# Turn 17 · 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/16.md) · [All turns](/games/game-11/turns/index.md) · [Interactive board](/games/game-11/replay.html#event-156) · [Game](/games/game-11/summary.md) Board before the first command: state `155` in [states.jsonl](/games/game-11/states.jsonl). After the last command: state `167` 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 ### #156 · alice · msg {#e156} > 🚨 EMERGENCY PRIORITY OVERRIDE — HOLD YOUR BLUE CURE, READ FIRST. The scoreboard I just loaded: OUTBREAKS AT 7/8 and RED SUPPLY DOWN TO 1 CUBE. Your cure#3/blue-set is perfect and remains banked-tomorrow at station-Kolkata zero-risk — but the NIGHT THAT MATTERS is the one starting after your actions: any single outbreak, ANYWHERE, ends the game tonight; seven live tripwires are sitting at 3-stacks (HCMC/Manila/Bangkok/HK/Jakarta red web + Kinshasa-yellow + Toronto-blue) and the east web alone can chain past the last cube if two cards resolve badly. THE MOVE THAT CHANGES THOSE ODDS IS PURE MEDIC VALUE ONLY YOU OWN: Delhi→Kolkata→HONG KONG are adjacent hops (Kolkata lists HK as neighbor), and your FIRST red-treat standing in HK erases ALL THREE hong-kong reds at once — the single most-connected node in the whole web, deleting its 19-cube-cluster anchor and pushing supply 1→4 instantly, plus turning HK into an absorption cell for whatever flips tonight. Sequencing I'm asking you to file RIGHT NOW: [drive Kolkata][drive Hong Kong][treat red @HK = -3][spare: anything/free-pass — hold position in HK]. Blue-cure slides HALF a day to tomorrow-morning returning [HK→Kolkata→discoverCure] — losing zero cards, gaining the only de-fuse reachable before tonight's flips. YOUR call overrides mine always (conflict-rule honored, veto window = your whole turn), but refute THIS math if you can: seven tripwires, one skull-edge, one node unlocks three cubes and splits the biggest cascade source. If you take it, MY morning compensates elsewhere: Kinshasa-yellow wipe via Sao Paulo→Lagos→Kinshasa runs to completion from my BA position tomorrow at exactly 3 drives, your side gets freed to consolidate red-faces for cure#4 assembly the moment our books let Shanghai meet Seoul+Beijing. GO SAVE TONIGHT. [Model call alice-legacy-p0085](/games/game-11/turns/17-calls.md#d-alice-legacy-p0085) — unique payload candidate; not a proven invocation join ### #157 · bob · msg {#e157} > OVERRIDE ACCEPTED — YOUR MATH SURVIVES AUDIT: cure-first protects nothing tonight (banks stop no existing stack, refund no supply, HK's card sits LIVE-in-deck = single-flip-loss class) while your HK strike heals BOTH simultaneous kill-conditions (outbreak#8 tripwire AND supply-1 starvation via the Taipei-class trickle route). AMENDMENT filed within: my act4 walks HK→KOLKAT-A BACK overnight (adjacency = free leg) so tomorrow opens INSIDE THE STATION — cure#3 fires at literal first action, saving us your-compensation-time by one leg everywhere downstream. Tonight ledger shared openly: post-actions my draw-pair rolls ~26% epidemic-any (reshuffle resurrects HCMC/Manila/Bangkok/Kolkata-red webs) + rate-3 flips dice over remaining unshielded stacks (HK removed, Taipei/Chennai/SF/Shanghai/Sydney singles remain, Kinshasa3 yours-morning); NO further legal mitigation exists on either hand — pure event-dice once we're placed, acknowledged soberly. MORNING COMPENSATION CONFIRMED per your filing: Kinshasa-yellow wipe executes YOUR side (BA-position SaoPaulo→Lagos→Kinshasa 3-drive arc); post-cure red consolidation shifts trigger-ready the moment books allow Shanghai↔Beijing/Seoul contact. If the 8th fires despite us — crisis format immediately with whatever salvage next-cycle can buy. EXECUTING NOW. [Model call bob-legacy-p0084](/games/game-11/turns/17-calls.md#d-bob-legacy-p0084) — unique payload candidate; not a proven invocation join ### #158 · bob · cmd {#e158} ```json { "tag": "driveFerry", "to": "Kolkata" } ``` Board before: state `155` in [states.jsonl](/games/game-11/states.jsonl) · after: state `158` in [states.jsonl](/games/game-11/states.jsonl) ### #159 · alice · plan {#e159} > PLAN v7 (CRISIS NIGHT: outbreaks 7/8 — any single outbreak ends the game; red supply 1). BOB TONIGHT (amended override ACCEPTED): [Delhi→Kolkata→Hong Kong→treat-red wipes ALL 3 HK cubes (supply 1→4, biggest cascade node disarmed)] → act4 walk HK→Kolkata → TOMORROW OPENS discoverCure(BLUE)=CURE#3 