Initial settlement placed on a high-probability intersection for resource diversity.


Extending from initial settlement to a central location for future expansion.


Choose a central open intersection to maximize access to multiple productive resource hexes.


Extend from the settlement toward the most promising next expansion point while preserving future settlement access.


Settlement 28 offers strong central hex access with balanced high-probability resource yields.


Building road (28, 29) directs expansion toward adjacent open settlement spots.


Settle on vertex 6 to target the high-probability number 6 for steady resources.


Expand to open vertex 11 for future settlement options away from opponents.


Node 8 likely touches high-probability number tiles (6/8) to maximize future resource income.


Expand from settlement 8 to vertex 9 to access potential high-yield tiles.


Settlement 42 provides strong resource yields and complementary production for the starting setup.


Building road towards intersection 41 to expand toward new settlement locations.


Choose the settlement closest to the existing road to maximize future expansion potential.


Extend from settlement 16 toward the most promising open expansion route.


Node 6 is likely near high-probability hexes and provides a good starting point for resource production.


Build road towards node 7 to expand settlement options and access high-probability hexes.


Build road from settlement 6 to node 23 to expand towards potential high-resource area.


Build road to extend network toward potential high-probability number vertices for a future settlement.


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

Target Blue on a key productive hex to slow down an opponent with a full hand.


Build a road to expand towards our next settlement location using available wood and brick.


Use scarce wood to build a road, cut card count below 8, and expand network toward new settlement sites.


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

Trade excess brick for ore to reach the 3 ore required for a city, leaving only wheat to acquire.


No immediate benefit from building roads; save resources for future settlement or trade.


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

Trade surplus brick at the 3:1 port for wood to enable future road construction alongside the remaining brick.


Continue road expansion towards your next settlement target by building on edge (29, 30).


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

Steal from BLUE who has the most cards (6) to reduce their hand and gain a resource.


Extend road towards a promising settlement location with high resource numbers.


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

Trade four ore for wheat to secure the key city resource while reducing the hand below the discard threshold.


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


Trade brick for ore to reduce hand size and acquire a needed resource for a development card.


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

Trade sheep for ore to get closer to a city, as we have one ore already.


Buy a development card while you have the required sheep, wheat, and ore, preserving a chance at another victory point or a useful knight.


Play the Knight to move the robber onto an opponent’s productive hex and begin competing for Largest Army.


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

Block RED, who has the largest hand and is the strongest immediate threat, while stealing from them.


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

We need wheat to build a city, and trading 4 sheep gives us 1 wheat, moving us closer to 2 VP.


Trade four sheep for wheat to move toward the ore-and-wheat needed for a city.


Build a road to expand toward a valuable new settlement spot.


Keeping ORE preserves city-building potential since no build is possible now and trading away ORE hurts long-term.


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

Blocking Orange, the player with the most cards, and stealing a resource from them is optimal.


Buying a development card gives a chance for victory points and uses spare ore, wheat, and sheep.


Play knight to move robber and steal from ORANGE who holds many cards.


Block BLUE who likely has resources after discarding, and try to steal a card to get needed wheat or wood.


Buy a development card with the exact sheep, wheat, and ore cost to pursue a hidden VP or useful knight.


Play the Knight to advance toward Largest Army and disrupt the strongest opponent's production.


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

Block RED, the most threatening opponent with six cards and an active Knight, while stealing if possible.


Building a road uses available brick and wood to expand towards future settlement spots.


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

Target RED who holds the most cards (5) to steal and disrupt their progress.


Keeping 4 brick preserves road-building potential and no trade enables a build now, so end turn.


Move robber to Blue's tile to steal a card and reduce their hand size.


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

Trade excess brick for wheat to progress toward city and reduce card count below 8.


We can afford a development card with our sheep/wheat/ore, offering a chance at VP or helpful progress.


Playing knight moves robber off our hex and lets us steal from RED's 7 cards, hindering the closest opponent.


RED is the card leader with 7 cards, so move the robber to RED's hex to block and steal.


Build a road to expand toward a valuable settlement location while utilizing available wood and brick resources.


