color: ORANGE

type: move

action: BUILD_SETTLEMENT 27

reason: Chose interior vertex 27 to maximize adjacent high-probability number tiles.


type: retry

error: TimeoutError('no response within 20s')


action: BUILD_ROAD (27, 28)

reason: Build road to 28 to access potential high-probability number tiles for second settlement.


color: BLUE

action: BUILD_SETTLEMENT 19

reason: Choose a central open settlement location to maximize access to productive hexes and future expansion.


action: BUILD_ROAD (19, 20)

reason: Build toward the nearest open expansion point to maximize the chance of securing a strong second settlement.


color: RED

action: BUILD_SETTLEMENT 38

reason: Settlement 38 provides excellent resource diversity and high-probability hexes for early production.


action: BUILD_ROAD (37, 38)

reason: Building road towards vertex 37 provides better expansion options towards remaining high-value intersections.


color: WHITE

action: BUILD_SETTLEMENT 0

reason: Place initial settlement on a high-probability intersection to secure resources for growth.


action: BUILD_ROAD (0, 1)

reason: Build road towards node 1 to open up a potential settlement spot with good resource access.


action: BUILD_SETTLEMENT 24

reason: Central location often has high-probability numbers like 6 and 8.


error: TimeoutError('no response within 32s')


action: BUILD_ROAD (24, 25)

reason: Extending towards the center increases chances of securing high-probability numbers for future settlements.


action: BUILD_SETTLEMENT 10

reason: Placing the second settlement on a high-value intersection ensures balanced resource income and production diversity.


action: BUILD_ROAD (10, 11)

reason: Build a road toward node 11 to expand toward future settlement spots.


action: BUILD_SETTLEMENT 12

reason: Choose a centrally located open settlement site to maximize access to productive numbers and future expansion.


action: BUILD_ROAD (12, 13)

reason: Extend toward an uncontested expansion route from settlement 12.


action: BUILD_SETTLEMENT 14

reason: Vertex 14 is centrally located near opponents' settlements and likely touches high-probability numbers 6/8 for resource growth.


action: BUILD_ROAD (14, 15)

reason: Builds towards open space away from opponents to enable future wood and sheep access.


action: BUILD_ROAD (13, 34)

reason: Extend from your existing road toward the open junction rather than terminating at Orange’s settlement.


action: MOVE_ROBBER ((-1, 0, 1), <Color.ORANGE: 'ORANGE'>, None)

reason: Place the robber on a productive hex and steal a card from an opponent with the most cards.


reason: I have the exact resources (Ore, Wheat, Sheep) to purchase a development card to gain early knights or victory points.


reason: End turn after buying a development card as there are no further beneficial moves needed this turn.


action: MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', 'SHEEP', 'ORE')

reason: Trade four sheep for ore to begin building toward valuable cities and improve long-term development potential.


action: ROLL

reason: Roll the dice to gain resources before deciding on further actions.


reason: Playing the knight card immediately lets me move the robber to steal a needed resource and advance toward Largest Army.


action: MOVE_ROBBER ((2, -2, 0), <Color.ORANGE: 'ORANGE'>, None)

reason: Steal from Orange who holds the most cards (5 cards) to maximize card gain and disrupt their development.


action: BUILD_ROAD (9, 10)

reason: Building a road towards a new settlement spot is an efficient use of current wood and brick resources.


reason: Holding two sheep preserves flexibility with the 2:1 port until enough resources are available to build.


reason: Saving the sheep provides better flexibility for future building turns without risking robber discards.


action: MARITIME_TRADE ('SHEEP', 'SHEEP', None, None, 'BRICK')

reason: Trade excess sheep for brick using the 2:1 port to work towards a road and settlement.


action: BUILD_ROAD (11, 12)

reason: Build a road to expand towards your next settlement location.


action: MOVE_ROBBER ((0, 0, 0), <Color.WHITE: 'WHITE'>, None)

reason: Block WHITE, the opponent with the largest hand, while stealing a resource to slow their development.


reason: Buy a development card using the exact ore, wheat, and sheep cost for a chance at a victory point or powerful knight.


error: TimeoutError('no response within 51s')


action: MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', 'SHEEP', 'WHEAT')

reason: Trade 4 sheep for wheat to reduce hand size from 7 to 4, avoiding robber discard risk, and gain a needed resource for building a settlement.


reason: Use resources to buy dev card for a chance at VP or knight to move robber.


reason: Play the knight to move the robber onto BLUE's hex to block their high card count and potentially steal a resource.


action: MOVE_ROBBER ((0, -1, 1), <Color.BLUE: 'BLUE'>, None)

reason: Steal from BLUE who has the most cards.


action: BUILD_CITY 27

reason: Upgrade settlement to city using wheat and ore to gain a victory point and increase production.


reason: Play Road Building to expand toward future settlements without spending scarce resources.


action: BUILD_ROAD (19, 46)

reason: Build toward the promising connected expansion route at intersection 19, preserving the chance to claim a settlement spot with the second free road.


