Settlement 20 provides strong access to central high-probability resource hexes.


Building toward vertex 22 extends expansion opportunities toward productive coastal or inland settlement spots.


Select a central intersection likely adjacent to 6 and 8 for best resource income.


Extending road to 29 leads toward potentially high-probability numbers or a port, enabling quicker second settlement and resource flow.


Choose a central, flexible intersection with strong access to multiple resource-producing hexes.


Extend toward the most flexible open expansion route from settlement 14.


Build on a legal vertex likely adjacent to 6 or 8 tiles away from opponents.


Extend road from 33 to 34 to access new settlement sites.


Place second initial settlement on a legal vertex to expand future options.


Expand from settlement 1 to node 6 to open new settlement sites toward interior hexes.


Choose a central open settlement location to maximize access to multiple high-probability resource-producing intersections.


Extend from settlement 24 toward the most direct expansion route for a future settlement.


Settlement 30 expands from our road at 29 and likely provides high-probability resources.


Extend road from settlement 30 towards node 31 to seek new settlement spot.


Placing the second settlement on vertex 16 secures strong resource production and balanced numbers for the start of the game.


Extend towards key coastal or inland settlement spots from vertex 16.


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

Steal from Blue who holds the most cards while blocking a key resource hex.


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

Block White, the opponent with the largest hand and strongest current momentum, while stealing a card if possible.


Extend the existing road toward the next settlement site while preserving a path for expansion.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', 'SHEEP', 'WHEAT')

Trade excess sheep for versatile wheat to progress toward future settlements and development cards while managing hand diversity.


MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', 'WHEAT', 'BRICK')

Need brick to build roads and settlements, and have excess wheat.


Building a road to expand towards a promising settlement spot.


MARITIME_TRADE ('WOOD', 'WOOD', 'WOOD', 'WOOD', 'BRICK')

Trade excess wood for brick to enable road building and expansion toward new settlements.


Build road to expand toward high-probability numbers.


Buying a development card puts resources to immediate use and gives useful cards like knights or victory points.


MARITIME_TRADE ('WOOD', 'WOOD', 'WOOD', 'WOOD', 'ORE')

We need ore for a city, and we have extra wood to trade.


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

Orange has 7 cards and is the likely threat, rob them.


Build road to expand network toward high-probability numbers for future settlement.


Trade four sheep for wheat to preserve brick while advancing toward the essential wheat-and-ore city combination.


MARITIME_TRADE ('BRICK', 'BRICK', 'BRICK', 'BRICK', 'ORE')

Trade excess brick for ore to build toward an ore-and-wheat city.


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

All tied at 2 VP; rob WHITE with 4 cards to disrupt and maybe gain resource.


Block BLUE, who has the most cards, at the central occupied hex and attempt to steal a resource.


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


Take wheat and ore to move closest toward the ore-wheat city engine while preserving the existing brick.


Buy a development card while holding the required sheep, wheat, and ore, creating another path to victory.


Monopolize ore to maximize scarce city-building resources and advance toward an ore-wheat city.


Orange is holding the most cards after a Monopoly play, making them the best target to rob.


Build a road to expand toward a valuable settlement location and manage hand size.


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

Steal from Orange who holds most cards to gain resources and disrupt tied opponents.


Keep wood for future construction and avoid unfavorable 4:1 trade.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', 'SHEEP', 'BRICK')

Trade excess sheep for brick to pair with wood for future road and settlement expansion while reducing hand size.


Extend the road network from vertex 21 towards a new settlement location.


MARITIME_TRADE ('BRICK', 'BRICK', 'BRICK', 'BRICK', 'WHEAT')

Trade excess brick for wheat, the key missing resource for future cities and development cards.


Use the exact ore-wheat-sheep combination to buy a development card and advance toward victory points.


Play Monopoly on ore to seize the scarce city-building resource from opponents.


Trading wood for brick enables building a road next turn to expand toward needed resources.


Build road to expand network and reach new settlement spots.


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

Target RED who currently holds the most cards to gain resources and disrupt their development.


Steal from WHITE who holds the most cards (7) to gain resources and disrupt the card leader while VPs are tied.


Steal from Orange who holds the most cards (4) while unblocking our own hex.


Buying a development card spends excess resources, protects against the robber, and helps build victory point momentum.


Block the leading opponent (ORANGE) with most cards and steal a resource.


Block WHITE, who has the most cards, on a central productive hex to hinder their next gains.


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


Play the Knight to advance toward Largest Army and immediately disrupt an opponent’s productive hex.


Block White, tied for the lead and holding the most cards, on a likely productive hex while taking a resource if available.


Keep sheep for future settlements and avoid wasteful 4:1 trade with no building path.


