color: BLUE

type: move

action: BUILD_SETTLEMENT 14

reason: Choose a central intersection likely to provide strong access to high-probability production and diverse resources.


action: BUILD_ROAD (14, 15)

reason: Extend toward the adjacent settlement site at 15 to preserve early expansion potential.


color: WHITE

action: BUILD_SETTLEMENT 0

reason: Selecting a settlement with high probability numbers and diverse resources.


type: retry

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


action: BUILD_ROAD (0, 1)

reason: Building road to node 1 to enable quick expansion towards good numbers on the standard board.


color: RED

action: BUILD_SETTLEMENT 32

reason: Settling at intersection 32 provides strong resource yields and balanced expansion options in the opening phase.


action: BUILD_ROAD (31, 32)

reason: Expanding towards intersection 31 opens up optimal future settlement locations.


color: ORANGE


action: BUILD_SETTLEMENT 24

reason: Settle on vertex 24 to secure a central spot with likely high-probability numbers.


action: BUILD_ROAD (24, 25)

reason: Build road to 25 to expand towards probable good numbers and a future second settlement.


action: BUILD_SETTLEMENT 27

reason: Build at vertex 27 to target high-probability numbers and secure ore/wheat for cities.


action: BUILD_ROAD (27, 28)

reason: Expand from settlement 27 to vertex 28 to open a new settlement spot for high-probability numbers.


action: BUILD_SETTLEMENT 19

reason: Settlement 19 offers strong resource diversity and high-probability production to complement my first settlement.


action: BUILD_ROAD (19, 20)

reason: Expanding towards vertex 20 sets up a strong path towards additional high-value settlement spots.


action: BUILD_SETTLEMENT 10

reason: Choose a central node with high resource potential to secure early resources and block opponent expansion.


action: BUILD_ROAD (10, 29)

reason: Extend towards high-probability numbers to improve resource income.


action: BUILD_SETTLEMENT 16

reason: Build at a central open intersection to maximize access to diverse resources and future expansion.


action: BUILD_ROAD (16, 21)

reason: Build toward the most promising open expansion route from settlement 16.


action: BUILD_ROAD (20, 22)

reason: Extend road network from node 20 towards future settlement locations.


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

reason: Block BLUE with 5 cards to force discard and steal a resource.


reason: We have no immediate build and trading all our brick for one resource would deplete a key resource; ending turn is safer.


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

reason: Trade excess wood for brick to enable future road and settlement builds while reducing card count below 8.


action: BUILD_ROAD (24, 53)

reason: Build a road to expand toward high-probability numbers while preserving ore for future cities.


reason: We can afford a development card with our sheep, wheat, and ore, potentially gaining a victory point or knight to hinder opponents.


action: PLAY_MONOPOLY ORE

reason: Play monopoly on ore to gather scarce city resources and deny opponents.


reason: Keep the 5 ore for an upcoming city and avoid wasteful 4:1 trades with no wheat yet.


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

reason: Need wood to build roads; trading excess brick for wood.


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

reason: Steal from RED (5 cards) to gain resources and disrupt a tied opponent's production.


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

reason: Trade excess ore for the scarce wheat needed to upgrade to cities.


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

reason: Trade excess wheat for ore to begin securing the ore-wheat needed for a city.


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

reason: Steal from Orange who holds the most cards to maximize value and slow them down.


reason: Buying a development card makes efficient use of our ore, wheat, and sheep to gain knights or victory points.


reason: Playing a knight allows stealing another resource and moves closer to Largest Army.


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

reason: Orange has the most cards in hand (4), making them the best target to steal a needed resource from.


action: BUILD_ROAD (0, 20)

reason: Invest available wood and brick into building a road toward our next settlement spot.


reason: Buying a dev card spends spare sheep/wheat/ore for potential VP or knight while keeping hand under 8 cards.


reason: Playing knight lets us steal from card-rich BLUE and progress largest army with no builds possible.


reason: BLUE has 7 cards and no one leads, rob BLUE to weaken their resource pool.


reason: Buy a development card to convert surplus ore, wheat, and sheep into a chance at a victory point or useful Knight.


reason: Steal from Orange who holds the most resource cards while blocking their hex.


reason: I have the required resources (ore, wheat, sheep) to buy a development card, which helps advance my game.


reason: End the turn after buying a development card to save resources and actions for future turns.


action: ROLL

reason: Roll the dice to gather resources before deciding on further actions this turn.


reason: Playing a knight allows moving the robber, stealing a useful card, and progressing towards Largest Army.


