Build the initial settlement on a central high-yield intersection.


Building road towards vertex 19 provides the most flexible expansion path towards high-value interior tiles.


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


Build toward the most direct nearby expansion point to establish a second settlement quickly.


Select settlement on high-probability number 6 to secure strong resource flow.


Extend towards center to secure a high-probability settlement spot.


Node 33 is centrally located and likely touches high-probability number hexes for early resource gain.


Build road to expand settlement reach towards potential high-probability hexes.


Settle at 35 to expand from our road 33-34 and capture high-probability number tiles.


Building (34,35) connects our two settlements, extending our road network for future expansion.


Settlement 8 is a high-probability number (6/8), complementing our existing settlement at 6 for good resource income.


Building road to node 9 opens a new settlement spot likely on high-probability numbers to secure more resources.


Build at a central open intersection to maximize access to strong production numbers and future expansion routes.


Extend from settlement 13 toward the open branch and preserve future settlement expansion.


Settlement 30 provides access to a strong mix of high-production hexes for the second placement.


Building road (30, 31) sets up the best path toward future settlement spots.


Building road (9,10) extends our network towards a new settlement spot, increasing our expansion options while we gather resources for a settlement.


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

Steal from BLUE who has 4 cards and is tied for lead to disrupt expansion.


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

Block Red's resource hex and steal from them since they hold the most cards.


Buying a development card efficiently uses sheep, wheat, and ore to gain valuable knight or victory point cards early.


End turn now to save the knight card for defense or a future turn when a steal provides immediate value.


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

Need wheat for a city, and trading excess ore is the only way to get wheat now.


Roll the dice to gain resources for the turn.


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


I have already moved the robber this turn and should save the Knight card for when I need to unblock a key tile or steal resources on a future turn.


Roll the dice to generate resources for the turn.


Playing a knight allows moving the robber to steal from RED who holds nine cards and build progress toward Largest Army.


Target Red, who is holding 9 cards, to steal a resource and slow down the card leader.


Buying a development card maximizes resource value and helps progress towards army or victory points while keeping hand size low.


Build a road to expand toward a future settlement while preserving resources for additional roads.


Cannot build anything currently, and trading 4 brick for a single resource leaves us without enough to build; ending turn is best.


Play the Road Building development card to efficiently expand toward new settlement spots without consuming resources.


Building road towards a viable settlement spot using Road Building.


Extend the road network further from node 20 towards node 22 with the second free road.


I will save my remaining resources to work towards building a settlement rather than spending wood and brick on another road.


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

Trade brick for ore to reduce hand size from 8 to 5 and get one step closer to a city.


Continue extending the road network from intersection 22 toward a future settlement location.


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

Trade four sheep for wheat to establish the ore-and-wheat path toward a city.


Buy a development card to convert surplus ore and advance toward a potential victory point or powerful progress card.


RED has the most victory points (3) after buying a development VP, so moving the robber to a hex with a RED settlement to steal and block their production is the best chance to slow them down.


Build a road to reduce hand size below 7 and expand towards a settlement spot.


Block BLUE who holds the most cards to hinder their progress


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

Rob WHITE who has most cards (6) to reduce their advantage and potentially steal a needed resource.


We have 3 ore, 1 wheat, 1 sheep, enough to buy a development card, which may give a victory point or useful knight.


We already block WHITE, who has 5 cards, and playing Knight would move the robber off them.


All opponents tied at 2 VPs, but BLUE holds most cards (4) and just drew a knight, so move robber to block BLUE.


Playing the knight allows us to move the robber to block the leader (WHITE) and steal a resource, which we need for building.


Block WHITE, who has 7 cards, and steal from them to reduce their resource advantage and potentially get a needed resource.


Building a road advances our expansion toward a new settlement spot, and we have the resources to do so.


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

Trade sheep for wheat to progress toward a city (needs ore+wheat) and reduce hand size.


Build a road now using the available wood and brick to expand toward another settlement and improve your path to 10 VP.


Reduce hand size to avoid discard risk while extending road network.


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

Block an opponent's productive hex and steal from Blue who holds six cards.


Build a road to expand towards your next settlement location and efficiently use wood and brick resources.


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

Trade four ore for brick to obtain the missing road resource and expand toward future settlement opportunities.


Build a road to extend the existing route toward Longest Road with your available wood and brick.


Block RED who holds 7 cards to limit their building potential


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

Trade excess wood for ore to approach city requirement of 3 ore.


