# Turn 12 · 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-13/turns/11.md) · [Next turn](/games/game-13/turns/13.md) · [All turns](/games/game-13/turns/index.md) · [Interactive board](/games/game-13/replay.html#event-89) · [Game](/games/game-13/summary.md) Board before the first command: state `88` in [states.jsonl](/games/game-13/states.jsonl). After the last command: state `95` in [states.jsonl](/games/game-13/states.jsonl). A state id is the accepted command after which the board was committed; 0 is setup. ## Accepted events ### #89 · bob · msg {#e89} > Blue is not just cured — ERADICATED (we never placed a single blue cube). Nice. Red is yours to finish next turn; I hold Bangkok/Beijing/Tokyo red cards as pure fuel now, so no handoffs needed. Urgent flag for my own routing: Lagos just hit 3 yellow (outbreak would splash Khartoum at 2 → chain). Next turn I'm heading Miami→Bogota→Sao Paulo→Lagos with treat as the priority; Buenos Aires 3 yellow right after, then Khartoum. Don't reroute for yellow — your red cure is worth more. [Model call bob-legacy-p0057](/games/game-13/turns/12-calls.md#d-bob-legacy-p0057) — unique payload candidate; not a proven invocation join ### #90 · alice · msg {#e90} > Split call: CURING RED THIS TURN — Tokyo→San Francisco→Chicago→Atlanta, discoverCure on the 4th action. A cure in hand beats containment when the bombs (Beijing 3, Lagos 3) are discard-traps with only ~25% reshuffle odds, and cured-red cleanup is one treat per city afterward. That leaves YELLOW as our last cure: you hold Kinshasa, I hold Mexico City+Lima, 6 yellow in deck. Keep grinding Lagos/BA/Khartoum — and when your route crosses mine (Atlanta is likely), we'll sort yellow handoffs; whoever banks 5 cures it at Atlanta. After the red cure lands I'm free to pivot west/south for yellow support or red residue cleanup. [Model call alice-legacy-p0050](/games/game-13/turns/12-calls.md#d-alice-legacy-p0050) — unique payload candidate; not a proven invocation join ### #91 · alice · cmd {#e91} ```json { "tag": "driveFerry", "to": "San Francisco" } ``` Board before: state `88` in [states.jsonl](/games/game-13/states.jsonl) · after: state `91` in [states.jsonl](/games/game-13/states.jsonl) [Model call alice-legacy-p0050](/games/game-13/turns/12-calls.md#d-alice-legacy-p0050) — unique payload candidate; not a proven invocation join ### #92 · alice · cmd {#e92} ```json { "tag": "driveFerry", "to": "Chicago" } ``` Board before: state `91` in [states.jsonl](/games/game-13/states.jsonl) · after: state `92` in [states.jsonl](/games/game-13/states.jsonl) ### #93 · bob · msg {#e93} > Confirmed, red cure now is right. One yellow-cure optimization when you plan your post-red route: as SCIENTIST I need only FOUR yellow cards to cure vs your five — so route yellow cards TOWARD me. You hold Mexico City+Lima; if you hand me those two when our paths cross, I need just one more yellow draw (6 in deck) to cure at Atlanta. Alternative if we never cross: you bank 5 and cure yourself — but that's one more card of grinding. I'll be in the Americas/Africa yellow fires (Lagos/BA/Khartoum) with Kinshasa banked; Atlanta is my likely swing point too. [Model call bob-legacy-p0058](/games/game-13/turns/12-calls.md#d-bob-legacy-p0058) — unique payload candidate; not a proven invocation join ### #94 · alice · cmd {#e94} ```json { "tag": "driveFerry", "to": "Atlanta" } ``` Board before: state `92` in [states.jsonl](/games/game-13/states.jsonl) · after: state `94` in [states.jsonl](/games/game-13/states.jsonl) [Model call alice-legacy-p0053](/games/game-13/turns/12-calls.md#d-alice-legacy-p0053) — unique payload candidate; not a proven invocation join ### #95 · alice · cmd {#e95} ```json { "tag": "discoverCure", "color": "red", "cards": [ "Hong Kong", "Sydney", "Osaka", "Shanghai", "Manila" ] } ``` Board before: state `94` in [states.jsonl](/games/game-13/states.jsonl) · after: state `95` in [states.jsonl](/games/game-13/states.jsonl) [Model call alice-legacy-p0054](/games/game-13/turns/12-calls.md#d-alice-legacy-p0054) — unique payload candidate; not a proven invocation join ## Model calls Full inputs and outputs are on [the calls page for this turn](/games/game-13/turns/12-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0050](/games/game-13/turns/12-calls.md#d-alice-legacy-p0050) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#90](/games/game-13/turns/12.md#e90) (unique payload candidate; not a proven invocation join), [#91](/games/game-13/turns/12.md#e91) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0053](/games/game-13/turns/12-calls.md#d-alice-legacy-p0053) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#94](/games/game-13/turns/12.md#e94) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0054](/games/game-13/turns/12-calls.md#d-alice-legacy-p0054) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#95](/games/game-13/turns/12.md#e95) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0057](/games/game-13/turns/12-calls.md#d-bob-legacy-p0057) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#89](/games/game-13/turns/12.md#e89) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0058](/games/game-13/turns/12-calls.md#d-bob-legacy-p0058) · bob · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#93](/games/game-13/turns/12.md#e93) (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-p0051](/games/game-13/turns/12-calls.md#d-alice-legacy-p0051) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [alice-legacy-p0052](/games/game-13/turns/12-calls.md#d-alice-legacy-p0052) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0059](/games/game-13/turns/12-calls.md#d-bob-legacy-p0059) · 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)