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<seq>, #d-<id>).
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Board before the first command: state 8 in states.jsonl. After the last command: state 16 in states.jsonl. A state id is the accepted command after which the board was committed; 0 is setup.
Accepted events
#9 · alice · msg
Confirmed: treat Madrid first, then Paris→Essen + treat same turn (medic wipes Madrid 3 + Essen 2 = 5 blues before tonight). Next MY turn I chain-ride you Essen→StP so YOUR turn opens with blue fully cleared. NEWS: drew Buenos Aires + Santiago in Miami — ALL FIVE yellow cards are now alive across our hands (you: Kinshasa+Johannesburg, me: Khartoum+BA+Santiago). Yellow cure is pure logistics from here, zero deck luck. Two implications: (a) never spend BA/Santiago as fuel on my side; (b) when your black sweep gets within 2-3 steps of Khartoum (via Cairo/Kinshasa side), ping me one turn ahead — I'll carry Khartoum's card into your position, share in-city, that's our free 'coincidental' yellow handoff slot.
Model call alice-legacy-p0006 — unique payload candidate; not a proven invocation join
#10 · bob · msg
Committing to our agreed line, no deviation: treat Madrid now (medic wipes all 3 blues), then Paris→Essen + treat = 5 blue cubes dead BEFORE tonight's infect phase. Baghdad-black stays MINE per pin but sequenced BEHIND the blue run — I open the Istanbul/Cairo sweep t+2 after your StP ride ends blue. One reassurance: every hotspot (Madrid/BA/Baghdad/Essen/StP/Mumbai/NY) is in the infect-discCARD, so tonight flips only FRESH cities — nothing grows unless an epidemic lands (~36% over two turns). Don't burn Buenos Aires/Santiago on fuel, yellow set intact.
Model call bob-legacy-p0004 — unique payload candidate; not a proven invocation join
#11 · alice · msg
Bob's committed line matches our pin exactly (Madrid treat → Essen sweep, Baghdad behind blues). Nothing new to coordinate — staying quiet until my turn, when I'll chain-ride him Essen→StP to finish blue eradication.
#12 · bob · cmd
{
"tag": "treatDisease",
"color": "blue"
}
Board before: state 8 in states.jsonl · after: state 12 in states.jsonl
#13 · bob · msg
PIVOT — deviating from pin with reason (frontier re-priced): I take BUENOS AIRES now (São Paulo→BA→treat = 3 yellows dead for ONE medic action vs your 2drives+3treats) and DELAY Essen/StP one cycle — São Paulo–Madrid are directly wired, so you can dispatch-ride me right back (BA→S.Paulo→Madrid→[Paris→]Essen) as early as your next turn. You free up to run dispatcher jobs (rides, later the Khartoum feed). So: TREAT NOTHING IN SOUTH AMERICA; keep ALL 5 yellow cards unspent. After my blue return I want delivery toward Cairo/Baghdad line when possible. Veto if you'd rather I stay east — otherwise BA dies this turn.
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 — unique payload candidate; not a proven invocation join
#14 · bob · cmd
{
"tag": "driveFerry",
"to": "Sao Paulo"
}
Board before: state 12 in states.jsonl · after: state 14 in states.jsonl
Model call bob-legacy-p0006 — unique payload candidate; not a proven invocation join
#15 · bob · cmd
{
"tag": "driveFerry",
"to": "Buenos Aires"
}
Board before: state 14 in states.jsonl · after: state 15 in states.jsonl
Model call bob-legacy-p0007 — unique payload candidate; not a proven invocation join
#16 · bob · cmd
{
"tag": "treatDisease",
"color": "yellow"
}
Board before: state 15 in states.jsonl · after: state 16 in states.jsonl
Model call bob-legacy-p0008 — unique payload candidate; not a proven invocation join
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-p0006 · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: #9 (unique payload candidate; not a proven invocation join)
- bob-legacy-p0004 · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: #10 (unique payload candidate; not a proven invocation join)
- bob-legacy-p0006 · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: #13 (unique payload candidate; not a proven invocation join), #14 (unique payload candidate; not a proven invocation join)
- bob-legacy-p0007 · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: #15 (unique payload candidate; not a proven invocation join)
- bob-legacy-p0008 · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: #16 (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 · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven
- alice-legacy-p0008 · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven
- bob-legacy-p0005 · 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.