turn 212
play knight
gemini-3.7-flash · 2.9s · $0.0005 · 1 of 2 options
Playing a knight can secure Largest Army to immediately win or steal the necessary resource for the final victory point.
buy development card
gemini-3.7-flash · 2.0s · $0.0004 · 1 of 2 options
Buying a development card at 9 victory points gives an immediate chance to draw a victory point card and win the game.
turn 211
end turn↻ 1 retry · 20.0s
hy3 · 45.5s · $0.0009 · 0 of 5 options
Keep ore for city and lack wheat, so end turn to await resources.
trade 2× wheat → ore
hy3 · 13.9s · $0.0013 · 3 of 5 options
Trading excess wheat for ore brings us closer to city resources (3 ore, 2 wheat) needed for the final victory points.
trade 2× wheat → ore
hy3 · 15.3s · $0.0007 · 3 of 5 options
Trade two wheat for ore to enable building a city next turn for the win.
turn 210
trade 4× wheat → ore
gpt-5.6-luna · 6.0s · $0.0006 · 2 of 5 options
Trade four wheat for ore to build toward the ore-heavy city path and reach 10 VPs fastest.
trade 4× ore → wood
gpt-5.6-luna · 9.5s · $0.0008 · 1 of 9 options
Trade excess ore for wood to reduce the oversized hand while preserving wheat for a likely city.
turn 209
build road 27–28↻ 2 retries · 20.0s, 32.0s
deepseek-v4-flash · 78.2s · $0.0005 · 1 of 11 options
Building a road (27,28) may extend our network toward a valuable settlement location or block an opponent's expansion.
trade 4× wheat → ore↻ 3 retries · 20.0s, 32.0s, 51.2s
deepseek-v4-flash · 141.2s · $0.0008 · 12 of 15 options
Trade 4 wheat for ore to progress towards a city (2 VPs) and reduce hand size to avoid robber.
trade 4× ore → brick↻ 8 retries · 20.0s, 32.0s, 51.2s, 81.9s, 120.0s, 120.0s, 120.0s, 120.0s
deepseek-v4-flash · 748.1s · $0.0109 · 3 of 9 options
Trade 4 ore for brick to reduce hand size and gain a needed resource, while preserving wheat for a future city.
turn 208
trade 4× sheep → ore
gemini-3.7-flash · 3.5s · $0.0006 · 4 of 5 options
Trade four sheep for an ore to reduce hand size safely below eight cards and work toward a settlement or city.
trade 2× wood → wheat
gemini-3.7-flash · 3.0s · $0.0006 · 5 of 9 options
Trade excess wood via the 2:1 port for wheat to manage hand size and build towards a winning settlement or development card.
turn 207
build road 25–26↻ 1 retry · 20.0s
hy3 · 47.7s · $0.0009 · 1 of 8 options
Build road to expand network toward possible settlement spot.
trade 2× wheat → ore↻ 1 retry · 20.0s
hy3 · 39.9s · $0.0011 · 10 of 12 options
Trade surplus wheat for scarce ore to progress toward a city upgrade for needed victory points.
turn 205
trade 4× ore → wheat↻ 1 retry · 20.0s
deepseek-v4-flash · 49.6s · $0.0003 · 1 of 5 options
Reduce hand size from 8 to avoid robber discard and gain wheat needed for a city.
turn 204
move robber → rob white
gemini-3.7-flash · 8.4s · $0.0009 · 4 of 23 options
Block and steal from White who is among the leading opponents and holds six cards.
play knight
gemini-3.7-flash · 2.6s · $0.0005 · 1 of 2 options
Playing a knight allows moving the robber off our hex and stealing a resource to help reach the winning point.
buy development card
gemini-3.7-flash · 1.9s · $0.0004 · 1 of 2 options
Buying a development card gives an immediate chance to draw a victory point card and win the game at 10 VPs.
trade 4× brick → ore
gemini-3.7-flash · 3.0s · $0.0006 · 4 of 5 options
Trade excess brick for ore to purchase a development card towards the final victory point.
turn 203
end turn
hy3 · 19.0s · $0.0008 · 0 of 8 options
No immediate VP from a road and keeping wood/brick preserves chance to build a settlement later
move robber → rob blue
hy3 · 11.4s · $0.0005 · 5 of 21 options
Block leader BLUE with robber to slow their path to 10 VPs.
turn 201
end turn↻ 5 retries · 20.0s, 32.0s, 51.2s, 81.9s, 120.0s
deepseek-v4-flash · 357.1s · $0.0011 · 0 of 5 options
We cannot build a city or settlement this turn with current resources, so ending turn is the best option.
turn 200
move robber → rob orange
gemini-3.7-flash · 2.9s · $0.0007 · 1 of 23 options
Stealing from Orange targets the player holding the most cards to maximize our chances of gaining useful resources to reach 10 victory points.
turn 199
move robber → rob blue
hy3 · 8.4s · $0.0006 · 5 of 21 options
Block leader BLUE by moving robber to their hex.
play knight
hy3 · 11.2s · $0.0008 · 1 of 2 options
Playing knight re-blocks leader BLUE and steals a resource to help our sparse hand.
buy development card
hy3 · 9.7s · $0.0008 · 1 of 6 options
We can afford a development card with our sheep/wheat/ore and it may grant a victory point to close the gap on Blue's 9 VPs.
trade 3× wood → ore↻ 1 retry · 20.0s
hy3 · 45.4s · $0.0011 · 8 of 9 options
Trade three wood for ore to build toward a city while keeping wheat for the city cost.
move robber → rob blue
hy3 · 13.0s · $0.0006 · 5 of 20 options
Block leader BLUE with robber to slow their path to 10 VPs.
turn 198
build road 13–14
gpt-5.6-luna · 7.6s · $0.0006 · 1 of 9 options
Build a road to advance toward a potential settlement and strengthen the path to the longest road.
trade 4× wheat → brick
gpt-5.6-luna · 8.7s · $0.0008 · 3 of 5 options
Trade excess wheat for brick to reduce the risky nine-card hand while preserving a strong mix for future development.