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m028 game 0

turn 147 · 451 moves recorded
winnergpt-5.6-lunain 147 turns
Move-by-move replay is built for the featured games. This game's full move log and every model decision are in its records below.
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victory points

victory points over time0246810WINturn 0turn 14751074
hy3 5gpt-5.6-luna 10deepseek-v4-flash 7gemini-3.7-flash 4

race to 10

race to 10 victory points0510gpt-5.6-lunadeepseek-v4-flashhy3gemini-3.7-flash
1gpt-5.6-luna10110310vp
knight9playedvp card3year of plenty1playedmonopoly2played
towns 1cities 2roads 6largest army (9)$0.029665 moves56.2k tok
2deepseek-v4-flash0312067vp
road building1played
towns 5cities 0roads 15longest road (6)$0.015537 moves85.7k tok55 retries
3hy33000475vp
vp card1road building1playedyear of plenty1played
towns 0cities 2roads 7$0.057565 moves127.3k tok27 retries
4gemini-3.7-flash0001014vp
knight1· 1 played
towns 0cities 2roads 2$0.009918 moves14.6k tok

decisions & reasoning

turn 147
buy development card
gpt-5.6-luna · 4.2s · $0.0002 · 1 of 2 options
Buy a development card for the chance of a victory point and immediate win at 10 VP.
turn 146
end turn
hy3 · 8.2s · $0.0008 · 0 of 5 options
Keeping 4 ORE preserves city-building potential; trading away all ore hurts more than a single resource helps.
move robber → rob red
hy3 · 18.5s · $0.0008 · 5 of 24 options
Move robber to hex with both leaders and steal from RED to slow the tied leader.
turn 145
buy development card
gemini-3.7-flash · 2.6s · $0.0004 · 1 of 2 options
Buying a development card spends cards safely towards Victory Points and Largest Army.
move robber → rob orange
gemini-3.7-flash · 2.9s · $0.0007 · 1 of 21 options
Target co-leader ORANGE to slow their progress toward 10 points while stealing a needed resource.
play knight
gemini-3.7-flash · 2.5s · $0.0004 · 1 of 2 options
Playing the Knight allows blocking a leader's resource hex and stealing a useful card while advancing toward Largest Army.
roll
gemini-3.7-flash · 2.8s · $0.0004 · 0 of 2 options
Roll the dice to generate resources for the turn before considering development cards.
turn 144
build road 11–32↻ 1 retry · 20.0s
deepseek-v4-flash · 44.5s · $0.0008 · 1 of 13 options
Building road (11,32) likely expands towards a new settlement spot to secure a victory point.
turn 142
end turn
hy3 · 11.6s · $0.0007 · 0 of 5 options
Cannot build anything now; keep wheat for a future city and avoid wasteful 2-for-1 trade.
turn 141
end turn
gemini-3.7-flash · 4.9s · $0.0008 · 0 of 2 options
Ending the turn preserves the Knight card to reactively unblock vital resource tiles before rolling next turn.
buy development card
gemini-3.7-flash · 3.0s · $0.0004 · 1 of 2 options
Buying a development card advances victory point potential and optimizes resource management without risking a robber discard.
move robber → rob red
gemini-3.7-flash · 3.3s · $0.0008 · 5 of 22 options
Block co-leader Red who holds 5 resource cards and steal from them to slow their progress.
turn 140
move robber → rob orange↻ 1 retry · 20.0s
deepseek-v4-flash · 32.6s · $0.0004 · 1 of 20 options
Block ORANGE who is tied in VP and may steal a useful resource.
turn 138
trade 2× wheat → ore
hy3 · 7.7s · $0.0008 · 4 of 5 options
Trade two wheat for ore to reach 3 ore, enabling a city upgrade for a victory point.
turn 137
move robber → rob orange
gemini-3.7-flash · 3.0s · $0.0007 · 4 of 22 options
Target leader Orange to disrupt their resource generation and steal a card.
turn 136
build road 45–46↻ 1 retry · 20.0s
deepseek-v4-flash · 53.3s · $0.0003 · 1 of 13 options
Build a road from our new settlement at 46 to 45 to expand towards a potential settlement location.
trade 3× ore → wheat↻ 3 retries · 20.0s, 32.0s, 51.2s
deepseek-v4-flash · 134.0s · $0.0006 · 16 of 17 options
Trading ore for wheat enables building a settlement next turn, crucial to catch up to Orange's 8 VP.
turn 135
end turn
gpt-5.6-luna · 5.9s · $0.0005 · 0 of 6 options
The purchased victory-point development card should bring ORANGE to 10 points, so end the turn to secure the win.
buy development card
gpt-5.6-luna · 5.5s · $0.0005 · 1 of 6 options
Buy a development card to reduce the oversized hand and give the best immediate chance of drawing a victory point card.
turn 134
end turn
hy3 · 14.6s · $0.0006 · 0 of 9 options
Keep wheat and ore for city upgrade, avoid wasteful 4:1 trades.
trade 4× wood → wheat
hy3 · 18.7s · $0.0020 · 6 of 13 options
Trade excess wood for wheat to secure city resources (3 ore,2 wheat) and drop below 8 cards to avoid robber discard.
turn 133
end turn
gemini-3.7-flash · 2.9s · $0.0005 · 0 of 5 options
Holding cards is safe under 8 cards and keeps resources close to building a city.
turn 132
build settlement 46↻ 1 retry · 20.0s
deepseek-v4-flash · 49.0s · $0.0008 · 14 of 16 options
Building a settlement immediately increases our VPs to 7, tying with the leader ORANGE, and secures new resource production.
turn 131
build road 6–23
gpt-5.6-luna · 8.5s · $0.0006 · 4 of 8 options
Use the traded brick and wood to extend the road network toward another settlement opportunity.
trade 4× sheep → brick
gpt-5.6-luna · 4.0s · $0.0004 · 1 of 5 options
Trade four sheep for brick to complete the wood-brick-sheep-wheat requirement for a settlement and reach 9 VP.
turn 130
end turn
hy3 · 9.0s · $0.0010 · 0 of 5 options
Trading 2 wheat for 1 ore would leave no wheat for a city, so ending turn preserves resources.
turn 128
move robber → rob orange
deepseek-v4-flash · 17.6s · $0.0002 · 1 of 20 options
Orange is leading with 7 VP, so we move the robber to a tile where they have a settlement to steal a card and hinder their progress.
turn 126
end turn
hy3 · 13.3s · $0.0018 · 0 of 9 options
Keep ore and wheat for a city; trades waste city resources and ending turn maintains blocker on leader.
move robber → rob orange
hy3 · 12.3s · $0.0009 · 4 of 23 options
Block the leader ORANGE by placing the robber on their hex and stealing a card to hinder their progress.
turn 125
trade 4× ore → wheat
gemini-3.7-flash · 3.7s · $0.0006 · 4 of 5 options
Trading four ore for one wheat reduces hand size below discard limits and prepares resources for a future city upgrade.