Settling on a high-resource central intersection maximizes initial production and expansion potential.


Building towards intersection 19 secures a strong expansion path for future settlement placements.


Settlement 33 likely offers high-probability numbers (6/8) and good resource diversity while远离Blue.


Expand road network from settlement for future growth.


Choose a central legal intersection to maximize the chance of touching three productive resource hexes.


Extend toward the open side away from both opponents to maximize access to a future settlement location.


Settlement 13 is near high-probability numbers (6 and 8) and provides good resource diversity.


Building towards a promising expansion spot to secure high-probability numbers.


Settlement 4 is near a 6 and 8 hex for high probability resources.


Road (4,5) likely leads to a high-probability settlement spot, crucial for resource diversity and growth.


Choose a central open intersection likely to provide strong early production and future expansion options.


Extend from settlement 6 toward the open frontier to secure the strongest next expansion route.


Settlement 35 connects to our road and likely yields high-probability resources for early growth.


Building (34,35) connects your two settlements and extends your road network efficiently.


Placing the second settlement on a high-yield hex intersection maximizes starting resource production and variety.


Building road (16, 21) directs expansion toward valuable open coastal and inland spots.


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

Block BLUE, the tied leader with the largest hand, while taking a card from them.


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

Trade excess wood for wheat to pair with the two ore and pursue a city upgrade.


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

Block BLUE who has the most cards to hinder their progress.


We have the resources to buy a development card, which can provide a victory point or useful ability to advance towards 10 points.


Playing the knight now allows us to steal a resource from an opponent, possibly gaining a needed brick or wheat to build a settlement.


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

Steal from WHITE who has 4 cards to gain a resource and disrupt their hand.


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

Target White to steal from the player holding the most cards while blocking an opponent resource hex.


Preserve ore to build towards a city rather than making an inefficient 4:1 maritime trade.


Steal from card-rich BLUE to weaken opponent and gain resource.


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

Block the central high-production hex and steal from an opponent with a full hand.


Holding 4 ore and 1 wheat puts you close to building a city, and at 6 total cards you are safe from the robber.


All opponents tied; steal from card-rich Blue and block a 6-hex.


Build a road to expand network toward high-probability number tiles while spending wood and brick.


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

Blue has the most cards, so stealing from him disrupts his lead.


I will hold my ore rather than make an inefficient 4:1 trade since my hand size is safe from the robber.


Build a road to expand toward a future settlement while converting excess brick and wood into board position.


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

Trading 4 wheat for ore to start building toward a city.


Target White since they have the most cards in hand to increase the chances of stealing a useful resource.


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

Trade excess ore for wheat to work toward building a city while staying under the 7-card robber limit.


All tied at 2 VP; target ORANGE who just traded for ore to steal it and block city progress.


Trade four ore for wheat to advance toward the ore-and-wheat city needed for rapid VP growth.


Block White's productive hex and steal from one of their 4 cards.


Build a road to expand toward a new settlement location and utilize wood and brick.


Block BLUE, who has the largest hand and is developing roads toward a potential lead, while attempting a steal.


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

Trade 4 ore for 1 sheep to immediately enable purchasing a development card with ore, wheat, and sheep.


Buying a development card efficiently utilizes our exact hand of sheep, wheat, and ore.


Save the Monopoly card for a later turn when opponents hold more resources or when specific materials are needed.


Build a road to expand toward another settlement location while using the available wood and brick.


We have exactly one sheep, one wheat, and one ore to buy a development card, which could give a victory point or a knight to improve our position.


Play knight to move robber and steal a card from a leading opponent, gaining resources.


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

Steal from RED with 5 cards to disrupt their resources and gain a card.


Opponents hold few cards right now, so it is better to save the Monopoly card for a bigger swing later.


Block Orange, who has just gained a knight and is the most immediate threat, while taking a card if possible.


Build a road to expand toward a future settlement and convert the available wood and brick into progress.


No settlement, city, or development card is available, and the recent road already exhausted the resources needed for another road.


I will hold my Monopoly card for a larger swing later and end the turn safely with five cards in hand.


Steal from White who holds 5 cards to gain resources and disrupt a tied opponent.


Buying a dev card converts leftover sheep/wheat/ore into potential victory points and shrinks hand size.


Build a road extending the newly placed road toward further expansion while using the available wood and brick.


Opponents have too few cards in hand to justify playing Monopoly, so saving resources is best.


I have exactly 7 cards so I am safe from the robber, making it best to save my Monopoly card and resources rather than making an inefficient 4:1 trade.


