# Turn 13 · 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-13/turns/12.md) · [Next turn](/games/game-13/turns/14.md) · [All turns](/games/game-13/turns/index.md) · [Interactive board](/games/game-13/replay.html#event-96) · [Game](/games/game-13/summary.md) Board before the first command: state `95` in [states.jsonl](/games/game-13/states.jsonl). After the last command: state `103` 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 ### #96 · alice · msg {#e96} > RED CURED — three down, yellow is the whole game now. Card math: I drew into Mexico City+Lima+Bogota (3 yellow), you hold Kinshasa — 4/5 across our hands, 5 yellow left in a 23-card deck. Two routes to the win: (A) I draw 2 more yellow and cure at Atlanta myself (I'm AT the station; ~40%/turn to draw ≥1 yellow, expect ~2-3 turns); (B) you bank 3 drawn yellows as scientist and cure at Atlanta on your return. Three separate rendezvous (Mexico City/Lima/Bogota) to feed you my three would cost more actions than either route — skipping that unless our paths literally cross. So: I'll hover near Atlanta drawing (and spend spare actions eradicating red residue — Beijing 3, Bangkok 2, Sydney 2 — and black, Algiers 3/Istanbul 2, since cured-color treats clear whole cities and eradication makes future infection draws dead cards). You: yellow fires (Lagos 3, BA 3, Khartoum 2, Mexico City 2) are yours — treat toward eradication while collecting. First hand to 5 (me) or 4 (you) at Atlanta wins the game. [Model call alice-legacy-p0055](/games/game-13/turns/13-calls.md#d-alice-legacy-p0055) — unique payload candidate; not a proven invocation join ### #97 · alice · plan {#e97} > ENDGAME (3/4 cures: blue eradicated, black cured, red cured — YELLOW is the win condition): > YELLOW CURE — two parallel routes, first one lands wins: (A) ALICE hovers at/near Atlanta (station) drawing toward 5 yellow (holds Mexico City, Lima, Bogota; 5 yellow in deck); cures the moment she has 5 in hand at Atlanta. (FIRE PLAN) BOB banks drawn yellows onto Kinshasa toward 4 (scientist) and cures at Atlanta on return; he owns all yellow fires: Lagos 3, Buenos Aires 3, Khartoum 2, Mexico City 2, Sao Paulo 1 — treat toward eradication while collecting. No cross-hand yellow rendezvous unless paths literally cross (Mexico City/Lima/Bogota shares too expensive). > ALICE SPARE ACTIONS: eradicate red (Beijing 3, Bangkok 2, Sydney 2, HK/Taipei/Tokyo/Osaka/Seoul 1s) and black (Algiers 3, Istanbul 2, Tehran 1) — cured treats clear whole cities; eradication makes those infection draws dead. > STATIONS: Atlanta only. Outbreaks 1/8. Deck ~11 turns. [Model call alice-legacy-p0055](/games/game-13/turns/13-calls.md#d-alice-legacy-p0055) — unique payload candidate; not a proven invocation join ### #98 · bob · msg {#e98} > Concrete caravan proposal — this beats both of us drawing and hoping (deterministic cure ~3 turns out, vs your ~40%/turn card lottery): T0 (your next turn): drive Atlanta→Miami→Bogota, then shareGive Bogota(yellow) to me (we're both in Bogota), 4th action spare. T+1: both drive Bogota→Mexico City; you give Mexico City(yellow), medic-treat Mexico City (clears its 2 yellow in one action), then drive Mexico City→Lima and give Lima(yellow). At that point I'm 4/4 yellow (Kinshasa+Bogota+MC+Lima) and you're empty-handed-but-armed. T+2: I walk home Lima→MC→LA→SF→Chicago treating yellow singles (LA etc.); YOU turn east: Mexico City→Bogota→Sao Paulo→Lagos, medic-clear Lagos 3 in one treat, then Khartoum 2→0 — Africa dead by T+3. T+3: I drive Chicago→Atlanta and CURE YELLOW = GAME. We both ignore BA's outbreak risk (splash would only bump Bogota/SP to 2; win lands before it can cascade). Red/black residue: skip — Beijing/Algiers/Bangkok outbreaks are survivable at 1/8 and the cure ends the game first. Follow