Convert excess sheep into wheat, a key resource for both settlements and cities.


Buying a development card develops progress towards victory points and keeps card count low to avoid the robber.


I just bought a knight card this turn and must end my turn.


Rolling first is safe at 5 cards and provides immediate resource production for the turn.


Purchase another development card to build towards Largest Army and hidden victory points while resources are available.


Playing the knight card allows moving the robber and stealing a needed resource from an opponent.


Steal from Orange who holds the most cards with 7 cards in hand.


Building a road expands towards a promising settlement spot to secure future resources.


Buying a development card reduces our hand size below the 7-card discard limit while progressing our strategy.


Buying another development card strengthens our knight count for Largest Army and potential victory points.


Playing a knight card allows stealing resources from ORANGE and works toward the Largest Army bonus.


Target Orange who has the most cards in hand (7 cards) to steal a useful resource while disrupting their production.


Build a road to expand toward the next valuable settlement location.


Orange holds the most cards (6); stealing from them reduces their build potential and gains us a resource.


Buying a dev card cuts hand to 5 cards (safe from 7) and may give VP/knight since no brick prevents building.


Playing the knight lets us steal another resource and progress toward largest army with no downside.


Orange has the most cards (5); placing the robber on their hex limits their resource gain.


Roll the dice to gain resources and start the turn.


Playing a knight allows moving the robber to disrupt a rival and steal a needed resource.


Target Blue since they are holding the most cards (7 cards) to steal a needed resource.


End the turn and preserve four brick for a future road or settlement opportunity.


Block leader White with robber to steal and hinder their progress.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', 'SHEEP', 'ORE')

Trade excess sheep for ore to build toward cities and reduce hand size.


Block Blue's central productive tile and steal back resources.


Holding 6 cards avoids robber discard danger and keeps resources flexible for future turns.


MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', 'WHEAT', 'ORE')

Trading wheat for ore is the best move to start building towards a city, which is crucial for reaching 10 VPs.


Trade four brick for wheat to obtain the scarce resource needed for future settlements and progress toward 10 VP.


Buying a development card spends ore, wheat, and sheep while reducing hand size to 7 to prevent discard.


Trade excess wood for a brick to enable road building towards new settlement spots.


Building a road uses the wood and brick just traded for to expand network reach.


MARITIME_TRADE ('WOOD', 'WOOD', 'WOOD', 'WOOD', 'WHEAT')

Trade excess wood for wheat to enable a development card or settlement later


Buying a development card uses our sheep wheat ore and may yield a victory point to help catch the leader.


Wood and brick let me build a road to expand toward new settlement spots despite having only sheep.


Building road (1,2) expands my network toward new settlement sites to grow victory points.


MARITIME_TRADE ('BRICK', 'BRICK', 'BRICK', 'BRICK', 'WOOD')

Trade four brick for wood to assemble the resources needed for a settlement and gain a likely victory point.


Build the available settlement now for an immediate victory point and stronger resource production.


Block the leader WHITE by moving the robber to their hex and stealing a card to hinder their progress.


No trade enables an immediate build, so preserve resources and end the turn.


Trade surplus wood to safely reduce hand size and work towards valuable ore/wheat combinations.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', None, 'WHEAT')

Trade three sheep for wheat, preserving brick while gaining the scarce wheat needed for future settlement or city progress.


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

Trade the three excess brick for ore to advance the ore-wheat city strategy.


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

Steal from and block the leading WHITE player to reduce their advantage.


Trade excess wood for brick to enable future settlement/road building.


Build a road to expand our network toward new settlement spots despite limited resources.


Trading 4 excess sheep for ore builds toward future city upgrades.


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

Block the leading player WHITE on a likely productive hex and preserve the chance to steal a card.


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


Play the Knight to make another robber move against the 4-VP leader and advance toward Largest Army.


Block White’s likely high-production tile and steal from the leading opponent.


Buying a development card utilizes the available ore, wheat, and sheep to work towards victory points or knight control.


Play a Knight to clear the robber from our productive hex and work toward Largest Army.


Target Orange who has the most cards and VPs among opponents while stealing a useful resource.


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

Block the leading WHITE player on one of their productive hexes.


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

Trade three brick for wheat to begin securing the ore-and-wheat needed for a city.


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


Trading for brick enables road/settlement expansion since we lack brick entirely.


Build a road to expand toward high-probability numbers and future settlements.


Move robber to target current leader WHITE and steal a card.


Block the leading White player on a hex where they have a settlement.


Build a road now to convert surplus wood and brick into expansion and improve the path toward another settlement.


Block the leader WHITE by stealing a card from them.


Buy a development card to potentially gain a victory point or a useful card like a knight, improving our position.