Build a road to expand toward a future settlement while converting excess brick into progress.


We need ore for cities, and we have excess wheat, so trading 4 wheat for 1 ore is a step towards a city.


Block the leading player White and steal a resource card to slow their progress.


I will end my turn to preserve my ore towards building a city next turn while staying safely below the discard limit.


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


We can afford a dev card with spare resources, possibly gaining a VP or useful progress card.


Play knight to further block leader WHITE and steal a card


Block current leader WHITE by moving robber to their tile despite no steal.


Trade excess ore for wheat to build toward a city or development card while managing hand size.


Opponents currently hold very few total cards, so it is best to save Monopoly for a bigger swing and end the turn.


WHITE is the current leader (4 VPs), so move the robber to their hex to block and steal.


Upgrade a settlement to a city immediately with 3 Ore and 2 Wheat to increase resource generation and victory points.


Opponents only hold three cards each, so save the Monopoly card for a later turn when hands are fuller.


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

Trade excess brick for wheat, the most valuable resource for future settlements and cities.


Buying a development card could provide a victory point or a knight to block the leader (White).


Need ore to upgrade settlement to city; 2 ore gets closer.


Steal from Orange who has four cards in hand including guaranteed ore while blocking a productive tile.


Orange just took two ore with Year of Plenty, making Ore a guaranteed high-value Monopoly target.


Trading four ore for one wheat reduces hand size below the robber limit while progressing toward building a city.


Target the current leader White to slow their progress and steal a card.


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

Trade excess sheep for ore to progress toward a city (needs ore+wheat).


Trading 4 ore for 1 wheat will allow building a city with the remaining 4 ore and 2 wheat.


Building a city increases victory points and doubles resource production from that settlement.


Holding five cards is safe from robber discard and preserves the flexibility of having bricks for roads or future trades.


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

Trade surplus wheat for ore to approach city cost (needs 3 ore) and keep card count low.


Block the leading Blue player on a nearby productive hex and steal from them.


Block the leading BLUE player on a likely productive hex and attempt to steal a card.


Build a road to extend the existing network toward future expansion and preserve the chance of claiming the longest road.


Extend the newly built road from vertex 0 toward a likely expansion route while spending the available wood and brick.


Building a road towards a productive new settlement location is the best use of wood and brick.


Continue extending the road network towards a valuable settlement spot using the second free road segment.


Extend the existing road network from vertex 5 toward 16, improving access to a future settlement site and longest-road potential.


Build a road to extend the existing network and improve access toward future settlement sites.


Trading 4 ore for wheat works towards obtaining wheat needed for future cities or development cards.


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

Trade 4 wheat for brick to reduce hand size and get needed brick for a road or settlement.


Build road to expand towards a settlement spot with high-probability numbers.


Target White since they are the leading opponent with the most victory points and cards.


Holding 4 ore and 1 wheat puts us just one wheat away from upgrading a settlement to a city.


Block the leading BLUE player while gaining a chance to steal a card.


Build a road while spending the matching wood and brick, preserving the two wheat and two ore for a city next turn.


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

Trade 4 ore for a wood to pair with brick for road building toward new settlements.


Building a road towards high-value settlement spots expands future building opportunities.


Buying a dev card may yield a knight to block leaders and uses spare sheep wheat ore.


Play knight to move robber and block leading WHITE with 5 cards.


Block co-leader WHITE to slow their progress toward 10 VPs.


Build a road to extend the apparent 7-8-9 chain and improve expansion and longest-road prospects.


Trading 4 wheat for a brick reduces my hand from 8 to 5 cards, avoiding robber discard risk, and gets me one of the two resources needed for a settlement.


I need to trade down my surplus ore to avoid discarding on a 7 and acquire wheat toward building cities.


Trading four ore for one wood reduces hand size below the robber threshold and secures materials to expand roads towards new settlements.


Build a road to expand toward a valuable settlement spot and spend resources safely.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', 'SHEEP', 'WOOD')

We need wood to build a road, and trading 4 sheep for wood is the best use of our excess sheep to enable expansion.


Build road to expand towards a potential settlement location.


Trade excess ore for wheat to reduce hand size below eight and prepare for a future city upgrade.


Buying a dev card is the only productive move and may yield a VP or knight to hinder leaders.


Build a city now to convert the exact ore-and-wheat hand into an immediate victory point and stronger production.


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

Trade four surplus brick for ore to improve access to future city-building resources.


Target the current leader White to slow down their production and steal a card.


Build a road towards potential settlement locations using the wood and brick in hand.


Trade the four excess brick for wheat, the key resource needed with ore for the next city push.


