color: RED

type: move

action: BUILD_SETTLEMENT 0

reason: With no board resource or number information provided, choose the first legal starting settlement.


action: BUILD_ROAD (0, 1)

reason: Extend toward the most direct expansion route from settlement 0.


color: BLUE

action: BUILD_SETTLEMENT 8

reason: Node 8 likely provides high-probability ore and wheat for cities.


action: BUILD_ROAD (8, 9)

reason: Building road (8,9) to extend towards promising resource hexes for future settlement.


color: WHITE

type: retry

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


action: BUILD_SETTLEMENT 24

reason: Central vertex 24 likely yields high-probability numbers (6/8) and ore/wheat diversity for cities.


action: BUILD_ROAD (24, 25)

reason: Expand from settlement to access more vertices for future ore and wheat.


color: ORANGE

action: BUILD_SETTLEMENT 38

reason: Settlement 38 provides strong resource diversity and high-probability pips for initial production.


action: BUILD_ROAD (38, 39)

reason: Expand outward from settlement 38 toward open expansion spots.


action: BUILD_SETTLEMENT 16

reason: Vertex 16 provides an optimal balance of key resources with high production probabilities for initial starting production.


action: BUILD_ROAD (16, 21)

reason: Extend towards flexible expansion intersections from settlement 16.


action: BUILD_SETTLEMENT 6

reason: Node 6 likely covers the high-probability number 6, maximizing future resource gains.


action: BUILD_ROAD (6, 7)

reason: Expand from settlement 6 to open territory to improve future resource access despite current wood shortage.


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


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


action: BUILD_SETTLEMENT 12

reason: Selects a node with high probability of resources from 6 and 8 tiles.


action: BUILD_ROAD (11, 12)

reason: Build road from 12 to 11 to expand towards center and set up for a new settlement on a high-probability node.


action: BUILD_SETTLEMENT 14

reason: Establish at node 14 to claim a strong central intersection and improve access to productive resources.


action: BUILD_ROAD (14, 15)

reason: Build toward node 15 to extend toward the nearby contested expansion area and secure the strongest next settlement route.


action: BUILD_ROAD (12, 13)

reason: Extend from our new settlement at 12 towards node 13 to prepare for future settlement.


reason: No builds possible; buying dev card uses spare sheep and may yield VP or knight.


reason: Play knight to rob card-rich RED and progress toward largest army.


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

reason: Block RED who holds the most cards and is tied for lead.


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

reason: Block White, who has the most cards and a developing knight-based lead, on an opponent-occupied hex.


action: BUILD_ROAD (13, 14)

reason: Build the road toward the contested expansion route, denying Blue an easy continuation while advancing your own settlement prospects.


reason: Holding resources keeps development card and city potential alive while remaining safely under the hand limit.


action: BUILD_CITY 0

reason: Build a city to gain a guaranteed victory point and double valuable ore and wheat production.


reason: We lack sheep to build a settlement, so better to save resources for next turn.


reason: Trading away all 4 sheep yields no buildable option and wastes resources needed for a future settlement.


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

reason: Trading four sheep for one wheat reduces hand size from eight to five to prevent robber discard while securing useful resources.


reason: Holding resources keeps flexibility open since no immediate build is possible this turn.


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

reason: Trade 4 wheat for 1 ore to get the third ore needed for a city, advancing toward 2 victory points.


reason: Need wheat for city, waiting for rolls.


reason: Convert excess sheep into scarce wheat needed for settlements/cities while reducing card count.


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

reason: Trade excess brick for ore to reach 3 ore needed for a city and reduce card count below robber threshold.


reason: Buying a development card uses affordable resources for potential VP or knight to hinder the leader.


action: PLAY_MONOPOLY BRICK

reason: Taking brick via monopoly gives essential resource for roads/settlements to expand toward 10 VPs.


reason: Convert excess brick to ore to approach city requirements and reduce robber discard risk.


reason: Buying a development card improves hand management by consuming cards while advancing toward victory points or knights.


reason: Holding resources without an immediate build opportunity preserves flexibility and saves valuable ore.


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

reason: Block White, the most threatening opponent with five cards and a demonstrated development-card engine, while stealing a card.


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


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

reason: Take wheat and ore to build toward a city with the strongest core VP resources.


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

reason: Steal from the leading opponent RED to slow his progress.


reason: No trade yields a buildable city or settlement, and ending turn conserves ore for a city when wheat is obtained.


reason: Move robber to RED's hex to block the current leader and steal.


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

reason: Trade excess ore for brick using the 2:1 port to prepare for road building or settlement expansion.


action: BUILD_ROAD (17, 39)

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


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


reason: Play the Knight now to move the robber onto an opponent’s productive hex and steal a card while progressing toward Largest Army.


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

reason: Block BLUE, who has the largest hand and is the strongest immediate threat, while taking a potential card.


action: BUILD_CITY 8

reason: Building a city increases victory points and reduces hand size to avoid robber discard.


reason: Trade surplus ore using the 2:1 port for brick to facilitate road building and expansion.


action: BUILD_ROAD (16, 18)

reason: Build a road to expand towards a valuable new settlement location and utilize the brick traded for this turn.


reason: Buy a development card to convert surplus ore and sheep into a potential victory point or powerful support card.


action: PLAY_MONOPOLY WHEAT

reason: Play Monopoly on wheat to acquire the scarce resource needed for future cities and improve the ore-wheat development path.


reason: Buy a development card while holding the full sheep-wheat-ore cost, preserving roads resources and a chance at a victory point.


action: BUILD_ROAD (1, 2)

reason: Build a road now to expand toward another settlement while preserving development-card tempo for the next turn.


action: BUILD_ROAD (2, 3)

reason: Extend the existing road network from intersection 2 toward future settlement expansion while using the Road Building opportunity.


action: BUILD_ROAD (2, 9)

reason: Expand road network to improve future settlement options.