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

reason: Targeting hex (0, 0, 0) against White blocks a central high-yield tile and steals a card.


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

reason: Trade excess sheep for wood to prepare resources for building roads and expanding settlements.


action: BUILD_ROAD (19, 46)

reason: Build a road toward expansion spots to utilize current wood and brick resources.


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

reason: Trade excess wood for ore to start building toward a city with our existing wheat.


action: BUILD_CITY 14

reason: Build a city now to gain a victory point and increase resource production while you have the required ore and wheat.


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

reason: Need wheat for settlement or city and to reduce hand below 8.


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


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


action: BUILD_ROAD (9, 10)

reason: Building road (9,10) extends our network towards a potential settlement spot with high-probability numbers, improving resource income for future cities and settlements.


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

reason: Block RED, who has the most cards and is the best immediate theft target among the tied opponents.


reason: Only beneficial move, as we cannot build or trade, and dev card may yield VP or knight to block leader.


reason: Play knight to move robber onto BLUE's hex, steal a card, and hinder the leader.


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

reason: Block the leader BLUE by moving robber to a tile adjacent to their settlement.


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


reason: Play the Knight to advance toward Largest Army and move the robber off your own productive area.


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

reason: Block White's production and steal a card while targeting an opponent with the most immediate development threat.


action: BUILD_CITY 16

reason: Build the city to gain an immediate victory point while converting surplus resources into stronger ore and wheat production.


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

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


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

reason: Trade four sheep for ore to build toward another city using your existing wheat.


reason: Use the exact sheep-wheat-ore combination to buy a development card and pursue another victory point or strategic advantage.


reason: Play the Knight to move the robber and advance toward Largest Army while opponents trail at 2 VP.


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

reason: Block RED, who has a large hand and is tied for the lead, while stealing a card.


reason: BLUE is the current leader with 4 VPs, so move robber to their hex and steal to block them.


reason: Trade excess wood for ore to approach city cost and reduce hand below 8 cards.


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

reason: Target the current leader Blue by placing the robber on their productive hex and stealing a resource.


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

reason: Trading four wheat for wood protects against robber discards and provides wood needed for road and settlement construction.


action: BUILD_ROAD (22, 23)

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


action: BUILD_CITY 24

reason: Upgrade to city using ore/wheat to gain VP and reduce hand size safely.


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

reason: Trade four wheat for ore to build toward a city while preserving the strongest path to another victory point.


reason: No trade yields a buildable settlement or city; ending turn is optimal.


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

reason: Trade excess sheep for wood to reduce hand size and prepare resources for building roads and settlements.


action: BUILD_ROAD (45, 46)

reason: Invest resources into building a road toward our next settlement location.


reason: Trade excess wheat for ore to strengthen the ore supply for future cities while reducing the 8-card risk.


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

reason: Trade excess ore for wheat to begin converting the ore-heavy hand toward a future city.


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

reason: Trade brick for wood to get critical resource for roads and settlements.


action: BUILD_ROAD (1, 2)

reason: Build road towards unoccupied intersection to expand settlement options.


reason: Trade four sheep for ore to preserve scarce brick while progressing toward the ore needed for cities or development cards.


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

reason: Trade four brick for ore to build toward the ore-heavy city cost and strengthen the fastest path from 5 VP.


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

reason: Targeting the current co-leader Blue and stealing a resource while blocking their production.


reason: Buying a development card utilizes the available ore, wheat, and sheep to gain advantages while keeping hand size safely below the discard limit.


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


reason: Block the leading opponent RED and take a potential card while denying their production.


reason: Trade four sheep for ore to preserve brick and wheat toward a future city and the remaining victory points.


reason: Buy a development card using available sheep, wheat, and ore to potentially gain a victory point or knight.


reason: Playing the knight card allows us to move the robber and steal a resource from a leading opponent, potentially hindering their progress while we lack resources to build directly.


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

reason: Steal from RED who has 6 cards and is tied for the lead, reducing their resources and possibly gaining a needed card.


action: BUILD_SETTLEMENT 23

reason: Building a settlement gains an immediate victory point and increases resource production.


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

reason: We need wheat to build a city, and we have excess sheep to trade.


reason: Trade excess sheep for wheat to advance city goal and reduce hand below 8 cards.


reason: Buying a dev card may yield a VP or knight to hinder leader RED, best use of current resources.