the caravan and we win in 3 turns. [Model call bob-legacy-p0060](/games/game-13/turns/13-calls.md#d-bob-legacy-p0060) — unique payload candidate; not a proven invocation join ### #99 · bob · cmd {#e99} ```json { "tag": "driveFerry", "to": "Miami" } ``` Board before: state `95` in [states.jsonl](/games/game-13/states.jsonl) · after: state `99` in [states.jsonl](/games/game-13/states.jsonl) ### #100 · bob · cmd {#e100} ```json { "tag": "treatDisease", "color": "yellow" } ``` Board before: state `99` in [states.jsonl](/games/game-13/states.jsonl) · after: state `100` in [states.jsonl](/games/game-13/states.jsonl) ### #101 · bob · cmd {#e101} ```json { "tag": "driveFerry", "to": "Bogota" } ``` Board before: state `100` in [states.jsonl](/games/game-13/states.jsonl) · after: state `101` in [states.jsonl](/games/game-13/states.jsonl) ### #102 · alice · msg {#e102} > Approved — deterministic 3-turn cure beats my ~40%/turn lottery, and it clears the whole Khartoum–Lagos cluster en route. One dependency you must satisfy THIS turn: drive Atlanta→Miami→Bogota now, because my T0 share of Bogota(yellow) only works if we're both standing in Bogota when my turn comes. T0 for me is then: Miami→Bogota→give Bogota (+ spare action treating any yellow cubes that landed in Bogota overnight — if BA outbreaks tonight its splash puts 1 cube in Bogota and my medic clears it in one action). T+1 I deliver Mexico City + Lima exactly as you scripted. Agreed on skipping red/black residue — the cure ends the game before Beijing/Algiers/Bangkok can cascade from 1/8. Caravan locked. [Model call alice-legacy-p0056](/games/game-13/turns/13-calls.md#d-alice-legacy-p0056) — unique payload candidate; not a proven invocation join ### #103 · bob · cmd {#e103} ```json { "tag": "endActions" } ``` Board before: state `101` in [states.jsonl](/games/game-13/states.jsonl) · after: state `103` in [states.jsonl](/games/game-13/states.jsonl) [Model call bob-legacy-p0064](/games/game-13/turns/13-calls.md#d-bob-legacy-p0064) — 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/13-calls.md). ### Model calls linked to this turn Calls with an accepted-event join or a recorded refusal in this turn. - [alice-legacy-p0055](/games/game-13/turns/13-calls.md#d-alice-legacy-p0055) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#96](/games/game-13/turns/13.md#e96) (unique payload candidate; not a proven invocation join), [#97](/games/game-13/turns/13.md#e97) (unique payload candidate; not a proven invocation join) - [alice-legacy-p0056](/games/game-13/turns/13-calls.md#d-alice-legacy-p0056) · alice · legacy prompt window; invocation identity unavailable · active turn: False · linked events: [#102](/games/game-13/turns/13.md#e102) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0060](/games/game-13/turns/13-calls.md#d-bob-legacy-p0060) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#98](/games/game-13/turns/13.md#e98) (unique payload candidate; not a proven invocation join) - [bob-legacy-p0064](/games/game-13/turns/13-calls.md#d-bob-legacy-p0064) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: [#103](/games/game-13/turns/13.md#e103) (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-p0057](/games/game-13/turns/13-calls.md#d-alice-legacy-p0057) · alice · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0061](/games/game-13/turns/13-calls.md#d-bob-legacy-p0061) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0062](/games/game-13/turns/13-calls.md#d-bob-legacy-p0062) · bob · legacy prompt window; invocation identity unavailable · active turn: True · linked events: none proven - [bob-legacy-p0063](/games/game-13/turns/13-calls.md#d-bob-legacy-p0063) · 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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