Keeping ore for a future city is best since no build is affordable and trading ore loses city potential.


Keep ore to save towards a city rather than making an inefficient 4:1 trade.


Buy dev card to gain possible VP while keeping ore for future city.


Playing the knight lets us steal a resource from a tied opponent and reposition the robber to maintain pressure.


Block tied leader RED who holds the most cards by moving robber to their hex.


Keeping ore is essential for future cities; no useful trade exists, so end turn.


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

Trading four ore for one sheep allows buying a development card this turn with ore, wheat, and sheep in hand.


Buying a development card utilizes current sheep, wheat, and ore resources to gain utility and victory points.


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

Trade four wood for wheat to advance toward the crucial wheat-and-ore city resource set.


Buy a development card to convert surplus resources into a chance at a victory point or useful knight.


Play Monopoly on ore to maximize the chance of gaining the key resource for an immediate city and future development.


Trade four ore for wheat to improve access to the ore-wheat city path.


Buy a development card for a chance at a victory point or useful progress toward 10.


Build road to connect nodes 7 and 8 to expand toward potentially high-probability numbers.


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


Building a road extends reach toward high-value expansion spots while spending wood and brick effectively.


Play the Knight to block the current leader and steal a card before rolling.


Block the leading BLUE player on a tile where they have a settlement.


Building a settlement increases victory points and expands future resource generation.


Building a road reduces card count from 9 to 7 to avoid robber discard and positions for future settlement.


Steal from leader BLUE to reduce their card advantage and block production.


Build road to expand toward high-probability numbers using spare wood and brick.


Trade four sheep for wheat to pair with ore and pursue the strongest city-building resource combination.


BLUE is the leader with 4 VPs; block their production by moving robber to a BLUE hex.


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 move the robber onto the current leader's strongest production and work toward Largest Army.


Block the 4-VP BLUE player and steal a card while disrupting their production.


Build a road extending the existing network toward future expansion and potential longest road.


Build road from node 10 towards new area to secure future wheat settlement.


Target Blue, the co-leader, and steal a resource to slow their progress.


Expanding towards settlement spots and longest road with my surplus wood and brick is the best move.


Continue extending the road network from vertex 23 toward the next settlement spot.


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

Move robber to orange's high-probability hex and steal a resource to hinder their progress.


Trading all wood leaves no building materials; safest to end turn and wait for resources.


Block co-leader Blue's productive resource hex and steal a card to expand hand.


Trade four wood for wheat to reach the ore-and-wheat cost for an immediate city upgrade and gain a VP.


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


Play the Knight to block the current leader and advance toward Largest Army.


Block BLUE, the current leader, at a tile where a steal is available.


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

Trade excess wood for brick to approach building roads/settlements since brick is absent.


Build a road to expand territory and use brick and wood resources.


Upgrading a settlement to a city increases victory points and boosts resource production.


Build a road to spend scarce brick and wood while advancing toward another settlement and avoiding a dangerous oversized hand.


Trade four ore for wheat to move toward the crucial ore-and-wheat city combination.


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

Trading 4 brick for wheat brings us closer to building a city (need 2 wheat, 3 ore), and wheat is our most needed resource.


Buying a development card is the only productive move to gain potential victory points or useful cards, as we cannot build roads or settlements.


Play knight to move robber to block RED (who has 6 cards) and potentially steal a resource.


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

Steal from Red who has the most cards (6) to reduce their resources and block a hex that likely benefits them.


Block Orange’s productive hex and steal a card from the strongest immediate rival.


Build a settlement now for an immediate victory point and expand resource access while the full settlement cost is available.


Build road (3,4) to secure path to a potential settlement location and reduce hand size.


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

Block the co-leader RED's key tile and steal a resource to slow them down.


Trading 4 ore for 1 wheat reduces the hand size below 8 to avoid the robber and gathers the resources needed for a settlement.


Building a settlement directly gains a victory point and increases resource production.


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

Block the current leader Orange on a hex where they can be robbed.


Build a road to extend the network toward a future settlement while using the available wood and brick.


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

Block Orange, the current leader, at a hex where you can also steal a card.


Buy a development card using the exact sheep, wheat, and ore to pursue an immediate victory point or strategic knight.


Play the Knight to pressure the current leader and advance toward Largest Army.


Block the current leader, ORANGE, at a hex with a potential steal to slow their path to 10 points.


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

Trade 4 ore for wheat to enable building a settlement next turn, increasing VP to 5.


Build a settlement to increase victory points from 4 to 5, tying with leaders.


