color: BLUE

type: move

action: BUILD_SETTLEMENT 0

reason: Initial placement; choose a spot with good resource diversity and high probability numbers.


action: BUILD_ROAD (0, 5)

reason: Building road (0,5) likely leads to a high-probability interior node for future settlement.


color: WHITE

action: BUILD_SETTLEMENT 2

reason: BUILD_SETTLEMENT 2 is legal and likely secures a central spot with access to high-probability numbers.


action: BUILD_ROAD (2, 3)

reason: Build road to intersection 3 to open new settlement spots.


color: ORANGE

action: BUILD_SETTLEMENT 27

reason: Settlement 27 offers strong initial resource diversity and production potential.


action: BUILD_ROAD (27, 28)

reason: Building road (27, 28) opens up the best expansion path toward neighboring settlement spots.


color: RED

action: BUILD_SETTLEMENT 12

reason: Choose a settlement location with strong central connectivity and likely access to high-probability production.


action: BUILD_ROAD (12, 13)

reason: Build toward the open eastern expansion route to preserve access to a future settlement location.


action: BUILD_SETTLEMENT 14

reason: Establish a second settlement at node 14 to expand from the existing position and improve access to additional resource production.


action: BUILD_ROAD (14, 15)

reason: Extend the road outward from settlement 14 toward a future expansion spot rather than spending it on the already-connected 13–14 edge.


action: BUILD_SETTLEMENT 42

reason: Settlement 42 provides strong hex access with balanced resource production and high-pip numbers to complement our starting placement.


action: BUILD_ROAD (41, 42)

reason: Placing the road towards node 41 sets up the best path for future settlement expansion.


type: retry

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


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


action: BUILD_SETTLEMENT 24

reason: Settle at 24 to target central high-probability numbers and balanced ore/wheat resources for city growth.


action: BUILD_ROAD (24, 25)

reason: Expand from newest settlement at 24 to 25 to reach new vertices for future settlements.


action: BUILD_SETTLEMENT 6

reason: Choose settlement on a high-probability number to secure resources.


action: BUILD_ROAD (6, 7)

reason: Build road to node 7 to expand towards potentially unoccupied central area with good resource access.


action: BUILD_ROAD (6, 23)

reason: Extend road from current settlement to unclaimed node 23 for future settlement.


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

reason: Steal from RED who holds 4 cards and is tied for the lead to disrupt their upcoming build.


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

reason: Block an opponent's productive tile and steal from RED who holds the most resource cards.


action: MOVE_ROBBER ((-1, -1, 2), <Color.RED: 'RED'>, None)

reason: Red has the most cards (5) and tied VPs, so moving robber to their tile blocks and steals to hinder their progress.


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


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

reason: Steal from White who has the most cards (5) to reduce their resource advantage.


action: BUILD_ROAD (1, 2)

reason: Spend spare wood/brick to build a road expanding toward high-yield spots for future settlements.


reason: Buy a development card with the exact sheep, wheat, and ore cost to pursue another victory point or a powerful knight.


reason: Play the Knight to move the robber and advance toward Largest Army while disrupting Blue’s resource lead.


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

reason: Block BLUE, the opponent with the largest hand, on the central high-probability hex.


reason: Holding 7 cards and lacking wheat for settlement/city, building a road now would consume scarce brick without immediate benefit, so ending turn is safest.


action: BUILD_ROAD (13, 14)

reason: Build a road now to expand toward another settlement and convert surplus wood and brick into future victory points.


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

reason: Trade sheep for ore to reduce hand size to safe 7 cards and advance towards a city.


action: BUILD_ROAD (0, 1)

reason: Building a road from our settlement at node 0 to node 1 expands our network towards potential high-probability hexes, helping us secure resources for a future settlement.


action: BUILD_ROAD (1, 6)

reason: Extend existing road towards a promising settlement location.


action: BUILD_ROAD (2, 9)

reason: Build road to vertex 9 to access high-probability number 9 for future expansion.


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

reason: Trade four wood for ore to enable a development card using your existing wheat and sheep.


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


reason: Target Red who has the most cards and recently bought a development card.


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

reason: Trade four wood for brick to enable a road and pursue expansion toward another victory point.


action: BUILD_ROAD (4, 15)

reason: Build a road now to convert the available wood and brick into progress toward expansion and potential Longest Road.


reason: Need to reduce hand size from 8 to avoid robber discard, and trading wood for brick brings us closer to building a settlement which only needs wheat.


action: BUILD_ROAD (4, 5)

reason: Building road (4,5) expands towards likely productive area and may block opponents.


action: BUILD_ROAD (3, 4)

reason: Build a road to expand toward high-probability numbers and reduce card count below 8.


reason: Block the current leader, Blue, at the center tile and steal a resource.


