# 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-04/turns/0.md) · [Next turn](/games/game-04/turns/2.md) · [All turns](/games/game-04/turns/index.md) · [Interactive board](/games/game-04/replay.html#event-10) · [Game](/games/game-04/summary.md) Board before the first command: state `9` in [states.jsonl](/games/game-04/states.jsonl). After the last command: state `16` 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 ### #10 · alice · msg {#e10} > Heads-up for your planning, bob: I drew Airlift. Next turn (mine) I'll play it on YOUR pawn → Kinshasa, free (0 actions). Your shield then freezes the Kinshasa(3 yellow) bomb instantly and you're already at your destination — skip the 4-move walk. From there you're free to either treat Kinshasa down / walk toward Madrid for the blue handoff, or turn back south to the Bogota–Buenos Aires cluster. Meanwhile I'm 1 drive from Tokyo and will clear red ×3 next turn as planned. Objection window open if you'd rather I airlift you somewhere else. [Model call alice-legacy-p0007](/games/game-04/turns/1-calls.md#d-alice-legacy-p0007) — unique payload candidate; not a proven invocation join ### #11 · bob · msg {#e11} > Pick for the split decision: containment, not the Madrid walk — Airlift is pointed at my pawn for Kinshasa, so walking to Madrid this turn would be wasted (you'd yank me out before the handoff). My 4 actions: drive Bogota, treat yellow (2→1), drive Buenos Aires, treat yellow (2→1) — SA cluster down from 4 to 2 cubes, both cities off the 3-cube maturation path. Then next turn: airlift me → Kinshasa, I clear it in 3 treats the turn after, then I walk Kinshasa→Lagos→Sao Paulo→Madrid for the handoff — you can Dispatcher-jump to me in Madrid whenever your Tokyo red is done. Note: you hold Chennai(black), my color — I'll need a Chennai rendezvous eventually for the black cure; don't burn it as fuel. Airlift→Kinshasa confirmed, no objection. [Model call bob-legacy-p0004](/games/game-04/turns/1-calls.md#d-bob-legacy-p0004) — unique payload candidate; not a proven invocation join ### #12 · bob · cmd {#e12} ```json { "tag": "driveFerry", "to": "Bogota" } ``` Board before: state `9` in [states.jsonl](/games/game-04/states.jsonl) · after: state `12` in [states.jsonl](/games/game-04/states.jsonl) ### #13 · alice · msg {#e13} > Bob's plan is sound and consistent with the pinned team plan — no conflicts to flag, no veto needed. I'll stay silent and wait for my turn, then execute: Airlift bob→Kinshasa (free), drive Tokyo, treat red ×3. ### #14 · bob · cmd {#e14} ```json { "tag": "treatDisease", "color": "yellow" } ``` Board before: state `12` in [states.jsonl](/games/game-04/states.jsonl) · after: state `14` in [states.jsonl](/games/game-04/states.jsonl) ### #15 · bob · cmd {#e15} ```json { "tag": "driveFerry", "to": "Buenos Aires" } ``` Board before: state `14` in [states.jsonl](/games/game-04/states.jsonl) · after: state `15` in [states.jsonl](/games/game-04/states.jsonl) [Model call bob-legacy-p0007](/games/game-04/turns/1-calls.md#d-bob-legacy-p0007) — unique payload candidate; not a proven invocation join ### #16 · bob · cmd {#e16} ```json { "tag": "treatDisease", "color": "yellow" } ``` Board before: state `15` in [states.jsonl](/games/game-04/states.jsonl) · after: state `16` 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/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-04/turns/1-calls.md#d-alice-legacy-p0007) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#10](/games/game-04/turns/1.md#e10) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0004](/games/game-04/turns/1-calls.md#d-bob-legacy-p0004) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#11](/games/game-04/turns/1.md#e11) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0007](/games/game-04/turns/1-calls.md#d-bob-legacy-p0007) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#15](/games/game-04/turns/1.md#e15) (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-04/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-04/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-04/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-04/turns/1-calls.md#d-bob-legacy-p0006) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0008](/games/game-04/turns/1-calls.md#d-bob-legacy-p0008) · 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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