Keep resources to save up for a city or development card next turn without risking discard.


Buy a development card using sheep, wheat, and ore to pursue the quickest path to 10 VP while reducing your hand before a possible 7.


Play the Knight to advance Largest Army potential and keep the robber disrupting the current leader.


Block the shared productive hex occupied by the current leader ORANGE and steal a card from them.


Trade four wood for wheat to gain the most valuable missing resource while reducing the hand below the discard threshold.


Keeping wood preserves flexibility for future settlement/road builds; trading all wood leaves no wood to construct.


Trading excess sheep for wheat reduces hand size below the discard limit while building towards development cards and settlements.


Keep valuable ore cards towards building a future city or dev card rather than trading at 2:1 now.


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

Trade four wood for brick to complete the wood-brick-sheep-wheat settlement resource set and advance toward 10 VP.


Keeping all wood preserves settlement-building potential since trading away all wood leaves no wood for construction.


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

Block Red's productive hex and steal a card from the leading opponent with the most cards.


Buying a development card leverages current resources to hunt for victory points or army power while reducing hand size safely below the discard limit.


Playing a knight allows stealing an extra resource and building progress toward Largest Army.


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

Target Red to steal a resource from a leading opponent holding five cards.


Buying a development card uses the sheep, wheat, and ore to work towards Largest Army or hidden victory points.


Buy a development card for a chance at a victory point or knight while converting the sheep, wheat, and ore resources efficiently.


Build a road to expand toward another settlement and preserve momentum toward a winning position.


Play the Knight to block the leading opponent and advance toward Largest Army while denying resources.


Block ORANGE, a tied leader with strong development-card momentum.


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


Building a road expands our network to reach new settlement spots, using spare wood/brick to progress toward VP.


Play the knight card before rolling to unblock our resource hex and steal a card from Red.


Target Red to steal from their 7-card hand and block their resource generation.


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

Trading two ore for a wheat will enable buying a development card this turn.


Buying a development card brings potential victory points and progress toward largest army.


Trade four wood for wheat to enable a development card with ore and sheep, offering the best immediate path toward 10 VP.


Buy a development card using the available sheep, wheat, and ore for a chance at an immediate victory point while reducing your hand.


Monopolizing wood is most likely to yield the largest haul and preserves flexibility toward future roads or trades.


Trade four wood for wheat to pair with your ore toward a city and strengthen the fastest path to 10 VP.


Trade surplus ore via the 2:1 port for wheat to build toward a city or development card while reducing hand size below the discard limit.


Buying a development card safely reduces hand size below 8 cards while fishing for victory points or knights.


Trade 2 ore for 1 wheat to buy another development card towards winning.


Buying a development card gives another chance at a victory point to win the game.


I have already bought cards and cannot play a development card bought this turn or perform further actions, so ending turn is optimal.


Buy a development card using ore, wheat, and sheep to pursue a victory point while reducing your oversized hand.


Take two wheat to pair with your two ore and enable an immediate city for a crucial victory point.


Trade four wood for wheat to strengthen the ore-wheat city plan and reduce the oversized hand.


No beneficial trade available; keeping resources for future rolls.


Play the knight card before rolling to move the robber and steal from Red, who holds 11 cards.


Block Red who holds 11 cards to steal a valuable resource and slow them down.


Holding resources including ore to save up for cities or development cards is better than trading away ore now.


Build a city to spend the exact ore-and-wheat combination and immediately reach 8 victory points with stronger production.


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

Trade four wood for sheep to assemble the resources needed for a likely expansion settlement and reach 8 VP.


Build a road connected to the newly upgraded city to strengthen your route toward the next victory point.


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

Trade 4 sheep for wheat to enable building a settlement next turn and reduce hand size to avoid robber discard.


Building road (8,27) expands towards a potential settlement spot with good number probabilities, improving future expansion chances.


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


Buying a development card spends cards to avoid robber discards while hunting for game-winning victory points.


Taking two wheat allows us to immediately build a city with our three ore.


Building a city increases victory points to 9 and boosts resource production.


Buy a development card to convert excess resources into a chance at an immediate or strategic victory point while avoiding a large hand.


Buy another development card for a chance at the final victory point or a powerful tactical card.


Play the Knight to advance toward Largest Army while blocking the leading opponent and stealing a resource.


Block the 6-VP leader on an orange-controlled hex and maximize the chance of stealing a card.


Build a road to extend the existing network and pursue the remaining path to victory.