# 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-06/turns/1.md) · [All turns](/games/game-06/turns/index.md) · [Interactive board](/games/game-06/replay.html#event-1) · [Game](/games/game-06/summary.md) Board before the first command: state `0` in [states.jsonl](/games/game-06/states.jsonl). After the last command: state `8` in [states.jsonl](/games/game-06/states.jsonl). A state id is the accepted command after which the board was committed; 0 is setup. ## Accepted events ### #1 · bob · msg {#e1} > Bob here (medic, Atlanta). Next turn I'll play Airlift onto Shanghai and clear its 3 red cubes (medic treats all cubes of a color at once), then work Seoul. Alice: you hold Lagos + Milan/Paris — for yellow/blue cure cards, meet me in Miami later and I'll hand Miami(yellow) over; meanwhile I can clear Atlanta's 2 blue cubes with my first action if you'd rather save your moves. Flag: if red piles up before I reach Asia, shout. [Model call bob-legacy-p0001](/games/game-06/turns/0-calls.md#d-bob-legacy-p0001) — unique payload candidate; not a proven invocation join ### #2 · alice · msg {#e2} > Bob — revised plan, your airlift still fires: this turn I'm DISPATCHING your pawn Atlanta→Chicago→SF→Manila (3 of my actions), and I treat 1 blue in Atlanta myself, so keep your 4 actions. Your turn: airlift Manila→Shanghai (free), treat all 3 red, drive Seoul, treat its 2 red, then drive Tokyo and STOP there — next turn I jump you to SF and take your San Francisco card (blue cure: I hold Milan+Paris, so that makes 3/5 with me). Then you walk SF→LA→Mexico City→Bogota→Sao Paulo and on to Johannesburg — medic clears its 3 yellow in one action when you arrive (~2 turns out). Open fires after that: Riyadh 2 black, Kolkata 1 black, Bangkok 1 red — whoever's passing treats. Cancel the Miami handoff: you keep Miami(yellow) and collect yellow; I take blue+black. [Model call alice-legacy-p0002](/games/game-06/turns/0-calls.md#d-alice-legacy-p0002) — unique payload candidate; not a proven invocation join ### #3 · alice · plan {#e3} > TEAM PLAN: (1) Cures: Alice collects BLUE (Milan,Paris + SF from Bob next turn = 3/5) and BLACK (Cairo). Bob collects YELLOW (keeps Miami). Red: nobody has cards yet — both keep any red drawn for whoever's near a station. (2) Bob = mobile medic: T1 airlift→Shanghai, clear Shanghai+Seoul red, end Tokyo. T2 Alice jumps him to SF, takes SF card (blue 3/5); same turn Bob walks SF→LA→Mexico City→Bogota→Sao Paulo. T3 Bob walks Lagos→Kinshasa→Johannesburg, treats ALL 3 yellow (Jo'burg is his named fire). (3) Alice T1: dispatches Bob to Manila + treats 1 blue in Atlanta; T3+ free for second fire: Riyadh 2 black / Kolkata 1 black / Bangkok 1 red, or station/cure support in Atlanta. (4) No cure cards spent as flight fuel. Forecast: hold until an epidemic fires, then bury the 3-cube discard cities. Airlift: spent T1 on Shanghai. [Model call alice-legacy-p0002](/games/game-06/turns/0-calls.md#d-alice-legacy-p0002) — unique payload candidate; not a proven invocation join ### #4 · alice · cmd {#e4} ```json { "tag": "dispatcherMove", "pawn": "bob", "via": "driveFerry", "to": "Chicago" } ``` Board before: state `0` in [states.jsonl](/games/game-06/states.jsonl) · after: state `4` in [states.jsonl](/games/game-06/states.jsonl) [Model call alice-legacy-p0002](/games/game-06/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": "San Francisco" } ``` Board before: state `4` in [states.jsonl](/games/game-06/states.jsonl) · after: state `5` in [states.jsonl](/games/game-06/states.jsonl) [Model call alice-legacy-p0003](/games/game-06/turns/0-calls.md#d-alice-legacy-p0003) — unique payload candidate; not a proven invocation join ### #6 · alice · cmd {#e6} ```json { "tag": "dispatcherMove", "pawn": "bob", "via": "driveFerry", "to": "Manila" } ``` Board before: state `5` in [states.jsonl](/games/game-06/states.jsonl) · after: state `6` in [states.jsonl](/games/game-06/states.jsonl) [Model call alice-legacy-p0004](/games/game-06/turns/0-calls.md#d-alice-legacy-p0004) — unique payload candidate; not a proven invocation join ### #7 · bob · plan {#e7} > REVISED PLAN (per alice): This turn alice dispatches bob's pawn Atlanta→Chicago→SF→Manila + treats 1 blue in Atlanta. Bob's turn: airlift Manila→Shanghai (free event), treat all 3 red, drive Seoul, treat 2 red, drive Tokyo, end there. Next turn alice jumps bob to SF and takes his San Francisco card (blue cure: alice 3/5 blue). Alice collects blue+black cure cards; bob keeps Miami(yellow) and collects yellow (red is open — no collector yet). After SF handoff bob walks SF→LA→Mexico City→Bogota→Sao Paulo→Johannesburg, clears its 3 yellow in 1 medic action (~2 turns). Open fires: Riyadh 2 black, Kolkata 1 black, Bangkok 1 red — treat when passing. [Model call bob-legacy-p0002](/games/game-06/turns/0-calls.md#d-bob-legacy-p0002) — unique payload candidate; not a proven invocation join ### #8 · alice · cmd {#e8} ```json { "tag": "treatDisease", "color": "blue" } ``` Board before: state `6` in [states.jsonl](/games/game-06/states.jsonl) · after: state `8` in [states.jsonl](/games/game-06/states.jsonl) ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-06/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-06/turns/0-calls.md#d-alice-legacy-p0002) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#2](/games/game-06/turns/0.md#e2) (unique payload candidate; not a proven invocation join), [#3](/games/game-06/turns/0.md#e3) (unique payload candidate; not a proven invocation join), [#4](/games/game-06/turns/0.md#e4) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0003](/games/game-06/turns/0-calls.md#d-alice-legacy-p0003) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#5](/games/game-06/turns/0.md#e5) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0004](/games/game-06/turns/0-calls.md#d-alice-legacy-p0004) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#6](/games/game-06/turns/0.md#e6) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0001](/games/game-06/turns/0-calls.md#d-bob-legacy-p0001) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#1](/games/game-06/turns/0.md#e1) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0002](/games/game-06/turns/0-calls.md#d-bob-legacy-p0002) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#7](/games/game-06/turns/0.md#e7) (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-06/turns/0-calls.md#d-alice-legacy-p0001) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0005](/games/game-06/turns/0-calls.md#d-alice-legacy-p0005) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0003](/games/game-06/turns/0-calls.md#d-bob-legacy-p0003) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0004](/games/game-06/turns/0-calls.md#d-bob-legacy-p0004) · 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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