action: BUILD_ROAD (46, 48)

reason: Extend the newly built road from intersection 46 toward 48 to preserve expansion momentum and improve longest-road potential.


action: BUILD_ROAD (48, 49)

reason: Extend the existing road network from node 48 toward the next expansion point while wood and brick are available.


reason: Buy a development card using the exact sheep, wheat, and ore cost for a chance at a victory point or useful progress.


reason: Play the Knight to advance toward Largest Army and disrupt Orange, the current leader.


reason: Block the current leader and steal a card from Orange at this location.


action: BUILD_ROAD (49, 50)

reason: Extend the existing road network toward the next settlement opportunity while resources permit it.


reason: Buying a development card is the only productive move; it could provide a victory point or a knight to disrupt the current leader Blue.


action: BUILD_SETTLEMENT 50

reason: Build a settlement now for an immediate victory point while resources allow it.


reason: Target the current leader BLUE to block their resource production and steal a card.


reason: Trade surplus sheep for brick using the 2:1 port to acquire all resources needed for a settlement.


action: BUILD_ROAD (38, 39)

reason: Build a road to expand towards a viable new settlement location.


action: BUILD_CITY 14

reason: Build city to gain VP and reduce card count to avoid robber discard while blue leads.


action: MOVE_ROBBER ((-1, 0, 1), <Color.ORANGE: 'ORANGE'>, None)

reason: Block the leading player and steal from Orange on a productive hex.


action: MARITIME_TRADE ('ORE', 'ORE', 'ORE', 'ORE', 'WHEAT')

reason: Trade 4 ore for wheat to reduce hand from 8 to 5 and get a resource needed for a city.


action: BUILD_SETTLEMENT 34

reason: Build a settlement now for an immediate victory point while converting excess resources and avoiding a robber-risk hand.


action: MOVE_ROBBER ((0, 1, -1), <Color.BLUE: 'BLUE'>, None)

reason: Target the current game leader Blue to slow their production and steal a card.


action: MARITIME_TRADE ('SHEEP', 'SHEEP', None, None, 'BRICK')

reason: Trade sheep at the 2:1 port for brick to safely reduce hand size to 7 and gather resources for roads and settlements.


action: BUILD_ROAD (17, 39)

reason: Building a road uses up resources efficiently, reduces robber risk, and expands toward a new settlement spot.


reason: Buy a development card to potentially gain victory points or a knight to disrupt the leader Blue.


action: MOVE_ROBBER ((-1, 0, 1), <Color.BLUE: 'BLUE'>, None)

reason: Target Blue since they are leading with 6 victory points and steal a needed resource.


action: BUILD_ROAD (39, 41)

reason: Building a road towards a new settlement site reduces hand size below eight cards and expands territory.


action: MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', 'WHEAT', 'ORE')

reason: Trade four wheat for one ore to reach three ore for a city and lower hand size below eight.


action: BUILD_SETTLEMENT 48

reason: Build the available settlement to gain an immediate victory point and reduce the oversized hand.


reason: Buy a development card with the exact sheep, wheat, and ore cost for a chance at an immediate victory point or useful progress toward 10.


reason: Play the Knight to block Orange’s production and advance toward Largest Army while pursuing the final victory points.


action: MOVE_ROBBER ((2, -2, 0), <Color.ORANGE: 'ORANGE'>, None)

reason: Block Orange, the current leader, on a productive hex and steal a card if possible.


action: MOVE_ROBBER ((0, -1, 1), <Color.BLUE: 'BLUE'>, None)

reason: Block the leading player Blue and attempt to steal a needed resource.


action: MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', 'WHEAT', 'BRICK')

reason: Trade excess wheat for brick to reduce hand size below the discard limit and progress toward building roads or settlements.


action: BUILD_ROAD (15, 17)

reason: I will spend the wood and brick to build a road and expand toward my next settlement location.


action: MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', 'SHEEP', 'ORE')

reason: Trading 4 sheep for ore reduces hand size from 7 to avoid robber discard and gets the third ore needed for a city.


action: MARITIME_TRADE ('BRICK', 'BRICK', 'BRICK', 'BRICK', 'ORE')

reason: Trade excess brick for ore to complete city ore requirement (3) despite robber blocking ore production.


reason: Holding the 4 wood preserves optionality to trade for whatever resource is needed once other settlement cards are rolled.


reason: Trade ore for wheat to progress towards a city and reduce hand size.


reason: Move robber to BLUE's hex to block the leading player and steal a card.


action: MARITIME_TRADE ('BRICK', 'BRICK', 'BRICK', 'BRICK', 'WHEAT')

reason: Trade brick for wheat to progress toward city using our ore surplus.


reason: End turn to keep safe card count and wait for wheat to build a city with existing ore.


action: MARITIME_TRADE ('BRICK', 'BRICK', 'BRICK', None, 'ORE')

reason: Trade three brick for ore to advance toward the ore-and-wheat city cost and the final victory point.


reason: Blue is in the lead with 7 victory points, so blocking their resource hex and stealing from them is crucial.


