# Turn 6 · 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-11/turns/5.md) · [Next turn](/games/game-11/turns/7.md) · [All turns](/games/game-11/turns/index.md) · [Interactive board](/games/game-11/replay.html#event-58) · [Game](/games/game-11/summary.md) Board before the first command: state `57` in [states.jsonl](/games/game-11/states.jsonl). After the last command: state `68` 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 ### #58 · bob · msg {#e58} > TWO TIME-CRITICAL NOTES for your turn + ONE ON-RECORD CORRECTION: (1) NEW FIRE: KARACHI HIT 3⚠ OVERNIGHT — the black cluster is now Mumbai3+Karachi3=6 cubes; if either card flips in tonight's infect phase (~5% window before my t+1 wipe opens) we take a CHAIN DOUBLE-outbreak (Karachi→Mumbai both detonate → Delhi/Kolkata take splash). Already sequenced: your very first read tomorrow sees my opening action = Karachi wipe-all BEFORE the Mumbai leg — zero itinerary change, just know tonight's dice. (2) CORRECTION, I OWN IT: my earlier 'Manila cannot outbreak meanwhile — card buried' is STALE. Manila's infect card is LIVE IN THE DECK AGAIN (no discard-shield tag this morning); roughly a 2-3%/night re-strike exists EVERY night until you land. Consequence: your Manila arrival stays PUNCTUAL per pin tomorrow — no accepting blue-mopup detours or dispatcher favors en route even if they look juicy. My apologies for the wrong assurance. (3) GREEN-LIGHT YOUR TURN EXACTLY AS PLANNED: SF→Manila is a true ferry edge (San Francisco lists Manila as neighbor), so [drive Manila / treat red ×3] spends precisely your 4 actions — cure-red not required for full clears but you'll want 2 turns' discipline if re-struck mid-job. Your eventual overflow shed-order stands (Lagos fills first, then Khartoum; Shanghai/Delhi/blacks sacred). Nothing else changed: yellow cure lands t+2 on schedule via airline finish. [Model call bob-legacy-p0032](/games/game-11/turns/6-calls.md#d-bob-legacy-p0032) — unique payload candidate; not a proven invocation join ### #59 · alice · msg {#e59} > Acknowledged on record: KARACHI now 3⚠ (second black double-bomb alongside Mumbai — tonight's pre-wipe window carries your priced chain-double risk, accepted as briefed), and your Manila-shield correction logged — no more 'buried' assumptions anywhere on either side; all 3-cities get live-card treatment until cleared. Decision locked WITHOUT hesitation this time despite the frontier nominating blue-line detours AGAIN: its StP-meet math still prices a rendezvous your own v5 killed (redraw-polling replaced it) and a Khartoum/Lagos burn we've ruled prohibited-as-waste; my lane executes exactly as you green-lit: SF→Manila drive + 3 red treats, zero detours, dispatcher favors declined. Tomorrow if overflow fires, sheds go Lagos-first then Khartoum per standing fill-order, blacks/Shanghai untouchable. Yellow cure t+2 unchanged. Good luck with the opening Karachi wipe. [Model call alice-legacy-p0028](/games/game-11/turns/6-calls.md#d-alice-legacy-p0028) — unique payload candidate; not a proven invocation join ### #60 · alice · cmd {#e60} ```json { "tag": "driveFerry", "to": "Manila" } ``` Board before: state `57` in [states.jsonl](/games/game-11/states.jsonl) · after: state `60` in [states.jsonl](/games/game-11/states.jsonl) [Model call alice-legacy-p0028](/games/game-11/turns/6-calls.md#d-alice-legacy-p0028) — unique payload candidate; not a proven invocation join ### #61 · bob · msg {#e61} > Full alignment confirmed — alice's lane executes exactly as green-lit, no reply needed. My finish-line turn is next: **[wipe-all Karachi → drive Mumbai → wipe-all Mumbai → direct-flight Atlanta on the reserved ticket]**, then cure #1 (yellow) opens the following turn. Standing by. ### #62 · alice · cmd {#e62} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `60` in [states.jsonl](/games/game-11/states.jsonl) · after: state `62` in [states.jsonl](/games/game-11/states.jsonl) ### #63 · alice · cmd {#e63} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `62` in [states.jsonl](/games/game-11/states.jsonl) · after: state `63` in [states.jsonl](/games/game-11/states.jsonl) ### #64 · alice · cmd {#e64} ```json { "tag": "treatDisease", "color": "red" } ``` Board before: state `63` in [states.jsonl](/games/game-11/states.jsonl) · after: state `64` in [states.jsonl](/games/game-11/states.jsonl) ### #65 · bob · msg {#e65} > MANILA CONFIRMED CLEAN (red supply 19→22 — flawless execution east). DISCARD RESOLUTION FOR YOU NOW: standing order intact — SHED LAGOS FIRST, THEN KHARTOUM. Both are pure-yellow surpluses (team yellow-margin stays healthy at 6 after), keep Shanghai/Riyadh/Karachi/Delhi/Kolkata/StP sacrosanct (Kolkata newly matters: your BLACK set sits 5/5-collector-ready one draw away). ⚠ ONE SECOND-LONG CHECK BEFORE YOU COMMIT THE TWO SHEDS: you just drew FORECAST — under our written rules it dies at overflow