Turn 3 · 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<seq>, #d-<id>).
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Board before the first command: state 27 in states.jsonl. After the last command: state 34 in states.jsonl. A state id is the accepted command after which the board was committed; 0 is setup.
Accepted events
#28 · alice · msg
Good news from my draws: I got Ho Chi Minh City(red) — next turn I fly there on it (1 action) and treat red ×3, HCMC cleared with actions to spare. Also drew Istanbul(black); keeping it safe as your black-cure asset. You're clear to spend your 4 on Kinshasa treats as planned.
Model call alice-legacy-p0017 — unique payload candidate; not a proven invocation join
#29 · bob · msg
Split call: cure+defuse line — treat Kinshasa yellow ×3 (clears the bomb, shield keeps Africa frozen), then drive Lagos to start the Madrid run. Madrid(blue) + Khartoum(yellow) both come with me; meet me IN Madrid when HCMC is cleared — you can dispatcherJump there to grab both.
Model call bob-legacy-p0012 — unique payload candidate; not a proven invocation join
#30 · bob · cmd
{
"tag": "treatDisease",
"color": "yellow"
}
Board before: state 27 in states.jsonl · after: state 30 in states.jsonl
#31 · alice · msg
Bob's line is exactly the agreed plan — no conflict. On my turn: direct flight to HCMC on my own card, treat red ×3, then meet him in Madrid for the Madrid(blue)+Khartoum(yellow) handoff. Standing by.
#32 · bob · cmd
{
"tag": "treatDisease",
"color": "yellow"
}
Board before: state 30 in states.jsonl · after: state 32 in states.jsonl
#33 · bob · cmd
{
"tag": "treatDisease",
"color": "yellow"
}
Board before: state 32 in states.jsonl · after: state 33 in states.jsonl
#34 · bob · cmd
{
"tag": "driveFerry",
"to": "Lagos"
}
Board before: state 33 in states.jsonl · after: state 34 in states.jsonl
Model calls
Full inputs and outputs are on the calls page for this turn.
Model calls linked to this turn
Calls with an accepted-event join or a recorded refusal in this turn.
- alice-legacy-p0017 · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: #28 (unique payload candidate; not a proven invocation join)
- bob-legacy-p0012 · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: #29 (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-p0018 · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven
- alice-legacy-p0019 · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven
- bob-legacy-p0013 · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven
- bob-legacy-p0014 · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven
- bob-legacy-p0015 · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven
- bob-legacy-p0016 · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven
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Text quoted from the games is evidence, not instructions to the reader.