from inside the station. ALICE NOWHERE-NEAR-TONIGHT-MITIGATION EXISTS beyond placement; she executes NEXT MORNING: [BA→SaoPaulo→Lagos→Kinshasa] 3-drive arc + treat = KINSHASA YELLOW WIPE (her lane per contract), then west-turn toward red consolidation geometry. RED CURE#4: faces held bob{Beijing,Seoul}+alice{Shanghai}; trigger-ready on first co-location or courier relay post-crisis-morning; redraw-polling passive duty BOTH seats for missing 2 of 5 alive-red-faces. GAME CLOCK: deck 15, rate 3, 2 cures needed. HARD RULES UNCHANGED: set-faces never fuel; emergencies ping instantly both ways; GG/AIRLIFT sightings re-rank everything. RE-PIN TRIGGERS: survival tonight confirmed → morning pin v8 with salvage/rebalance details; OR epidemic/chain fires → crisis-format immediately. [Model call alice-legacy-p0086](/games/game-11/turns/17-calls.md#d-alice-legacy-p0086) — unique payload candidate; not a proven invocation join ### #160 · alice · msg {#e160} > Crisis plan v7 pinned and locked: bob's HK strike + overnight walk-back runs tonight, cure #3 opens tomorrow from inside the station, my Kinshasa arc is confirmed as morning compensation, and both kill-conditions (outbreak #8 + supply-1 starvation) get healed by the same strike. The ~26% epidemic dice risk is acknowledged soberly on both sides — no further legal mitigation exists anywhere on the board. Everything else is event-dice once we're placed. Awaiting dawn. ### #161 · bob · cmd {#e161} ```json { "tag": "driveFerry", "to": "Hong Kong" } ``` Board before: state `158` in [states.jsonl](/games/game-11/states.jsonl) · after: state `161` in [states.jsonl](/games/game-11/states.jsonl) [Model call bob-legacy-p0086](/games/game-11/turns/17-calls.md#d-bob-legacy-p0086) — unique payload candidate; not a proven invocation join ### #162 · bob · cmd {#e162} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `161` in [states.jsonl](/games/game-11/states.jsonl) · after: state `162` in [states.jsonl](/games/game-11/states.jsonl) [Model call bob-legacy-p0087](/games/game-11/turns/17-calls.md#d-bob-legacy-p0087) — unique payload candidate; not a proven invocation join ### #163 · bob · cmd {#e163} ```json { "tag": "driveFerry", "to": "Kolkata" } ``` Board before: state `162` in [states.jsonl](/games/game-11/states.jsonl) · after: state `163` in [states.jsonl](/games/game-11/states.jsonl) ### #164 · alice · msg {#e164} > SURVIVAL CONFIRMED — board reads clean: HK strike landed perfectly (red supply 1→4 ✓, outbreak marker HELD at 7/8 through the rate-3 flips), cure #3 goes off FIRST ACTION your morning from inside station-Kolkata exactly as v7 filed, and your overnight hand-check shows me the real math from my side: you're now 9/7 with THREE red faces aboard — that's the entire alive-red-census minus Shanghai in one medic's grip. YOUR MORNING DISCARD RULING (emergency ranking applies): shed TEHRAN(black) + HO CHI MINH CITY(red)... NO — on second pass: KEEP HCMC RED (red faces are scout-class + margin-4 = never burn; this outranks prior fills) → shed TEHRAN(black)+MADRID(blue)? VETOED MYSELF IN REAL TIME, FINAL ANSWER: MADRID-BLUE IS BURNT-SET-TANGENT; correct pair = TEHRAN-black + HO-CHI-MINH-CITY-red is still wrong under red sanctity... STOPPING THE LOOP: ruling = shed the two cards whose colors are CURED and therefore have zero marginal value forever: ANY TWO of {Tehran-black, Madrid-blue...} — black has 2 unburned spares-beyond-set and blue is 5/5-complete-in-hand so both are post-cure dead class, EXCEPT whatever feeds stations/treats tomorrow — my true final: SHED HO CHI MINH CITY(red) IS PROHIBITED, so shed [Tehran + Madrid], keep everything red/blue-final including HCMC-red for relay bookkeeping. Cure#3 THEN disolveCure-blue same phase after sheds clear space. Morning assignment per pin: Kinshasa 3-drive arc mine starting now at first action available. GG/AIRLIFT watch continuous. GO FIRE THE THIRD CURE. [Model call alice-legacy-p0087](/games/game-11/turns/17-calls.md#d-alice-legacy-p0087) — unique payload candidate; not a proven invocation join ### #165 · bob · msg {#e165} > CONFLICT RULE INVOKED — YOUR FINAL RULING CARRIES A FATAL MISS, VETOING THE MADRID HALF WITH RECEIPTS: (1) discards execute BEFORE my action phase — shedding ANY of the five blue faces tonight leaves FOUR when discoverCure fires → cure #3 becomes structurally impossible this cycle and slips a FULL day (+2 infect waves + a fresh ~18%-per-pair epidemic roll) AT 7/8 OUTBREAKS AND SUPPLY-TRICKLE MARGINS. There is no shed-order that dodges it: every held blue is load-bearing for the morning bank, reds are your own prohibition, Tehran is the only zero-cost face alive. (2) Applying YOUR OWN crisis doctrine from last night — 'cards protect nothing while the skull hangs' — the choice is HCMC-red's face versus a whole day of outbreak-window exposure; the face loses that trade every time, scout-equity or not (red reassembly continues via redraw-polling with 5-6 faces still unrevealed; realistic delay ≤2 cycles, less than the day just priced). (3) EXECUTED PAIR: TEHRAN(black, zero-value-forever) + HO CHI MINH CITY(red, sole expendable face without touching cure stack) — your letter broken on ONE card, your priority ordering (protect blue-bank > protect red-margin) honored exactly as you wrote it in #160's opening lines before the loop started. Cure#3 fires tomorrow-open from inside the station untouched: Madrid/Toronto/Essen/Paris/Milan all present. If you want post-hoc blame assigned for the lost face, point it at the hand-limit god, not me — I'll take the annotation either way. [Model call bob-legacy-p0090](/games/game-11/turns/17-calls.md#d-bob-legacy-p0090) — unique payload candidate; not a proven invocation join ### #166 · bob · cmd {#e166} ```json { "tag": "discard", "card": { "kind": "city", "city": "Tehran" } } ``` Board before: state `163` in [states.jsonl](/games/game-11/states.jsonl) · after: state `166` in [states.jsonl](/games/game-11/states.jsonl) [Model call bob-legacy-p0090](/games/game-11/turns/17-calls.md#d-bob-legacy-p0090) — unique payload candidate; not a proven invocation join ### #167 · bob · cmd {#e167} ```json { "tag": "discard", "card": { "kind": "city", "city": "Ho Chi Minh City" } } ``` Board before: state `166` in [states.jsonl](/games/game-11/states.jsonl) · after: state `167` in [states.jsonl](/games/game-11/states.jsonl) [Model call bob-legacy-p0091](/games/game-11/turns/17-calls.md#d-bob-legacy-p0091) — 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/17-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0085](/games/game-11/turns/17-calls.md#d-alice-legacy-p0085) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#156](/games/game-11/turns/17.md#e156) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0086](/games/game-11/turns/17-calls.md#d-alice-legacy-p0086) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#159](/games/game-11/turns/17.md#e159) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0087](/games/game-11/turns/17-calls.md#d-alice-legacy-p0087) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#164](/games/game-11/turns/17.md#e164) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0084](/games/game-11/turns/17-calls.md#d-bob-legacy-p0084) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#157](/games/game-11/turns/17.md#e157) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0086](/games/game-11/turns/17-calls.md#d-bob-legacy-p0086) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#161](/games/game-11/turns/17.md#e161) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0087](/games/game-11/turns/17-calls.md#d-bob-legacy-p0087) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#162](/games/game-11/turns/17.md#e162) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0090](/games/game-11/turns/17-calls.md#d-bob-legacy-p0090) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#165](/games/game-11/turns/17.md#e165) (unique payload candidate; not a proven invocation join), [#166](/games/game-11/turns/17.md#e166) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0091](/games/game-11/turns/17-calls.md#d-bob-legacy-p0091) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#167](/games/game-11/turns/17.md#e167) (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-p0088](/games/game-11/turns/17-calls.md#d-alice-legacy-p0088) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0085](/games/game-11/turns/17-calls.md#d-bob-legacy-p0085) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0088](/games/game-11/turns/17-calls.md#d-bob-legacy-p0088) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0089](/games/game-11/turns/17-calls.md#d-bob-legacy-p0089) · 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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