turn 150
build settlement 35
gpt-5.6-luna · 3.4s · $0.0003 · 8 of 11 options
Build a settlement immediately to reach 10 victory points and win the game.
turn 143
move robber → rob red
gemini-3.7-flash · 2.1s · $0.0006 · 0 of 22 options
Block and steal from Red since they are in the lead with 7 victory points.
turn 142
build settlement 22
gpt-5.6-luna · 6.8s · $0.0006 · 8 of 12 options
Build a settlement now for an immediate victory point and stronger production, using the exact resources in hand.
year of plenty: wood, wheat
gpt-5.6-luna · 6.1s · $0.0004 · 5 of 16 options
Take wood and wheat to complete the resources for building a settlement and move toward the final victory point.
buy development card
gpt-5.6-luna · 6.9s · $0.0003 · 1 of 2 options
Buy a development card for a chance at the final victory point while converting the available ore, wheat, and sheep.
turn 138
move robber → rob blue
gpt-5.6-luna · 7.5s · $0.0006 · 0 of 18 options
Block the current leader and attempt to steal from BLUE on a likely high-value hex.
play knight
gpt-5.6-luna · 6.7s · $0.0002 · 1 of 2 options
Play the Knight to advance toward Largest Army and block the strongest opponent’s production.
buy development card
gpt-5.6-luna · 7.2s · $0.0003 · 1 of 2 options
Buy a development card for the immediate chance of a victory point while converting otherwise unspent resources.
turn 137
upgrade to city 9
hy3 · 12.4s · $0.0004 · 1 of 3 options
Build city to convert wheat+ore into a victory point and empty hand to avoid robber risk
trade 4× brick → ore
hy3 · 15.7s · $0.0005 · 3 of 5 options
Trade excess brick for ore to reach city requirements (3 ore 2 wheat) and lower card count.
turn 136
build road 22–23↻ 2 retries · 20.0s, 32.0s
deepseek-v4-flash · 83.0s · $0.0008 · 2 of 7 options
Building road (22,23) extends our road network towards a promising settlement location.
build road 8–9↻ 4 retries · 20.0s, 32.0s, 51.2s, 81.9s
deepseek-v4-flash · 253.5s · $0.0004 · 4 of 8 options
Build road towards high-probability numbers to expand and secure a settlement spot.
turn 131
build road 4–15
gemini-3.7-flash · 2.9s · $0.0006 · 2 of 5 options
Build a road to expand toward a high-value settlement location.
trade 4× sheep → wood
gemini-3.7-flash · 2.7s · $0.0006 · 1 of 5 options
Trade excess sheep for wood to combine with brick for future road and settlement expansion.
move robber → rob red
gemini-3.7-flash · 2.5s · $0.0007 · 0 of 22 options
Block the leader RED on a key production hex and attempt to steal a resource from them.
turn 130
upgrade to city 13
gpt-5.6-luna · 7.6s · $0.0008 · 2 of 9 options
Build a city to secure the guaranteed victory point and improve resource production while converting the surplus ore and wheat.
move robber → rob blue
gpt-5.6-luna · 5.2s · $0.0007 · 9 of 21 options
Block Blue, the current strongest opponent, on a productive hex and steal a card if possible.
turn 129
end turn↻ 2 retries · 20.0s, 32.0s
hy3 · 93.1s · $0.0008 · 0 of 5 options
Keep ore for future city builds; trading away 4 ore leaves insufficient ore for cities and no immediate build is possible.
move robber → rob red↻ 1 retry · 20.0s
hy3 · 53.2s · $0.0008 · 0 of 21 options
Move robber to RED's settlement to block the current leader and steal a card toward city resources.
turn 128
build road 52–53↻ 2 retries · 20.0s, 32.0s
deepseek-v4-flash · 100.9s · $0.0003 · 1 of 9 options
Build a road to expand settlement options and reduce hand size.
move robber → rob red↻ 1 retry · 20.0s
deepseek-v4-flash · 49.0s · $0.0003 · 5 of 19 options
Block the leader RED and steal a card to reduce their hand.
play knight↻ 1 retry · 20.0s
deepseek-v4-flash · 33.3s · $0.0004 · 1 of 2 options
Playing the knight allows us to move the robber to block the leader (RED) and steal a card, improving our resource position.
turn 125
end turn
hy3 · 9.4s · $0.0006 · 0 of 5 options
Keep ore for city upgrade; trading all ore away wastes city potential and no build actions are available.
turn 124
end turn↻ 1 retry · 20.0s
deepseek-v4-flash · 36.8s · $0.0005 · 0 of 2 options
Cannot play a development card on the same turn it is purchased, so ending turn is the only legal action.
buy development card
deepseek-v4-flash · 7.6s · $0.0001 · 1 of 2 options
We have exactly the resources to buy a development card, which could yield a victory point or other advantage, and we have no immediate way to build roads or settlements.
move robber → rob red↻ 1 retry · 20.0s
deepseek-v4-flash · 53.4s · $0.0007 · 2 of 20 options
Block the current leader RED by stealing a card from him.
turn 120
build road 24–53
deepseek-v4-flash · 17.5s · $0.0004 · 1 of 10 options
Build a road to reduce card count and expand towards a good settlement location.
turn 119
move robber → rob red
gemini-3.7-flash · 3.5s · $0.0008 · 0 of 23 options
Target the current leader Red and steal a needed resource.
play knight
gemini-3.7-flash · 3.7s · $0.0006 · 1 of 2 options
Playing the knight unblocks my hex, moves the robber to target the leader RED, and steals a resource.
buy development card
gemini-3.7-flash · 2.5s · $0.0004 · 1 of 2 options
Buying a development card uses available resources efficiently to advance victory points and gain utility.