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

reason: Gain brick for roads and wheat toward settlement/city to expand from scarce resources.


action: BUILD_ROAD (26, 27)

reason: Build road to expand toward high-probability numbers and use resources efficiently.


reason: Buy a development card using the available ore, wheat, sheep, and brick to reduce hand size and pursue a seventh point or useful knight.


reason: Play the Knight to block the 5-VP leader and advance toward Largest Army.


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

reason: Block the current leader RED and take a card while advancing toward the final two victory points.


reason: We lack resources for a city and need to gain any advantage; buying a development card could yield a VP or a knight to block the leader.


action: BUILD_SETTLEMENT 45

reason: Building a settlement at 45 secures an immediate victory point and safely spends cards from hand.


reason: Holding resources keeps sheep and wheat available to buy development cards once ore is acquired.


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

reason: Trade excess wood for brick to enable future road and settlement expansion.


action: BUILD_ROAD (52, 53)

reason: Build a road to expand our network and use brick/wood before ending turn.


reason: Trade four surplus brick for ore to enable an immediate city and secure the next victory point.


reason: Buy a development card for a chance at the winning victory point while converting surplus resources before a potential discard.


reason: Play the Knight to block RED and advance toward Largest Army while preserving resources for the winning city.


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

reason: Block the leading RED player on a nearby productive hex and steal a card while preserving our winning position.


reason: Buy a development card for the best immediate chance of drawing a victory point and reaching 10.


reason: End the turn to secure the victory point from the purchased development card and reach 10 VP.


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

reason: Blue has the most VPs and cards, so blocking and stealing from Blue is best.


reason: Holding resources keeps flexibility to build settlements, cities, or development cards once missing materials arrive.


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

reason: Block RED, the leading opponent, on a hex where you can also steal a card.


action: BUILD_ROAD (15, 17)

reason: Use the available wood and brick to extend the road network toward a potential tenth point via Longest Road.


reason: Block and steal from Blue, who is the closest rival at 6 victory points.


reason: Ending turn preserves maximum resource flexibility without risking a discard since the hand size is currently 7 cards.


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


reason: Play the Knight to potentially secure the final victory point while blocking the leading RED player.


reason: Block the leading RED player on a likely productive hex while stealing a card to protect the one-point win.


reason: We have the resources to buy a development card, which could provide a victory point or a knight to block the leaders.


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

reason: Trade excess sheep for ore to reduce hand size below the discard limit and work toward purchasing a development card.


reason: Buying a development card advances the path to victory points while utilizing the available wheat, sheep, and ore.


action: PLAY_MONOPOLY ORE

reason: Orange and Blue are holding many cards, so playing Monopoly on Ore can yield huge resources for cities and development cards.


action: BUILD_CITY 32

reason: Building a city increases victory points to 8 while efficiently utilizing current ore and wheat resources.


reason: Ending turn preserves valuable ore for future city upgrades or development card purchases.


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

reason: Trade excess wood for ore to reduce hand size and progress toward city.


reason: Buying a dev card may yield a knight to hamper leader RED or a VP, helping close the gap.


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

reason: Gain scarce ore (monopolized by RED) and flexible wheat to progress toward cities/settlements.


reason: Cannot afford development card without sheep; only legal move is to end turn


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

reason: Trade excess ore for sheep to enable buying a development card on this turn.


reason: Buying a development card gives a direct chance to draw a victory point card to reach 10 points.


reason: Playing the Knight lets us disrupt Blue, steal a resource, and advance toward Largest Army for the win.


reason: Target BLUE to slow down the closest competitor and steal from their 8-card hand.


reason: Buying a dev card spends our sheep/wheat/ore and may give a knight to block leader RED or a VP.


reason: Play knight to move robber onto leader RED and steal, slowing their path to 10 VPs.


reason: Block the current leader RED by moving the robber to their tile to hinder their production.


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

reason: Trade four surplus brick for ore while preserving wheat, advancing the ore-and-wheat resources needed for a city and the final victory point.


reason: Buy a development card for the immediate chance of a victory point and reaching 10.


reason: Play the Knight to advance Largest Army and block the leading RED player while seeking the final victory point.


reason: Block the 7-VP leader on a red-adjacent hex and steal one of their cards.


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

reason: Trade four sheep for wood to complete a settlement with existing brick, wheat, and sheep and reach 10 VP.


action: BUILD_SETTLEMENT 17

reason: Build the available settlement to reach 10 victory points immediately.