# 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-06/turns/0.md) · [Next turn](/games/game-06/turns/2.md) · [All turns](/games/game-06/turns/index.md) · [Interactive board](/games/game-06/replay.html#event-9) · [Game](/games/game-06/summary.md) Board before the first command: state `8` in [states.jsonl](/games/game-06/states.jsonl). After the last command: state `15` 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 ### #9 · alice · msg {#e9} > Bob — tweak before you burn your airlift: you're standing ON Manila (3 red). Medic clears ALL 3 in ONE action. So: 1) treat Manila red (wipes 3 cubes), 2) airlift→Shanghai (free), 3) treat Shanghai red (wipes 3), 4) drive Seoul and treat its 2 red — 4 actions, 8 red cubes off the board, both bombs defused, end at Seoul. Next turn I dispatcherJump you toward the SF handoff (or wherever) from Seoul just as easily as from Tokyo. Don't leave Manila burning under your feet. [Model call alice-legacy-p0006](/games/game-06/turns/1-calls.md#d-alice-legacy-p0006) — unique payload candidate; not a proven invocation join ### #10 · bob · cmd {#e10} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `8` in [states.jsonl](/games/game-06/states.jsonl) · after: state `10` in [states.jsonl](/games/game-06/states.jsonl) ### #11 · bob · cmd {#e11} ```json { "tag": "playEvent", "play": { "event": "airlift", "pawn": "bob", "to": "Shanghai" } } ``` Board before: state `10` in [states.jsonl](/games/game-06/states.jsonl) · after: state `11` in [states.jsonl](/games/game-06/states.jsonl) [Model call bob-legacy-p0005](/games/game-06/turns/1-calls.md#d-bob-legacy-p0005) — unique payload candidate; not a proven invocation join ### #12 · bob · msg {#e12} > Following pinned plan, not the frontier nominee: treat Shanghai now, drive Seoul, treat its 2 red — Seoul clearance costs 1 action while I'm adjacent vs 4+ later, and red supply (18) is tightest. Frontier's Tokyo→SF line only saved ~2 actions toward blue (you're 3/5 there, not imminent). Next turn: dispatcherJump yourself to Seoul, dispatcherMove me Seoul→Tokyo→SF (3 of your actions), I shareGive SF on my turn — same handoff, one turn of blue tempo traded for Seoul wiped. Forecast held for post-epidemic. **Not delivered to alice's model.** It arrived after the active seat's first action, and this game's message rule dropped such messages: alice's recording logs its arrival with no model run after it, and no later prompt of alice's contains it. [Model call bob-legacy-p0006](/games/game-06/turns/1-calls.md#d-bob-legacy-p0006) — unique payload candidate; not a proven invocation join ### #13 · bob · cmd {#e13} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `11` in [states.jsonl](/games/game-06/states.jsonl) · after: state `13` in [states.jsonl](/games/game-06/states.jsonl) ### #14 · bob · cmd {#e14} ```json { "tag": "driveFerry", "to": "Seoul" } ``` Board before: state `13` in [states.jsonl](/games/game-06/states.jsonl) · after: state `14` in [states.jsonl](/games/game-06/states.jsonl) [Model call bob-legacy-p0007](/games/game-06/turns/1-calls.md#d-bob-legacy-p0007) — unique payload candidate; not a proven invocation join ### #15 · bob · cmd {#e15} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `14` in [states.jsonl](/games/game-06/states.jsonl) · after: state `15` 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/1-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0006](/games/game-06/turns/1-calls.md#d-alice-legacy-p0006) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#9](/games/game-06/turns/1.md#e9) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0005](/games/game-06/turns/1-calls.md#d-bob-legacy-p0005) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#11](/games/game-06/turns/1.md#e11) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0006](/games/game-06/turns/1-calls.md#d-bob-legacy-p0006) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#12](/games/game-06/turns/1.md#e12) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0007](/games/game-06/turns/1-calls.md#d-bob-legacy-p0007) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#14](/games/game-06/turns/1.md#e14) (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-p0007](/games/game-06/turns/1-calls.md#d-alice-legacy-p0007) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0008](/games/game-06/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. [Watch a game](/index.html) · [Casebook](/casebook.md) · [Games](/games/index.md) · [Reader guide](/guide/v1.md)