color: ORANGE

type: retry

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


type: move

action: BUILD_SETTLEMENT 0

reason: Placing settlement on a high-probability number to secure early resource advantage.


action: BUILD_ROAD (0, 1)

reason: Building road towards a direction that can lead to a good second settlement location, aiming for resource diversity and high-probability numbers.


color: RED

action: BUILD_SETTLEMENT 37

reason: Pick a central site likely adjacent to high-probability 6/8 and ore/wheat hexes for strong city growth.


action: BUILD_ROAD (36, 37)

reason: Road to 36 expands towards inland ore/wheat for future city upgrades.


color: WHITE

action: BUILD_SETTLEMENT 27

reason: Choose a central legal intersection to maximize the chance of accessing several productive resource hexes.


action: BUILD_ROAD (8, 27)

reason: Extend toward intersection 8 to preserve the strongest expansion route from settlement 27.


color: BLUE

action: BUILD_SETTLEMENT 16

reason: Settlement 16 provides an optimal balance of high-pip resource yields for early game production.


action: BUILD_ROAD (16, 21)

reason: Building road towards 21 opens the best path toward future settlement spots and high-value hexes.


action: BUILD_SETTLEMENT 30

reason: Settlement at location 30 provides strong complementary resource production and pip diversity for initial setup.


action: BUILD_ROAD (30, 31)

reason: Placing a road along (30, 31) sets up the best path toward future settlement locations.


action: BUILD_SETTLEMENT 22

reason: Choose a central open intersection to maximize access to productive numbers and diverse resources.


action: BUILD_ROAD (22, 23)

reason: Extend from settlement 22 toward the most direct neighboring expansion point.


action: BUILD_SETTLEMENT 33

reason: Place second settlement on node 33 to access high-probability numbers and key ore/wheat resources.


action: BUILD_ROAD (33, 34)

reason: Expand from settlement 33 to vertex 34 to access more resource spots.


action: BUILD_SETTLEMENT 6

reason: Node 6 is a central location likely adjacent to high-probability hexes, providing a strong resource base for future expansion.


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


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


error: TimeoutError('no response within 82s')


action: BUILD_ROAD (6, 7)

reason: We need to expand towards wood and brick hexes; building towards 7 might lead to better resource opportunities.


reason: We have the exact resources for a development card, which could give us a victory point or a knight to improve our position.


action: BUILD_ROAD (23, 52)

reason: Extend the existing road toward a new settlement location and preserve momentum for expansion.


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

reason: Block the tied leader with the largest hand and steal a card from RED.


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

reason: Trade surplus ore 4:1 for brick to combine with wood and build a road toward a new settlement.


action: BUILD_ROAD (31, 32)

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


reason: Cannot build anything now and trading away all 4 ore would waste city potential, so ending turn keeps ore for a future city.


action: BUILD_SETTLEMENT 52

reason: Build the available settlement to gain an immediate victory point and expand before opponents do.


reason: Keep ore for city and avoid wasteful 4:1 trade.


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

reason: Block a likely productive hex occupied by ORANGE and steal from an opponent holding five cards.


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

reason: Trade two brick for wheat to move toward a settlement while preserving brick and sheep.


reason: Keeping ore is essential for future cities; trading all ore away leaves no city potential.


action: BUILD_ROAD (52, 53)

reason: Build a road to expand toward a future settlement while using the available wood and brick efficiently.


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

reason: Trade the two brick for ore to build toward the valuable ore-wheat city combination.


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


reason: Play the Knight to block an opponent and begin building toward Largest Army while gaining a useful steal.


reason: Block RED, who holds the most cards among the tied opponents, while stealing a card from that productive hex.


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

reason: Trading 4 wheat for brick reduces hand size to avoid robber discard and secures a needed resource for building a settlement.


reason: Buy a development card using the exact sheep, wheat, and ore cost while preserving two wheat for future cities.


reason: Play the available Knight to advance toward Largest Army and further disrupt an opponent's resource production.


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

reason: Block Orange, the most immediate threat with seven cards, on a productive hex.


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

reason: Trade surplus wood for brick to prepare resources for building roads.


action: BUILD_ROAD (5, 16)

reason: Build a road to expand towards a viable settlement location and spend resources effectively.


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

reason: We have abundant sheep and lack wood, so trading 4 sheep for wood reduces hand size and gets a crucial building resource.


action: BUILD_ROAD (1, 2)

reason: Building a road towards an open settlement spot maximizes expansion potential.


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

reason: Target the current leader White to slow their progress and steal a resource.


reason: Holding ore is best for future cities; no useful 4:1 trade now.


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

reason: Block RED, who has the most cards, while stealing from them to disrupt their progress.


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

reason: Trade four wheat for wood to assemble the resources needed for a settlement and pursue another victory point.


action: BUILD_ROAD (24, 53)

reason: Build a road to expand toward future settlement sites and advance the longest-road objective.


reason: Buying a development card provides valuable knights or victory points while safely reducing hand size.


error: TimeoutError('no response within 120s')


reason: Trading 4 wheat for brick is the best move to start building a settlement, as we lack brick and wood.


reason: Preserve ore for future city builds; no constructive build possible and 4:1 trade wastes resources.


action: BUILD_SETTLEMENT 24

reason: Build the available settlement at 24 to gain an immediate victory point and expand toward further scoring opportunities.


