# 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-12/turns/0.md) · [Next turn](/games/game-12/turns/2.md) · [All turns](/games/game-12/turns/index.md) · [Interactive board](/games/game-12/replay.html#event-12) · [Game](/games/game-12/summary.md) Board before the first command: state `11` in [states.jsonl](/games/game-12/states.jsonl). After the last command: state `19` in [states.jsonl](/games/game-12/states.jsonl). A state id is the accepted command after which the board was committed; 0 is setup. ## Accepted events ### #12 · alice · msg {#e12} > I’m at Sao Paulo, one drive from Buenos Aires; pinned to treat it next turn. Please prioritize Beijing this turn as planned. I hold Airlift, but can only play it on my own turn; I can relocate a pawn then if needed. Madrid station is built; I kept San Francisco and black-card plan. [Model call alice-legacy-p0007](/games/game-12/turns/1-calls.md#d-alice-legacy-p0007) — unique payload candidate; not a proven invocation join ### #13 · bob · msg {#e13} > Conflict with the pinned split: Alice planned Buenos Aires next turn, but the live frontier flags it as an armed epidemic-discard bomb and favors defusing it now over Beijing; I’m switching to Buenos Aires containment this turn. Please take Beijing on your next turn (your Airlift can reposition you if needed); I’ll reassess after the draw. [Model call bob-legacy-p0004](/games/game-12/turns/1-calls.md#d-bob-legacy-p0004) — unique payload candidate; not a proven invocation join ### #14 · bob · plan {#e14} > Collectors: Bob blue/yellow/red; Alice black; preserve Alice's San Francisco for the blue handoff. Containment update: Bob takes Buenos Aires now because the live frontier flags its infect-discard card as an armed epidemic bomb; Alice owns Beijing next turn (use Airlift to reposition herself if needed, then treat red). Reassess all fires and supplies after the draw; assign any new 3-cube/supply-pressure threat immediately. [Model call bob-legacy-p0004](/games/game-12/turns/1-calls.md#d-bob-legacy-p0004) — unique payload candidate; not a proven invocation join ### #15 · alice · msg {#e15} > Agreed. Bob takes Buenos Aires this turn; I’ll own Beijing next turn. I can use my Airlift to get directly there on my turn, then treat red. I’ll update the pinned plan when my action window opens. [Model call alice-legacy-p0008](/games/game-12/turns/1-calls.md#d-alice-legacy-p0008) — unique payload candidate; not a proven invocation join ### #16 · bob · cmd {#e16} ```json { "tag": "dispatcherJump", "pawn": "bob", "toPawn": "alice" } ``` Board before: state `11` in [states.jsonl](/games/game-12/states.jsonl) · after: state `16` in [states.jsonl](/games/game-12/states.jsonl) ### #17 · bob · cmd {#e17} ```json { "tag": "driveFerry", "to": "Buenos Aires" } ``` Board before: state `16` in [states.jsonl](/games/game-12/states.jsonl) · after: state `17` in [states.jsonl](/games/game-12/states.jsonl) [Model call bob-legacy-p0006](/games/game-12/turns/1-calls.md#d-bob-legacy-p0006) — unique payload candidate; not a proven invocation join ### #18 · bob · cmd {#e18} ```json { "tag": "treatDisease", "color": "yellow" } ``` Board before: state `17` in [states.jsonl](/games/game-12/states.jsonl) · after: state `18` in [states.jsonl](/games/game-12/states.jsonl) ### #19 · bob · cmd {#e19} ```json { "tag": "treatDisease", "color": "yellow" } ``` Board before: state `18` in [states.jsonl](/games/game-12/states.jsonl) · after: state `19` in [states.jsonl](/games/game-12/states.jsonl) ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-12/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-p0007](/games/game-12/turns/1-calls.md#d-alice-legacy-p0007) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#12](/games/game-12/turns/1.md#e12) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0008](/games/game-12/turns/1-calls.md#d-alice-legacy-p0008) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#15](/games/game-12/turns/1.md#e15) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0004](/games/game-12/turns/1-calls.md#d-bob-legacy-p0004) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#13](/games/game-12/turns/1.md#e13) (unique payload candidate; not a proven invocation join), [#14](/games/game-12/turns/1.md#e14) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0006](/games/game-12/turns/1-calls.md#d-bob-legacy-p0006) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#17](/games/game-12/turns/1.md#e17) (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-p0009](/games/game-12/turns/1-calls.md#d-alice-legacy-p0009) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0005](/games/game-12/turns/1-calls.md#d-bob-legacy-p0005) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0007](/games/game-12/turns/1-calls.md#d-bob-legacy-p0007) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0008](/games/game-12/turns/1-calls.md#d-bob-legacy-p0008) · 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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