turn 122
buy development card↻ 2 retries · 20.0s, 32.0s
hy3 · 80.6s · $0.0009 · 1 of 14 options
Buy dev card for chance at victory point to reach 10 VPs.
trade 4× brick → wheat
hy3 · 15.4s · $0.0007 · 4 of 13 options
Trade excess brick for wheat to enable city build for final VP.
turn 120
trade 2× wheat → ore
gpt-5.6-luna · 16.1s · $0.0005 · 2 of 5 options
Trade the two wheat for ore to strengthen the ore supply for a future city.
turn 118
end turn
hy3 · 9.0s · $0.0006 · 0 of 5 options
No build possible; keep ORE for future city and end turn.
move robber → rob orange↻ 1 retry · 20.0s
hy3 · 51.5s · $0.0008 · 8 of 18 options
Block opponent leader ORANGE with robber to hinder their progress and possibly steal a needed resource.
play knight
hy3 · 11.6s · $0.0006 · 1 of 2 options
Play knight to move robber onto Orange's strong hex and steal, blocking the leader and progressing largest army.
buy development card↻ 1 retry · 20.0s
hy3 · 52.4s · $0.0010 · 1 of 6 options
Buying a dev card may yield a VP and reduces hand size while preserving ore for a future city.
trade 4× brick → wheat
hy3 · 16.4s · $0.0013 · 2 of 9 options
Trade excess brick for wheat to progress toward a city upgrade while preserving ore.
turn 117
end turn
gemini-3.7-flash · 1.9s · $0.0005 · 0 of 5 options
Keep the four ore to build towards a city once more wheat is acquired rather than doing an inefficient 4:1 trade.
trade 4× wheat → ore
gemini-3.7-flash · 3.0s · $0.0007 · 4 of 5 options
Trade surplus wheat for ore to reduce hand size below the 8-card robber discard limit.
turn 116
end turn
gpt-5.6-luna · 6.2s · $0.0005 · 0 of 5 options
No trade enables an immediate build, so preserve the wheat and ore for a future city or settlement opportunity.
turn 113
trade 4× wheat → ore
gemini-3.7-flash · 2.3s · $0.0006 · 4 of 5 options
Trading excess wheat for ore secures the three ore required for an upcoming city upgrade while protecting against the robber.
turn 112
trade 4× wood → ore
gpt-5.6-luna · 4.3s · $0.0004 · 3 of 5 options
Trade four wood for ore to begin accumulating the ore and wheat needed for a city.
turn 111
move robber → rob orange↻ 1 retry · 20.0s
deepseek-v4-flash · 50.5s · $0.0003 · 4 of 18 options
Block ORANGE's high-probability hex and steal a resource to hinder the leader.
play knight↻ 1 retry · 20.0s
deepseek-v4-flash · 50.8s · $0.0002 · 1 of 2 options
Playing the knight card allows moving the robber to block the leading opponent (Orange) and potentially steal a needed resource.
buy development card↻ 1 retry · 20.0s
deepseek-v4-flash · 27.5s · $0.0002 · 1 of 2 options
Buying a development card can give us a victory point or a useful card, and we have the required resources (ore, sheep, wheat).
turn 110
buy development card
hy3 · 9.9s · $0.0011 · 1 of 2 options
Buying a development card uses our sheep/wheat/ore for a chance at a VP or knight to hinder tied leader Orange, while ending turn wastes the opportunity.
trade 4× brick → wheat↻ 1 retry · 20.0s
hy3 · 33.5s · $0.0004 · 1 of 5 options
Trade 4 brick for wheat to advance toward a city (need 2 wheat + 3 ore) and increase VPs.
turn 108
move robber → rob orange
gpt-5.6-luna · 8.0s · $0.0007 · 10 of 20 options
Block the current leader, ORANGE, on a likely productive hex and steal a card.
turn 106
trade 4× sheep → ore
hy3 · 13.5s · $0.0006 · 4 of 5 options
Trade surplus sheep for ore to start building cities toward 10 VPs.
turn 102
buy development card
hy3 · 16.3s · $0.0006 · 1 of 2 options
Buy development card to use spare sheep for potential VP or knight to pressure Orange.
trade 4× brick → ore↻ 1 retry · 20.0s
hy3 · 35.6s · $0.0004 · 2 of 5 options
Trade excess brick for ore to progress toward cities and reduce card count below 8.
move robber → rob orange
hy3 · 8.1s · $0.0005 · 3 of 18 options
Block co-leader Orange with the robber and steal a card to slow their path to 10 VPs.
play knight
hy3 · 15.2s · $0.0007 · 1 of 6 options
Play knight to move robber onto ORANGE's hex and steal, blocking the tied leader.
buy development card↻ 1 retry · 20.0s
hy3 · 31.7s · $0.0007 · 1 of 10 options
Buying a dev card spends sheep/wheat/ore to drop hand to 7 cards and may yield a knight or VP, aiding our race to 10 VPs.
turn 101
end turn
gemini-3.7-flash · 3.6s · $0.0006 · 0 of 5 options
Keep the four wheat to accumulate resources toward cities or development cards rather than trading inefficiently.
turn 100
build road 52–53
gpt-5.6-luna · 8.0s · $0.0005 · 1 of 6 options
Build a road now to expand toward another settlement while using the exact wood and brick available.
trade 2× wheat → brick
gpt-5.6-luna · 8.7s · $0.0008 · 4 of 5 options
Trade the surplus wheat for brick, preserving wood and creating the materials needed for a road and future expansion.
turn 99
trade 4× sheep → brick↻ 1 retry · 20.0s
deepseek-v4-flash · 43.2s · $0.0002 · 1 of 5 options
Trade 4 sheep for brick to secure a key resource for building a settlement, addressing our lack of brick and wood.
turn 97
upgrade to city 31
gemini-3.7-flash · 1.9s · $0.0004 · 1 of 2 options
Upgrading settlement 31 to a city increases victory points to 6 and boosts resource generation.