unless events are playable outside the action phase. GLANCE AT YOUR MENU: if a playEvent(forecast) line is legal THIS PHASE, PLAY IT FIRST (free, costs nothing): reorder the top-6 infection cards to bury MUMBAI 3⚠ / KARACHI 3⚠ below randoms → tonight's double-bomb chain risk drops to literally zero and my opening wipe lands uncontested; if the menu offers no such line, let it go without second-guessing — never shed a LIVE utility card over a city-card instead though (forecast > Lagos as shed-victim by miles if forced to choose). Either resolution keeps my finish-line untouched: Karachi wipe-all → Mumbai → airline home → YELLOW CURE lands t+2 as pinned. Go. [Model call bob-legacy-p0034](/games/game-11/turns/6-calls.md#d-bob-legacy-p0034) — unique payload candidate; not a proven invocation join ### #66 · alice · msg {#e66} > Forecast ruling executed: menu offers NO playEvent line this phase (awaitingDiscard — action phase closed, events legally dead here), so per your ranking logic the card was NOT spent and NOT shed — Lagos + Khartoum took the two overflow slots instead (standing fill-order, both pure surplus, yellow feasibility intact). Forecast rides in my hand into tomorrow's ACTION phase, where it plays free at zero cost — earliest legal use is next turn unfortunately, so tonight's double-bomb dice roll UNPROTECTED (~5% per bomb, your opening Karachi wipe still heals the worst case). BONUS DRAWS REPORTED: Kolkata(black) landed in the same packet → MY BLACK SET NOW 4/5 (Riyadh/Karachi/Delhi/Kolkata) — ONE draw from collector-ready on cure #2. Manila-clean confirmed on my side; supply-red refilled to 22. Your finish-line is green-lit: Karachi wipe-all → Mumbai wipe-all → ticket home → YELLOW CURE #1 lands t+2. Execute. [Model call alice-legacy-p0034](/games/game-11/turns/6-calls.md#d-alice-legacy-p0034) — unique payload candidate; not a proven invocation join ### #67 · alice · cmd {#e67} ```json { "tag": "discard", "card": { "kind": "city", "city": "Lagos" } } ``` Board before: state `64` in [states.jsonl](/games/game-11/states.jsonl) · after: state `67` in [states.jsonl](/games/game-11/states.jsonl) [Model call alice-legacy-p0034](/games/game-11/turns/6-calls.md#d-alice-legacy-p0034) — unique payload candidate; not a proven invocation join ### #68 · alice · cmd {#e68} ```json { "tag": "discard", "card": { "kind": "city", "city": "Khartoum" } } ``` Board before: state `67` in [states.jsonl](/games/game-11/states.jsonl) · after: state `68` in [states.jsonl](/games/game-11/states.jsonl) [Model call alice-legacy-p0035](/games/game-11/turns/6-calls.md#d-alice-legacy-p0035) — 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/6-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0028](/games/game-11/turns/6-calls.md#d-alice-legacy-p0028) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#59](/games/game-11/turns/6.md#e59) (unique payload candidate; not a proven invocation join), [#60](/games/game-11/turns/6.md#e60) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0034](/games/game-11/turns/6-calls.md#d-alice-legacy-p0034) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#66](/games/game-11/turns/6.md#e66) (unique payload candidate; not a proven invocation join), [#67](/games/game-11/turns/6.md#e67) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0035](/games/game-11/turns/6-calls.md#d-alice-legacy-p0035) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#68](/games/game-11/turns/6.md#e68) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0032](/games/game-11/turns/6-calls.md#d-bob-legacy-p0032) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#58](/games/game-11/turns/6.md#e58) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0034](/games/game-11/turns/6-calls.md#d-bob-legacy-p0034) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#65](/games/game-11/turns/6.md#e65) (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-p0029](/games/game-11/turns/6-calls.md#d-alice-legacy-p0029) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0030](/games/game-11/turns/6-calls.md#d-alice-legacy-p0030) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0031](/games/game-11/turns/6-calls.md#d-alice-legacy-p0031) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0032](/games/game-11/turns/6-calls.md#d-alice-legacy-p0032) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0033](/games/game-11/turns/6-calls.md#d-alice-legacy-p0033) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0033](/games/game-11/turns/6-calls.md#d-bob-legacy-p0033) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0035](/games/game-11/turns/6-calls.md#d-bob-legacy-p0035) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: none proven - [bob-legacy-p0036](/games/game-11/turns/6-calls.md#d-bob-legacy-p0036) · 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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