reason: Buy a development card to build towards knight superiority or victory points without needing to trade away resources.


reason: Holding four cards is safe from the robber discard and retains trading flexibility.


reason: Trade excess wheat for ore to retain city-building resources and reduce card count toward safety.


reason: Keep ore for city building and avoid wasteful trades since no expansion possible now.


action: MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', None, 'ORE')

reason: Trade three wheat for ore to build toward a city and the final victory points.


action: ROLL

reason: Roll the dice to gain resources for the turn.


reason: Play the knight card to move the robber onto the leader Blue and steal a resource before trading.


reason: Block Blue who is currently leading with 7 victory points and steal their resource.


action: MARITIME_TRADE ('WOOD', 'WOOD', 'WOOD', 'WOOD', 'ORE')

reason: Trading 4 wood for 1 ore avoids the 7-card discard penalty and brings you closer to building a city.


reason: Buying a development card is the only productive action to improve our hand and potentially gain a knight or victory point, helping us catch up to the leader BLUE.


action: PLAY_MONOPOLY WHEAT

reason: We lack wheat, which is essential for both cities and settlements, and opponents likely have it to steal.


action: MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', 'WHEAT', 'WOOD')

reason: Trade wheat for wood to reduce hand size and acquire wood for building.


reason: Buying a dev card may yield a knight to block the leading Blue player or a victory point to accelerate toward 10 VPs.


reason: Ending turn is best to avoid depleting resources for a settlement build and to wait for a favorable roll or knight play.


action: MARITIME_TRADE ('ORE', 'ORE', 'ORE', 'ORE', 'WHEAT')

reason: Trade excess ore for wheat to work toward a city upgrade (3 ore + 2 wheat) for more victory points.


reason: Play knight to move robber onto Blue's productive hex and steal a card, slowing the leader.


action: MOVE_ROBBER ((-1, 0, 1), <Color.BLUE: 'BLUE'>, None)

reason: Block the leading opponent Blue by moving the robber to a hex they occupy, potentially stealing a resource we need.


action: BUILD_ROAD (24, 53)

reason: Building a road extends our network toward a strategic settlement spot.


reason: Buy a development card for the best immediate chance of gaining a victory point or useful progress toward 10.


action: PLAY_YEAR_OF_PLENTY ('ORE', 'ORE')

reason: Take two ore to advance toward a city, the most valuable path from 7 VP.


reason: Trade three wheat for ore to strengthen the city-building path and maximize future VP potential.


action: MARITIME_TRADE ('ORE', 'ORE', 'ORE', None, 'WHEAT')

reason: Trade three ore for wheat to begin securing the wheat needed for a city and a quick final VP push.


reason: Buying a development card uses available resources efficiently to gain knights, progress, or victory points while staying safe from the robber.


reason: Save the Monopoly card for a future turn when opponents hold a large quantity of a single resource or to complete a crucial build.


action: MOVE_ROBBER ((0, -1, 1), <Color.BLUE: 'BLUE'>, None)

reason: Move robber onto Blue's hex to block the leading player and steal from them.


action: MOVE_ROBBER ((-1, 0, 1), <Color.ORANGE: 'ORANGE'>, None)

reason: Block the 4-VP leader and steal a card from Orange.


reason: Buy a development card for a chance at a victory point or a powerful knight while spending the exact required resources.


reason: Play the Knight to advance toward Largest Army and disrupt the leading opponent.


action: MOVE_ROBBER ((2, -2, 0), <Color.ORANGE: 'ORANGE'>, None)

reason: Block the current leader ORANGE and steal a card from them to reduce their progress toward 10 VP.


action: PLAY_MONOPOLY ORE

reason: Blue is at 9 VPs and playing Monopoly on Ore allows us to strip key resources from opponents while fueling our own development.


action: MARITIME_TRADE ('ORE', 'ORE', 'ORE', 'ORE', 'BRICK')

reason: Trade excess ore for brick to combine with our wood and work towards building settlements and roads.


action: BUILD_ROAD (41, 42)

reason: Building a road expands toward valuable future settlement spots while utilizing resources effectively.


action: MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', 'WHEAT', 'ORE')

reason: Trade excess wheat for ore to build cities later and reduce card count below 8.


action: BUILD_ROAD (13, 14)

reason: Build a road with the available wood and brick to pursue the final victory point via the longest road.


reason: No legal trade or build action can immediately secure the final victory point, so end the turn.


reason: BLUE is at 9 victory points and about to win, so we must block and steal from them.


action: MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', 'WHEAT', 'BRICK')

reason: Trade surplus wheat for brick to pair with wood for future road building.


action: BUILD_ROAD (2, 9)

reason: I will spend my wood and brick to build a road towards a new settlement location.


action: MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', 'SHEEP', 'WHEAT')

reason: Trading sheep for wheat to get closer to building a settlement, as we need wheat and wood.


reason: Block the leading Orange player on an occupied hex and attempt to steal a card.


reason: Buy a development card for a chance at an immediate victory point while converting surplus resources.