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

reason: Trade four excess brick for wheat to pair with ore toward a city and improve victory-point potential.


reason: Buy a development card with the exact ore, wheat, and sheep needed, advancing toward a strong VP or useful progress card.


action: BUILD_ROAD (9, 10)

reason: Build road from 9 to 10 to expand network towards potential settlement.


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

reason: Trade excess sheep for wheat to progress toward a city using our 3 ore and cut down oversized hand.


reason: Trade four brick for wheat to reach 2 wheat and enable building a city next turn for efficient VP gain.


action: BUILD_CITY 24

reason: Build city to gain a victory point and efficiently use exact ore and wheat resources.


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

reason: Trade 2 ore for 1 wheat using the 2:1 ore port to enable buying a development card this turn.


reason: Buying a development card converts spare resources into valuable cards like Knights or Victory Points.


reason: Play the knight to steal a card from Red, who holds seven cards, and disrupt an opponent's production.


reason: Target Red's central productive hex to steal from their large 7-card hand while slowing them down.


action: BUILD_ROAD (21, 43)

reason: Expand the road network towards new settlement locations using available wood and brick.


reason: Trade excess sheep for wheat to drop below 7 cards and gain a resource needed for cities.


reason: Trade four brick for wheat to reach the resources needed for a city and gain a victory point.


action: BUILD_CITY 14

reason: Build the city at 14 for an immediate victory point and stronger ore/wheat production.


action: BUILD_ROAD (14, 37)

reason: Build a road from the newly upgraded settlement to advance toward another settlement site and future victory point.


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

reason: Block the current leader RED by moving the robber to their hex and stealing a card.


action: BUILD_CITY 6

reason: Build city to gain a VP and spend exact ore/wheat while reducing card count below 8.


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

reason: Block a key production tile and steal from White, who is tied for the lead with cards in hand.


action: BUILD_ROAD (19, 21)

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


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

reason: Trade 4 wheat for 1 ore to build a city, gaining 2 VPs and reducing hand size to avoid robber discard.


action: BUILD_CITY 12

reason: We have 2 wheat and 3 ore, enough to build a city on settlement 12, gaining a victory point.


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

reason: Trade excess sheep for brick to pair with wood for future road building.


action: BUILD_ROAD (19, 20)

reason: Build a road from node 19 to extend the network toward open settlement locations.


reason: Holding 2 ore keeps progress toward a city or development card without prematurely spending resources.


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


reason: Buy another development card while holding the exact sheep, wheat, and ore cost, improving the chance of a hidden victory point or useful progress.


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


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

reason: Block the leading Blue player on a hex that also offers a chance to steal from White.


action: BUILD_ROAD (4, 15)

reason: Build a road along the strongest central expansion route to improve settlement access and longest-road potential.


reason: I do not have enough resources to build anything immediately, so I will save my ore and end my turn.


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

reason: Trade 4 sheep for ore to complete city resources (3 ore,2 wheat) and reduce hand below 8 cards.


reason: Stealing from White targets the player holding the most cards (7 cards) while blocking a key tile.


reason: Trade surplus ore via the 2:1 ore port for wheat to enable development card purchases or city progression.


reason: Buying a development card utilizes the available resources to gain useful advantages and victory points while reducing hand size.


reason: I have completed my moves for this turn and will preserve my knight for future turns.


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

reason: Trade four wood for wheat to enable a development card while preserving ore and sheep.


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


reason: Play the Knight to activate the robber, disrupt a rival’s production, and advance toward Largest Army.


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

reason: Block White, the opponent with the most cards and strongest immediate threat, while stealing from them.


reason: Trading 4 wheat for 1 ore enables building a city next turn, increasing VPs to 6 and catching up to the leader.


action: ROLL

reason: Roll the dice to generate resources for the turn before deciding on further actions.


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

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


reason: I already rolled a 7 and moved the robber this turn, so ending the turn is the optimal play.


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

reason: Block WHITE on a productive adjacent hex while targeting the tied highest-scoring opponent.


reason: I have 6 cards so I am safe from the robber limit, making it standard to roll for resources first.


reason: Playing a knight allows blocking the leader RED and stealing a card to advance my hand.


reason: Block the game leader RED on the center tile and steal one of their 9 resource cards.


reason: Holding seven cards keeps us safe from the robber discard while preserving ore flexibility for future cities or development cards.


reason: Play Road Building to maximize the chance of securing the longest road and reaching 10 VP quickly.


action: BUILD_ROAD (3, 4)

reason: Build the road at (3, 4) to extend the existing network toward a likely settlement connection and leverage Road Building for the next extension.


action: BUILD_ROAD (4, 5)

reason: Extend the newly built road to maximize the chance of completing or lengthening the longest-road route.


reason: Trade four wood for wheat to improve access to a potential victory-point development card while retaining sheep, ore, and brick.


reason: Buy a development card now for the chance of an immediate victory point and a 10-point win.