Block the current leader WHITE who has 5 VPs.


Trade wheat for brick to enable settlement construction.


Build road to expand towards a better settlement location.


Trade excess ore to reduce hand size below the 7-card discard limit and acquire wood.


Build a road towards the next settlement location using the traded wood and brick.


Buying a dev card could grant a VP or knight to hinder leader Blue.


Gaining wood and wheat completes a settlement resource set with your existing brick and sheep, enabling near-term VP gain.


Build road to expand network toward potential settlement sites on high-yield numbers.


Trading excess ore reduces hand size to avoid the robber while gathering resources for future development.


Building a road safely reduces your hand size to 7 cards to avoid discarding to the robber while expanding your network.


Build a road now to expand toward another settlement and advance development rather than wasting the available resources.


Trade wheat for brick to enable building a settlement, reducing hand size and gaining a VP.


Building a road extends our network towards a potential settlement spot, and we have the resources to do so now.


Build a road to spend resources, expand our network, and reduce our hand size below the robber threshold.


Trade excess ore for sheep to reduce hand size and enable purchasing development cards or settlements.


Buying a development card reduces your hand size below 8 to avoid robber discards while granting useful development advantages.


I just bought the Monopoly card and should save it for a high-impact turn when opponents accumulate key resources.


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

Block the leading BLUE player on a productive hex and steal a card from them.


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

Block the leader BLUE's production and steal a card to hinder their progress.


Play Monopoly on wheat to steal resources for building cities and development cards given opponents hold 15 cards combined.


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

Trading 4 Wheat for a Sheep reduces our hand below the 7-card discard limit while securing resources for future development cards or settlements.


Buying a development card uses excess resources to gain VPs or knights while keeping hand size safe.


Build a road now to use abundant wood and brick while advancing toward a future settlement and reducing hand size.


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

Trading sheep for wheat to secure a resource needed for settlement or city.


Roll the dice to generate resources before deciding further actions.


Play a Knight card to move the robber, steal a resource, and work toward Largest Army while keeping options open.


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

Steal from White who is currently holding 7 cards and leading among opponents.


Trade excess ore to reduce hand size below 8 cards and acquire wheat for future cities.


Trading all sheep for one resource enables no immediate build, so ending turn preserves flexibility.


Trade excess brick for wheat to work towards a city upgrade and reduce hand size.


Trading 4 ore for 1 wheat reduces the hand size below the 7-card limit and secures resources for a city.


Trade surplus sheep for scarce ore to advance toward city requirements of ore and wheat.


Trade four brick for wheat to begin converting the strong ore reserve into a city and reduce the robber-discard risk.


Trading 4 wheat for ore is crucial to start building a city, as ore is scarce and we already have wheat.


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

Block White's production hex and steal from the current leading opponent who holds the most resources.


Preserving 5 Ore and 1 Wheat keeps us just 1 Wheat away from building a city without risking over-discarding.


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

Trade excess wood for wheat to build a strong city-ready wheat reserve while preserving scarce ore.


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

Trade excess ore for wheat to work towards building a city while reducing hand size.


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

Trade excess ore for sheep to reduce hand size below the discard limit and set up development card purchases.


Buying a development card leverages excess resources to progress towards victory points and Largest Army.


Play a knight to move the robber, steal a resource from White, and work towards the Largest Army bonus.


Target White since they have the most victory points among opponents and hold 6 cards.


Block the leading BLUE player on a hex adjacent to their settlement and steal a card.


Buy dev card to use sheep/wheat/ore for potential VP or knight to hinder leader BLUE.


Play knight to move robber onto leader BLUE and steal resources.


Block tied leader BLUE with the robber to protect our path to 10 VPs.


Trade excess ore for wheat to work towards building a city and reduce hand size below the discard limit.


Trade excess ore to reduce hand size below the 7-card limit and save up wheat for future city upgrades.


Trade four ore for wheat to enable an immediate city, converting excess ore into the strongest VP-producing build.


We have the resources for a development card, which could grant a victory point or a useful knight, advancing us toward 10 VPs while our hand is safe from robber discard.


Playing knight card to move robber and block the leading player BLUE.


Move robber to steal from BLUE, the current leader with 6 VP.


Trading 4 brick for 1 ore reduces hand size to limit robber risk while consolidating ore and wheat.


Trade excess ore for sheep to reduce hand size below the 8-card robber limit while preparing for development card purchases.


Purchase a development card to build towards victory points or knights with current resources.


Play the knight card to move the robber off our hex, steal a resource, and work toward Largest Army.


