# 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-11/turns/0.md) · [Next turn](/games/game-11/turns/2.md) · [All turns](/games/game-11/turns/index.md) · [Interactive board](/games/game-11/replay.html#event-9) · [Game](/games/game-11/summary.md) Board before the first command: state `8` in [states.jsonl](/games/game-11/states.jsonl). After the last command: state `16` in [states.jsonl](/games/game-11/states.jsonl). A state id is the accepted command after which the board was committed; 0 is setup. ## Accepted events ### #9 · alice · msg {#e9} > 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](/games/game-11/turns/1-calls.md#d-alice-legacy-p0006) — unique payload candidate; not a proven invocation join ### #10 · bob · msg {#e10} > 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](/games/game-11/turns/1-calls.md#d-bob-legacy-p0004) — unique payload candidate; not a proven invocation join ### #11 · alice · msg {#e11} > 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 {#e12} ```json { "tag": "treatDisease", "color": "blue" } ``` Board before: state `8` in [states.jsonl](/games/game-11/states.jsonl) · after: state `12` in [states.jsonl](/games/game-11/states.jsonl) ### #13 · bob · msg {#e13} > 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](/games/game-11/turns/1-calls.md#d-bob-legacy-p0006) — unique payload candidate; not a proven invocation join ### #14 · bob · cmd {#e14} ```json { "tag": "driveFerry", "to": "Sao Paulo" } ``` Board before: state `12` in [states.jsonl](/games/game-11/states.jsonl) · after: state `14` in [states.jsonl](/games/game-11/states.jsonl) [Model call bob-legacy-p0006](/games/game-11/turns/1-calls.md#d-bob-legacy-p0006) — unique payload candidate; not a proven invocation join ### #15 · bob · cmd {#e15} ```json { "tag": "driveFerry", "to": "Buenos Aires" } ``` Board before: state `14` in [states.jsonl](/games/game-11/states.jsonl) · after: state `15` in [states.jsonl](/games/game-11/states.jsonl) [Model call bob-legacy-p0007](/games/game-11/turns/1-calls.md#d-bob-legacy-p0007) — unique payload candidate; not a proven invocation join ### #16 · bob · cmd {#e16} ```json { "tag": "treatDisease", "color": "yellow" } ``` Board before: state `15` in [states.jsonl](/games/game-11/states.jsonl) · after: state `16` in [states.jsonl](/games/game-11/states.jsonl) [Model call bob-legacy-p0008](/games/game-11/turns/1-calls.md#d-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](/games/game-11/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-11/turns/1-calls.md#d-alice-legacy-p0006) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#9](/games/game-11/turns/1.md#e9) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0004](/games/game-11/turns/1-calls.md#d-bob-legacy-p0004) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#10](/games/game-11/turns/1.md#e10) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0006](/games/game-11/turns/1-calls.md#d-bob-legacy-p0006) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#13](/games/game-11/turns/1.md#e13) (unique payload candidate; not a proven invocation join), [#14](/games/game-11/turns/1.md#e14) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0007](/games/game-11/turns/1-calls.md#d-bob-legacy-p0007) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#15](/games/game-11/turns/1.md#e15) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0008](/games/game-11/turns/1-calls.md#d-bob-legacy-p0008) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#16](/games/game-11/turns/1.md#e16) (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-11/turns/1-calls.md#d-alice-legacy-p0007) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [alice-legacy-p0008](/games/game-11/turns/1-calls.md#d-alice-legacy-p0008) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0005](/games/game-11/turns/1-calls.md#d-bob-legacy-p0005) · 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)