Playing the knight card lets me steal a resource and block the leader WHITE.


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


Buy a development card to potentially gain a victory point or useful ability, as we have the resources and cannot build.


Block the tied leader on the previously targeted productive hex and steal from WHITE.


Buy a development card using surplus ore, sheep, and wheat for a chance at a victory point or useful knight.


Play the Knight to advance toward Largest Army and further disrupt the tied leader.


Block the current leader WHITE on a productive occupied hex to slow their path to 10 VP.


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

Steal from ORANGE to hinder the nearest rival since WHITE cannot be targeted.


Build a road to expand network toward likely high-probability number tiles.


Playing the knight allows moving the robber to block the leading player (WHITE) and steal a card, potentially gaining a needed resource.


Block the current leader WHITE to reduce their resource income.


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

Block BLUE, the opponent currently holding the most cards, while stealing a resource if possible.


Trade the excess sheep for wheat, the key resource needed alongside ore for future city development.


Block the tied leader WHITE on a central productive hex.


Buying a development card helps progress toward victory points and knight control while utilizing available resources.


Play the knight to move the robber off my tile, steal a resource, and advance toward Largest Army.


Block Orange, the closest opponent in victory points, and steal a needed resource.


I have the exact resources to purchase another development card to push towards victory points and army control.


MARITIME_TRADE ('WOOD', 'WOOD', 'WOOD', 'WOOD', 'BRICK')

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


Spend brick+wood to build a road expanding toward high-probability number tiles.


Rolling the dice is the standard opening move to gain resources without risking a card discard.


Playing the knight allows us to disrupt an opponent, steal a needed resource, and work toward Largest Army.


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

Steal from Orange who is holding 7 cards to gain resources and reduce their hand.


Build a road to expand towards a new settlement location and reduce hand size safely below the discard limit.


Holding four sheep keeps flexibility without exceeding the hand limit until more resources are rolled.


Buy a development card using the exact ore-wheat-sheep combination to pursue a bonus point or useful knight.


Play the Knight to move the robber off your territory and block a tied leader’s productive hex.


Block the tied leader WHITE on a likely valuable hex and attempt to steal a card.


Trade excess sheep for ore to build towards cities and development cards.


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

Block WHITE, a tied leader with four cards, at a likely productive settlement hex.


Trade three brick for wheat to begin securing the ore-and-wheat needed for a city.


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


Buying a development card spends the exact available resources to progress toward Victory Points or Largest Army.


Trade three sheep for wheat to convert the surplus into a key settlement and city resource.


Trade three brick for ore to enable a development card with your sheep and wheat while preserving brick-building potential.


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


Play the Knight to advance toward Largest Army while disrupting the current leader.


Block BLUE, a tied leader with four cards, while gaining a chance to steal a resource.


Trade three sheep for wheat, the key resource toward future settlements and cities.


Build a road to extend the existing network and improve the chance of securing longest road.


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

Block Blue's high-probability hex and steal a card from them.


Need brick to build a settlement, and trading 4 wood for brick is the only way to get brick.


Building a road towards a promising settlement spot to gain more resources.


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

Trade three sheep for ore to strengthen the ore supply and enable a development card while progressing toward a city.


Block tied leader WHITE by moving robber to their hex to steal and hinder.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', 'SHEEP', 'WHEAT')

Trade excess sheep for wheat to progress toward city/settlement.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', None, 'WOOD')

Trade three sheep for wood to complete the resources needed for a settlement and advance toward 10 VP.


Build a road now to advance toward another settlement and convert excess brick into progress toward 10 VP.


MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', 'WHEAT', 'BRICK')

Trade 4 wheat for brick to build a settlement, gaining a VP and improving production.


Building a settlement at 11 gives a VP and new resource production.


No build possible; retain wood rather than trade away excess at a loss.


Block the current leader BLUE and steal a resource card.


Trade three brick for wheat to secure the key city resource while retaining abundant sheep for future trades.


Trade three sheep for ore to advance toward an ore-and-wheat city strategy and preserve your strong sheep surplus.


MARITIME_TRADE ('WOOD', 'WOOD', 'WOOD', 'WOOD', 'ORE')

Convert excess wood into ore to progress toward a city (needs ore+wheat) and stay under 8 cards.


Trade sheep for ore to build toward a city while reducing the hand below the discard threshold.


Trade three brick for wheat to set up a city with a subsequent sheep-for-ore trade.


Trade three sheep for ore to reach the three ore and two wheat needed for a city.


Build a city now to convert the surplus ore and wheat into a crucial victory point and stronger production.


Trade wood for brick to enable building a settlement and reach 4 victory points.


Block co-leader WHITE by moving robber to their hex


Steal from Blue, the current leader with 6 cards, to hinder their progress.


MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', 'WHEAT', 'WOOD')

Trading 4 wheat for wood reduces hand to 6 cards, providing resources to build a settlement next, gaining 1 VP and avoiding robber discard.


Building a road now prepares for a settlement next turn, using our current resources to gain a VP.


MARITIME_TRADE ('SHEEP', 'SHEEP', None, None, 'WOOD')

Trade sheep for wood to build a settlement, needing only brick from dice.


Trade three sheep for wood to pair with your brick for an immediate road and improve your path toward a settlement or longest road.


Build a road to extend the network toward a likely future settlement and advance the race for 10 points.


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

Trading sheep for ore advances toward a city (2 VP) while avoiding an immediate build that isn't possible this turn.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', 'SHEEP', 'BRICK')

Trade 4 sheep for brick to reduce card count below 8 and acquire missing brick for future settlement/road.


Build road to expand toward potential settlement spots using available wood and brick.


Trade three brick for wheat to advance toward the ore-wheat city plan and a victory point.


MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', 'WHEAT', 'ORE')

Trade wheat for ore to complete a city and reduce hand size, advancing toward 10 VPs.


Building a city immediately gives 2 victory points, putting us ahead of all opponents.


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

Block RED, the current leader with the largest hand, on a productive hex and steal a card.


Trade three sheep for ore to move toward the ore-and-wheat city upgrade while retaining brick and a sheep.


Trading 4 sheep for a brick reduces hand size below the discard limit and prepares resources for road and settlement expansion.


Building a settlement increases victory points to 8 and expands resource production.


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

Trade excess brick for wheat to strengthen the ore-and-wheat path toward a city.


Trade 4 wood for brick to reduce hand to 7 cards and enable a settlement build next turn.


Build settlement to gain a victory point and use sheep surplus, expanding to a likely productive spot.


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

Trade sheep for brick to build a settlement and increase victory points.


Building road (10,29) extends towards an unsettled intersection, likely securing a future settlement spot to catch up in VPs.


Build a city to gain an immediate victory point and convert excess ore and wheat into stronger production.


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

Trade wood for ore to approach city requirement of 2 ore and 2 wheat.


Holding four wood cards is safe under the hand limit and keeps flexibility for future turns.


Trade sheep for brick to enable building a settlement.


Extending road from node 10 towards node 9 to secure a future settlement spot with high probability numbers.


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

Trade three excess brick for ore to advance toward a city and the final victory points.


Trade the three brick for wheat to complete an ore-sheep-wheat development-card purchase and pursue the final victory points.


Trade surplus sheep for wheat to advance toward a city (now ore2 wheat1, need ore1 wheat1).


Upgrading a settlement to a city immediately brings me to 9 victory points and uses up resources.


MARITIME_TRADE ('WOOD', 'WOOD', 'WOOD', 'WOOD', 'WHEAT')

Trading wood for wheat gives the resources needed to buy a development card for the winning victory point.


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

Block the leading WHITE player and steal a card while moving the robber off our productive hex.


Trade wheat for brick to build a settlement and reduce hand size risk.


Building settlement 9 will immediately increase my victory points to 5, closing the gap with the leader.


Trade 4 wheat for ore to work towards a city, crucial for victory points.


MARITIME_TRADE ('WOOD', 'WOOD', None, None, 'WHEAT')

Trade two wood for one wheat to complete city resources of two wheat and two ore.


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

Stealing from Blue who holds the most cards gives a high chance of gaining valuable resources while maintaining flexibility to buy a dev card for the win.


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

Block the leader White by moving robber to a hex adjacent to them and steal a card.


Build the available settlement to gain a guaranteed victory point and advance toward 10.


Trade excess wood for ore to reach the 3 ore needed for a city and advance toward 10 VPs.


No immediate build possible; trading away sheep would not enable a build and leaves me without sheep for future settlements.


MARITIME_TRADE ('WOOD', 'WOOD', 'WOOD', 'WOOD', 'BRICK')

Trade wood for brick to then trade sheep for wheat and build a settlement, increasing VP and reducing hand size.


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MARITIME_TRADE ('SHEEP', 'SHEEP', None, None, 'WHEAT')

Trade 2 sheep for wheat to obtain missing resource for settlement and reduce hand to safe size.


Building road (8,9) likely leads to a settlement spot near the high-probability number 8, which helps accelerate towards 10 VPs.


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

Trade the two wheat for ore to reach three ore and prioritize a future city for the final victory points.


Trade for wheat to enable city upgrade with existing ore, boosting VPs faster.


Build a city to spend ore/wheat for a victory point and reach 6 VPs.


Building a city gives the 10th victory point and wins the game immediately.