Target White who is holding 9 cards to steal a valuable resource and block production.


Trade excess wheat for ore to progress toward a city (needs 3 ore+2 wheat) and keep card count low.


With no wood or brick to build, buying a development card is the only productive move, potentially yielding a victory point or a knight to disrupt the leader.


I am holding 7 cards and need 3 Ore and 2 Wheat for a City, so saving my Ore is better than a 4:1 trade right now.


Build a city now using the exact wheat and ore cost to gain a victory point and improve future production.


Trade four brick for ore to begin rebuilding the ore needed for another city while retaining three wood.


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

Block BLUE's likely high-production hex and steal a card to slow the leader.


Keep the ore to save towards a city upgrade rather than taking an inefficient 4:1 bank trade.


Trade excess ore for wheat to bring hand size below the discard limit and progress towards a city.


Holding seven cards keeps us safe from the robber while conserving resources for future builds.


Trade four brick for ore to build toward an ore-heavy city and convert surplus resources efficiently.


Trade four wood for wheat to build toward an ore-and-wheat city, the strongest path from this resource-heavy hand.


We have the resources to buy a development card, which could give us a victory point or a knight to block the leading opponent Blue.


Playing the knight card can disrupt the leading opponent (Blue) by moving the robber and potentially stealing a resource.


ValueError('no action JSON in reply: \'{"action_index": 4, "reason": "Block the current leader BLUE by moving robber to a hex adjacent to\'')


Block Blue, the current leader with 6 VPs and 11 cards, to hinder their progress.


Trading 4 ore for 1 wheat reduces hand size below the discard limit and gives exactly 3 ore and 3 wheat to build a city.


Buy dev card to use excess sheep and possibly gain VP or knight to hinder leader BLUE.


We have the exact resources (1 sheep, 1 wheat, 1 ore) to buy a development card, which could give a victory point or a knight to block the leader BLUE.


Trade excess ore for sheep to reduce hand size and prepare resources for development cards or settlements.


Building a settlement gains an immediate victory point, expands production, and reduces the hand size below the discard limit.


Upgrading settlement 45 to a city immediately adds a victory point and maximizes production using exact resources in hand.


Trade excess sheep for ore to start securing city resources while BLUE leads with 8 VPs.


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


Build a settlement now for an immediate victory point and to expand onto a strong available location.


Blocking the leader BLUE with the robber to slow their progress and potentially steal a card.


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

Trade three sheep for wheat to pair with ore toward future city upgrades.


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

Trade three wood for wheat to begin accumulating the ore-and-wheat needed for a city.


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

Trade sheep for brick to build a settlement on next turn, securing a victory point.


Playing the Road Building card allows us to build two roads without spending resources, accelerating our expansion towards better settlement spots.


Edge (12,13) likely connects to a central area with high probability numbers, helping expand towards a new settlement for sheep production.


Extend our road network from the road we just built at 12,13 to node 11, positioning for a future settlement or longest road.


Building road (13,34) extends our network towards a potential settlement, helping secure resources for a city and reach 10 VP.


Block White, the closest competitor in victory points, and steal a needed resource.


Building a road uses resources to expand towards new settlement spots or secure Longest Road for the win.


Continue extending the road network from (51) to (52) to work towards securing Longest Road or a new settlement spot.


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

Trade surplus ore for wheat to work towards building a city or purchasing development cards for the win.


Buying a development card gets closer to the remaining victory points needed to win while reducing excess hand size.


Trade excess ore for wheat to reduce hand size below the limit and enable buying development cards or cities.


Buying a development card offers a direct path to victory points or largest army while utilizing available sheep and wheat.


Trade excess ore for wheat and sheep to buy another development card for the win.


Playing a knight card can secure Largest Army to reach 10 victory points and win the game.


I will move the robber onto White's hex to steal a resource from the closest competitor.


Holding 5 cards is safe from the robber and keeps resources flexible for future turns.


Move the robber onto a blue-occupied hex to block the 8-VP leader and steal a card.


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

Trade three wood for ore to build toward an ore-and-wheat city engine while denying the leader resources.


Block the current leader BLUE by moving robber to a tile they likely have a settlement on, and steal a resource to help us build.


Stealing from White, the closest opponent in victory points, gives a chance at gaining the resource needed to win.


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

Trade 3 ore for 1 sheep to buy a development card and potentially draw the winning victory point.


Buying a development card gives a chance to immediately draw a Victory Point card and win the game at 10 VPs.


Playing the knight allows stealing a resource, controlling the robber, and potentially claiming Largest Army for the win.