# Turn 2 · 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-04/turns/1.md) · [Next turn](/games/game-04/turns/3.md) · [All turns](/games/game-04/turns/index.md) · [Interactive board](/games/game-04/replay.html#event-17) · [Game](/games/game-04/summary.md) Board before the first command: state `16` in [states.jsonl](/games/game-04/states.jsonl). After the last command: state `27` 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 ### #17 · bob · msg {#e17} > New fire: Ho Chi Minh City hit 3 red. This turn I'd suggest: Airlift me→Kinshasa (1 action, as planned — my shield then freezes Kinshasa+Lagos+Johannesburg+Khartoum), then drive Tokyo and treat red ×2 (Tokyo 3→1). HCMC is Tokyo's neighbor and next to Taipei — leave it for next turn; once Tokyo is at 1, walk Tokyo→Osaka→Taipei area or we reassign. Careful: if HCMC draws again while Tokyo sits at 3, a red chain Tokyo↔Shanghai↔Seoul is live — treat Tokyo down to 1 today, that's the chain-breaker. Also FYI I drew Khartoum(yellow) — it's yours (yellow collector); I'll hand it off when we meet in Africa/Madrid. Grant still saved for a Kinshasa/Lagos station — I'll be standing there from next turn, so the build is free-adjacent to the fire. [Model call bob-legacy-p0009](/games/game-04/turns/2-calls.md#d-bob-legacy-p0009) — unique payload candidate; not a proven invocation join ### #18 · bob · plan {#e18} > TEAM PLAN v2 — collectors: alice=blue+yellow, bob=black+red; never trade a cure card backward. Fire owners: Tokyo red bomb=alice (treat to ≤1 this turn, then HCMC red bomb=alice next turn), Kinshasa yellow bomb=bob (alice Airlifts bob→Kinshasa this turn; bob treats it to 0 next turn, shield covers Kinshasa/Lagos/Johannesburg/Khartoum). South America yellows=bob (Bogota 1, Buenos Aires 1 — done for now). Atlanta blue 2 & Karachi black 2: pre-empt after bombs are down; alice nearer both. Station: alice's GovernmentGrant → Kinshasa or Lagos next turn while bob stands there; enables black/yellow cure runs. Card handoffs: bob hands Madrid(blue) + Khartoum(yellow) to alice — meet in Africa (Khartoum/Lagos region) or Madrid, alice may dispatcherJump. Alice holds Taipei(red) for bob; keep Chennai(black) for bob's black cure (rendezvous in Asia later). [Model call bob-legacy-p0009](/games/game-04/turns/2-calls.md#d-bob-legacy-p0009) — unique payload candidate; not a proven invocation join ### #19 · alice · msg {#e19} > Taking containment: airlift you→Kinshasa (shield freezes Kinshasa/Lagos/Johannesburg/Khartoum), then I clear Tokyo red fully 3→0. HCMC(3 red) is MINE next turn from Tokyo (Osaka→Taipei→HK→HCMC or direct) — you own Kinshasa treats then walk Lagos→Sao Paulo→Madrid for the blue handoff. Taipei(red) handoff to you deferred one turn — board with 3 live bombs vs 1 made the cure tempo not worth it; we'll meet in Madrid and I can also pass Taipei there? (no — needs Taipei itself) — plan: I'll hold Taipei until you're Asia-side or we re-meet. Chennai(black) kept safe for your black cure. Grant stays for Kinshasa/Lagos station while you're standing there. [Model call alice-legacy-p0010](/games/game-04/turns/2-calls.md#d-alice-legacy-p0010) — unique payload candidate; not a proven invocation join ### #20 · alice · plan {#e20} > TEAM PLAN v2 — collectors: alice=blue+yellow, bob=black+red. DONE: Atlanta blue cleared, SA yellow cluster 2→1, bob shielded in Kinshasa (freezes Kinshasa/Lagos/Johannesburg/Khartoum), Tokyo red cleared 3→0, airlift spent. FIRES/OWNERS: HCMC(3 red)=ALICE next turn (walk Tokyo→Osaka→Taipei→HK→HCMC, treat ×3); Kinshasa(3 yellow)=BOB (treat next turn); Karachi(2 black)+Cairo=bob; SA yellows=bob if they regrow. CURE PIPELINE: bob hands alice Madrid(blue) — meet IN Madrid after Kinshasa is down; bob holds Khartoum(yellow) for alice (handoff in Africa/Madrid path); alice holds Taipei(red)+Chennai(black) for bob — red handoff deferred until positions allow (needs meet IN Taipei); Chennai rendezvous TBD after Madrid. GOVERNMENT GRANT (alice): build Kinshasa or Lagos while bob stands there — enables Africa cures + shuttle. Events: play free, never save. [Model call alice-legacy-p0010](/games/game-04/turns/2-calls.md#d-alice-legacy-p0010) — unique payload candidate; not a proven invocation join ### #21 · alice · cmd {#e21} ```json { "tag": "playEvent", "play": { "event": "airlift", "pawn": "bob", "to": "Kinshasa" } } ``` Board before: state `16` in [states.jsonl](/games/game-04/states.jsonl) · after: state `21` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0010](/games/game-04/turns/2-calls.md#d-alice-legacy-p0010) — unique payload candidate; not a proven invocation join ### #22 · bob · msg {#e22} > All good. One note: as Quarantine Specialist I auto-remove cubes only for CURED diseases — yellow isn't cured, so I still need 3 treat actions for Kinshasa; shield just prevents new placements. I'll treat Kinshasa 3→0 next turn, then build the Grant station in Kinshasa myself if it's still in your hand (you can also GovernmentGrant it remotely while I'm there — even better, saves me the build action). After that: Kinshasa→Lagos→Sao Paulo→Madrid with Madrid(blue)+Khartoum(yellow) waiting for you. [Model call bob-legacy-p0010](/games/game-04/turns/2-calls.md#d-bob-legacy-p0010) — unique payload candidate; not a proven invocation join ### #23 · alice · cmd {#e23} ```json { "tag": "playEvent", "play": { "event": "governmentGrant", "city": "Kinshasa" } } ``` Board before: state `21` in [states.jsonl](/games/game-04/states.jsonl) · after: state `23` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0012](/games/game-04/turns/2-calls.md#d-alice-legacy-p0012) — unique payload candidate; not a proven invocation join ### #24 · alice · cmd {#e24} ```json { "tag": "driveFerry", "to": "Tokyo" } ``` Board before: state `23` in [states.jsonl](/games/game-04/states.jsonl) · after: state `24` in [states.jsonl](/games/game-04/states.jsonl) [Model call alice-legacy-p0013](/games/game-04/turns/2-calls.md#d-alice-legacy-p0013) — unique payload candidate; not a proven invocation join ### #25 · alice · cmd {#e25} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `24` in [states.jsonl](/games/game-04/states.jsonl) · after: state `25` in [states.jsonl](/games/game-04/states.jsonl) ### #26 · alice · cmd {#e26} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `25` in [states.jsonl](/games/game-04/states.jsonl) · after: state `26` in [states.jsonl](/games/game-04/states.jsonl) ### #27 · alice · cmd {#e27} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `26` in [states.jsonl](/games/game-04/states.jsonl) · after: state `27` 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/2-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0010](/games/game-04/turns/2-calls.md#d-alice-legacy-p0010) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#19](/games/game-04/turns/2.md#e19) (unique payload candidate; not a proven invocation join), [#20](/games/game-04/turns/2.md#e20) (unique payload candidate; not a proven invocation join), [#21](/games/game-04/turns/2.md#e21) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0012](/games/game-04/turns/2-calls.md#d-alice-legacy-p0012) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#23](/games/game-04/turns/2.md#e23) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0013](/games/game-04/turns/2-calls.md#d-alice-legacy-p0013) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#24](/games/game-04/turns/2.md#e24) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0009](/games/game-04/turns/2-calls.md#d-bob-legacy-p0009) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#17](/games/game-04/turns/2.md#e17) (unique payload candidate; not a proven invocation join), [#18](/games/game-04/turns/2.md#e18) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0010](/games/game-04/turns/2-calls.md#d-bob-legacy-p0010) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#22](/games/game-04/turns/2.md#e22) (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-p0011](/games/game-04/turns/2-calls.md#d-alice-legacy-p0011) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0014](/games/game-04/turns/2-calls.md#d-alice-legacy-p0014) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0015](/games/game-04/turns/2-calls.md#d-alice-legacy-p0015) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0016](/games/game-04/turns/2-calls.md#d-alice-legacy-p0016) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0011](/games/game-04/turns/2-calls.md#d-bob-legacy-p0011) · 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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