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

reason: Block the current leader BLUE and steal a card while denying their likely production.


reason: Spend the exact sheep, wheat, and ore combination on a development card for a chance at a victory point or useful knight.


reason: Play the Knight to advance toward Largest Army and maintain pressure on the tied leader.


reason: Block BLUE, the joint leader, on the central tile while taking a possible card from them.


action: BUILD_ROAD (7, 8)

reason: Building a road to expand towards a new settlement location, as we have the resources and need to increase our reach.


action: BUILD_ROAD (9, 10)

reason: Build a road to expand network toward new settlement spots on high-probability tiles.


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

reason: Stealing from White is a guaranteed resource gain since they hold six cards, while also blocking a key shared hex.


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


reason: Buy a development card for a chance at an immediate victory point and progress toward 10.


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


action: MOVE_ROBBER ((2, -1, -1), <Color.BLUE: 'BLUE'>, None)

reason: Block the leading BLUE on the shared productive hex and attempt to steal a card while using the knight.


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

reason: Trade excess wheat for ore to reach city resources and reduce card count below robber risk.


action: BUILD_ROAD (10, 11)

reason: Build a road to expand toward new settlement spots using spare wood and brick.


action: BUILD_ROAD (8, 9)

reason: Build road to expand towards a high-probability settlement location.


reason: Keep 6 ore for future cities instead of trading away needed ore for sparse resources.


action: BUILD_CITY 12

reason: Build a city to gain 2 victory points immediately and advance closest to 10.


action: BUILD_ROAD (11, 12)

reason: Build a road from the newly upgraded settlement to pursue the longest-road victory point.


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

reason: Target the leading player Red by moving the robber to a central tile.


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

reason: Trade excess ore for wheat to enable a future city and reduce hand size below 8 cards.


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


reason: Blue needs brick to build roads and settlements; trading wood for brick helps secure expansion while Red is ahead.


action: BUILD_ROAD (0, 20)

reason: Building a road reduces hand size and positions for a settlement, while trading gives only one ore which is insufficient for a city.


action: BUILD_ROAD (20, 22)

reason: Extend road from 20 to 22 to reach new settlement locations and gain expansion potential.


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

reason: Trade excess sheep for wheat to reduce hand size below the robber limit and build towards cities or development cards.


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

reason: Trading for brick enables building a settlement next turn, gaining a victory point and closing the gap with the leader.


action: BUILD_SETTLEMENT 22

reason: Building a settlement at 22 directly increases my VP to 5, leveraging my existing road network to secure a new location.


action: BUILD_ROAD (7, 24)

reason: Build road using spare wood and brick to expand toward potential settlement spots.


action: BUILD_ROAD (22, 23)

reason: 扩展新建定居点22以增加未来建造位置并减少手牌数量。


action: BUILD_ROAD (23, 52)

reason: Extend road towards a promising settlement location to secure future expansion.


action: BUILD_ROAD (24, 53)

reason: Extend road from 24 to expand reach while keeping wheat for city upgrade.


reason: Trading all 4 wheat for ore loses city-building wheat; better to end turn and keep resources for a city.


reason: Buying a dev card could give a victory point to pull ahead of RED, and we have the required resources with no discard risk.


action: PLAY_YEAR_OF_PLENTY ('BRICK', 'SHEEP')

reason: Getting BRICK and SHEEP allows me to build a settlement immediately, gaining a victory point.


action: BUILD_SETTLEMENT 52

reason: Building a settlement at 52 uses our resources to gain 1 VP, putting us ahead of the tied leader RED.


reason: Keep wheat for city upgrades and avoid unfavorable 4:1 trade; end turn safely with 7 cards.


reason: Buying a development card is our only productive move and can yield knights, resources, or victory points.


reason: Play the knight to disrupt the leader Blue and build towards Largest Army.


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

reason: Block and steal from the current game leader, Blue, on the central hex.


reason: Buy a development card for the best immediate chance of drawing a victory point while preserving strong wheat and ore resources.


reason: You already bought a victory-point development card this turn, reaching the winning total, so end the turn.


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

reason: Trade wood for ore to work towards building a city.


action: BUILD_CITY 2

reason: Build city to gain a victory point and reduce hand size below the robber discard threshold.


action: BUILD_CITY 14

reason: Build a city to gain the final victory point immediately.