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

reason: Trade surplus wood for ore to begin accumulating resources for development cards and cities while staying safely under the hand limit.


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

reason: Steal a card from BLUE who has 4 cards to gain a resource, and block a hex near BLUE.


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

reason: Block Orange, the opponent with the largest hand and a likely strong production tile.


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

reason: Trade four wheat for ore to pursue the strongest city-building path and retain one wheat.


action: BUILD_ROAD (26, 27)

reason: Build a road to extend the existing network toward future settlement opportunities and advance toward the longest road.


reason: Trading four wheat for one brick safely reduces hand size below the robber threshold and works toward building roads and settlements.


action: BUILD_ROAD (11, 32)

reason: Build a road to expand towards a valuable settlement spot.


reason: Rob the leading player WHITE to hinder their progress and steal a card.


reason: Buy dev card to potentially gain VP or resources since we lack wood to build now.


reason: Play knight to move robber again onto leader WHITE and steal a card, hindering their lead.


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

reason: Block the current leader WHITE with the robber to slow their progress.


reason: Block the leader White's hex and steal a card to slow them down.


reason: WHITE is the leader with 4 VP; block their hex to hinder production (they have no cards to steal).


reason: Keep robber on leader White and hold cards safely; end turn.


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

reason: Block the leading opponent WHITE (4 VPs) and steal a card.


reason: Buying a development card could give a victory point or other advantage, and we have the resources without facing discard risk.


action: BUILD_CITY 37

reason: Build city to convert ore/wheat to VP and boost resource production.


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

reason: Trade the excess brick for ore to advance toward a city using your two wheat.


reason: Target the current leader White to steal a card and slow their expansion.


action: BUILD_ROAD (7, 8)

reason: Build a road using the available wood and brick to expand toward another settlement while preserving wheat and ore for future development.


reason: Trade four wheat for ore to advance toward the ore-and-wheat city plan.


reason: Trade the two brick for ore to reach three ore and better position for a future city.


action: BUILD_CITY 16

reason: Upgrading a settlement to a city increases victory points and resource production while safely reducing hand size below eight.


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

reason: Trade excess brick for ore to approach city requirements (3 ore) and reduce hand size below 8.


action: BUILD_ROAD (20, 22)

reason: Build a road now to use the available wood and brick while advancing toward another settlement location.


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

reason: Trade two brick for wheat to reach the ore-and-wheat needed for a city and advance toward 10 VP.


action: BUILD_CITY 22

reason: Build a city at 22 to convert the ore and wheat into an immediate victory point and stronger production.


reason: Trade excess wood for ore to safely reduce hand size below the discard limit and progress toward a city.


reason: Trade four wheat for ore to begin securing the ore-wheat combination needed for another city.


reason: Trade four wheat for ore to progress toward another city and the winning 10th VP.


reason: Trade excess wheat for ore to get closer to building a city while safely reducing hand size below eight cards.


reason: Need ore for city; trading excess wheat for ore is a good step.


reason: Buying a development card could provide a knight to block the leading opponent WHITE or a victory point, both helping catch up.


reason: Trade four wheat for ore to reach the ore requirement for a city and secure the final victory point path.


action: BUILD_CITY 27

reason: Build a city now for the immediate victory point and stronger production, using the available ore and wheat.


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

reason: Trade the two excess brick for wood to enable a road and improve chances of claiming another settlement or longest road point.


action: BUILD_CITY 30

reason: Upgrading to a city increases resource generation and victory points while safely bringing hand size below eight cards.


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

reason: Trade excess wood for ore to prevent robber discard risk and build toward another city.


reason: Trading away 4 ORE destroys our city-building potential and no build is possible now, so end turn.


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

reason: Block the leading Blue player and steal from their larger hand at a likely productive hex.


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

reason: Trade 4 sheep for brick to build a settlement, as we need wood and brick and have no other way to get them.


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

reason: Trade excess ore for wheat to progress toward a city (needs 2 wheat) and lower card count


reason: Buying a dev card spends our exact sheep/wheat/ore to possibly gain a knight to block leader White or a VP, while reducing hand size safely.


reason: Playing knight lets you move robber to block leader WHITE and steal from their 7 cards.


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

reason: Block the current leader White by placing robber on their hex and stealing a card.


reason: Buy a development card for the best immediate chance of gaining the two remaining victory points.


action: PLAY_MONOPOLY ORE

reason: Monopolizing ore is most likely to convert the large hand pool into the resources needed for a city and the final two points.


reason: Trade surplus ore for wheat to move toward the ore-and-wheat city upgrade needed for the final victory point.


reason: Buy a development card for the best immediate chance to gain a hidden victory point or strengthen a potential Largest Army push.


action: BUILD_ROAD (7, 24)

reason: Build a road to extend the connected road network and pursue the final victory point via longest road.


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

reason: White is in the lead with 8 VPs, so we must target and block their resource production.


reason: Trading excess wood for ore helps build towards a city.


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

reason: Cannot rob leader WHITE, so block second-place BLUE to slow their progress.


reason: Play the Knight to block Blue’s strongest production and steal a card while advancing toward Largest Army.