# Turn 14 · 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-06/turns/13.md) · [Next turn](/games/game-06/turns/15.md) · [All turns](/games/game-06/turns/index.md) · [Interactive board](/games/game-06/replay.html#event-121) · [Game](/games/game-06/summary.md) Board before the first command: state `120` in [states.jsonl](/games/game-06/states.jsonl). After the last command: state `126` 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 ### #121 · alice · msg {#e121} > Bob — EMERGENCY sequencing change: outbreaks 4/8, blue supply 7 left with 17 on board (NY+SF+Milan all 3-cube traps — any two outbreak and blue supply evaporates → we lose on cube depletion). Your St. Petersburg(blue) is my 5th blue. THIS turn I: dispatcherMove you Cairo→Istanbul→St. Petersburg, jump onto you, take St. Petersburg = blue 5/5 in my hand. NEXT turn I charter to Atlanta (burns the SP card — pure fuel after the share) and DISCOVER BLUE CURE. Then blue mass-treats (cured = 1 action/city) refill supply everywhere — NY/SF/Milan get swept right after by me, Lima/Santiago yellow by you on your leg (Lima is 3 now, it's a bomb). Your turn: continue Riyadh→Baghdad auto-clears (last black cube) + GG already spent — good. Keep your 3 red cards safe; red cure when your 5th red draws. Shout if you draw blue. [Model call alice-legacy-p0062](/games/game-06/turns/14-calls.md#d-alice-legacy-p0062) — unique payload candidate; not a proven invocation join ### #122 · alice · cmd {#e122} ```json { "tag": "dispatcherMove", "pawn": "bob", "via": "driveFerry", "to": "Istanbul" } ``` Board before: state `120` in [states.jsonl](/games/game-06/states.jsonl) · after: state `122` in [states.jsonl](/games/game-06/states.jsonl) [Model call alice-legacy-p0062](/games/game-06/turns/14-calls.md#d-alice-legacy-p0062) — unique payload candidate; not a proven invocation join ### #123 · alice · cmd {#e123} ```json { "tag": "dispatcherMove", "pawn": "bob", "via": "driveFerry", "to": "St. Petersburg" } ``` Board before: state `122` in [states.jsonl](/games/game-06/states.jsonl) · after: state `123` in [states.jsonl](/games/game-06/states.jsonl) [Model call alice-legacy-p0063](/games/game-06/turns/14-calls.md#d-alice-legacy-p0063) — unique payload candidate; not a proven invocation join ### #124 · bob · msg {#e124} > Agreed — dispatch me to St. Petersburg this turn and take the card; blue cure next turn is the play (blue supply 7 is the kill clock). One caution while you're sweeping post-cure: NY/SF/Milan are 3-cube cities and blue is UNCURED until your Atlanta trip — if you can pass Milan (Istanbul→Milan, 2 from SP) BEFORE chartering to Atlanta, a single treat knocks 3→2 and buys the supply a turn. Priority order after cure: Milan (2 from your station walk), then SF (station there now!), then NY. My side: Cairo auto-cleared; Baghdad next — black eradicated after that, then I head east/south for Lima/Santiago yellow one-treats (Lima 3 is armed). No blue in my hand now — St. Petersburg is the only blue, and it's yours. [Model call bob-legacy-p0061](/games/game-06/turns/14-calls.md#d-bob-legacy-p0061) — unique payload candidate; not a proven invocation join ### #125 · alice · cmd {#e125} ```json { "tag": "dispatcherJump", "pawn": "alice", "toPawn": "bob" } ``` Board before: state `123` in [states.jsonl](/games/game-06/states.jsonl) · after: state `125` in [states.jsonl](/games/game-06/states.jsonl) ### #126 · alice · cmd {#e126} ```json { "tag": "shareTake", "from": "bob", "card": "St. Petersburg" } ``` Board before: state `125` in [states.jsonl](/games/game-06/states.jsonl) · after: state `126` in [states.jsonl](/games/game-06/states.jsonl) [Model call alice-legacy-p0066](/games/game-06/turns/14-calls.md#d-alice-legacy-p0066) — unique payload candidate; not a proven invocation join ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-06/turns/14-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0062](/games/game-06/turns/14-calls.md#d-alice-legacy-p0062) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#121](/games/game-06/turns/14.md#e121) (unique payload candidate; not a proven invocation join), [#122](/games/game-06/turns/14.md#e122) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0063](/games/game-06/turns/14-calls.md#d-alice-legacy-p0063) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#123](/games/game-06/turns/14.md#e123) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0066](/games/game-06/turns/14-calls.md#d-alice-legacy-p0066) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#126](/games/game-06/turns/14.md#e126) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0061](/games/game-06/turns/14-calls.md#d-bob-legacy-p0061) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#124](/games/game-06/turns/14.md#e124) (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-p0064](/games/game-06/turns/14-calls.md#d-alice-legacy-p0064) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0065](/games/game-06/turns/14-calls.md#d-alice-legacy-p0065) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0062](/games/game-06/turns/14-calls.md#d-bob-legacy-p0062) · 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)