0004) — unique payload candidate; not a proven invocation join ### #8 · alice · cmd {#e8} ```json { "tag": "driveFerry", "to": "Chicago" } ``` Board before: state `7` in [states.jsonl](/games/game-04/states.jsonl) · after: state `8` in [states.jsonl](/games/game-04/states.jsonl) ### #9 · alice · cmd {#e9} ```json { "tag": "driveFerry", "to": "San Francisco" } ``` Board before: state `8` in [states.jsonl](/games/game-04/states.jsonl) · after: state `9` in [states.jsonl](/games/game-04/states.jsonl) ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-04/turns/0-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0002](/games/game-04/turns/0-calls.md#d-alice-legacy-p0002) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#3](/games/game-04/turns/0.md#e3) (unique payload candidate; not a proven invocation join), [#4](/games/game-04/turns/0.md#e4) (unique payload candidate; not a proven invocation join), [#5](/games/game-04/turns/0.md#e5) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0004](/games/game-04/turns/0-calls.md#d-alice-legacy-p0004) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#7](/games/game-04/turns/0.md#e7) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0001](/games/game-04/turns/0-calls.md#d-bob-legacy-p0001) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#1](/games/game-04/turns/0.md#e1) (unique payload candidate; not a proven invocation join), [#2](/games/game-04/turns/0.md#e2) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0002](/games/game-04/turns/0-calls.md#d-bob-legacy-p0002) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#6](/games/game-04/turns/0.md#e6) (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-p0001](/games/game-04/turns/0-calls.md#d-alice-legacy-p0001) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0003](/games/game-04/turns/0-calls.md#d-alice-legacy-p0003) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0005](/games/game-04/turns/0-calls.md#d-alice-legacy-p0005) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0006](/games/game-04/turns/0-calls.md#d-alice-legacy-p0006) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0003](/games/game-04/turns/0-calls.md#d-bob-legacy-p0003) · 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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