Steal from RED (tied leader with 6 cards) to disrupt their resources and block production.


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

Trading excess brick for wood enables building roads to expand.


Use available wood and brick to build a road extending towards new settlement spots near high-yield numbers.


Block RED, the leading opponent with the largest hand, on the strongest central hex.


Trade four sheep for wheat to begin securing the critical wheat needed for a future city.


Build a road to expand towards key settlement spots.


All tied at 2 VPs; steal from RED holding 6 cards to disrupt their buildup.


Trade 4 sheep for wheat to reduce hand size and secure a needed resource for city or settlement.


Block RED, who has the most cards and is the strongest opponent, on the central hex.


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


Play the Knight to advance toward Largest Army while disrupting the opponents' resource production.


Block RED on the productive tile and attempt to steal from the opponent with the most cards.


Play the Knight to advance Largest Army and gain a useful resource while disrupting an opponent.


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

Block Blue, who has the most cards among opponents, while taking a chance to steal and disrupt their progress.


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

Block the current leader Orange and steal from their 7-card hand.


Build a road to expand towards a viable settlement location and utilize road-building resources.


Continue extending the road network from vertex 33 towards the next target settlement location.


Trade 4 brick for wood to enable a settlement and reduce card count below 8.


Building a settlement now gains a victory point and expands resource production to help catch up from 2 VPs.


Continue road network expansion from vertex 34 towards a new settlement site.


Buying a dev card spends exact sheep/wheat/ore for potential VP or knight to hinder tied leaders.


Playing knight lets us rob leader ORANGE (8 cards) to steal resources and block their progress.


Place robber on ORANGE, a co-leader with 8 cards, to steal a resource and hinder their progress.


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

Trading sheep for wood reduces hand from 7 to 4 cards, avoiding discard risk, and wood is needed for roads to expand.


Building road (1,2) expands toward potential settlement spots, using spare wood and brick to improve position.


Block co-leader Orange and steal a card to slow their progress.


Buy dev card to use exact SHEEP/WHEAT/ORE for potential VP and drop below 8 cards.


Cannot afford any build with current resources; safely end turn holding 5 brick.


Trade four sheep for wheat to enable a city with your two ore and improve your path to 10 VP.


Build a road to expand toward a valuable settlement spot.


Trade four brick for ore to advance city building with existing wheat.


Buy a development card for a chance at a victory point or powerful action while converting excess resources.


Take two ore to reach the three ore needed for a city while already holding two wheat.


Build a city now to gain the immediate victory point and strengthen ore-wheat production.


I will build a road to expand my network toward valuable settlement locations.


Trading brick for ore reduces hand size to avoid discard and starts securing ore for a city, which is crucial for catching up to the leader.


Buying a dev card may yield a knight to block Orange or a VP.


Play the knight to block the leader ORANGE, steal a card, and hinder his progress.


Block the leading opponent ORANGE and steal a card to hinder their progress.


No 4:1 trade enables an immediate build; keep wheat and ore to later upgrade to a city.


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

Trade four wheat for ore to begin securing the ore-and-wheat needed for a city and the final victory points.


Trading all 4 wheat leaves no wheat to build a city (needs 2 wheat+3 ore) and gains nothing useful, so ending turn preserves resources.


We have excess sheep and need wheat to build a settlement.


Trade four wheat for ore to progress toward the ore needed for a city and another victory point.


Invest wood and brick to expand road network toward future settlement locations.


Build a city to gain a victory point and reduce card count below 8.


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

Block BLUE, the strongest opponent with 5 cards and a recent city, while stealing from them.


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


Monopolizing ore best supports the ore-and-wheat city path toward the final victory points.


Block BLUE, a tied leader with the largest hand, while stealing a card if possible.


Use available wood and brick to build a road and expand toward future settlement spots.


Build the city for an immediate victory point using abundant ore and wheat.


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

Trade four ore for sheep to enable a development card and pursue the final victory point.


Buy a development card for a chance at an immediate victory point or a powerful game-winning effect.


Play the Knight to advance toward Largest Army while disrupting an opponent’s resource production.


Rob the opponent holding eight cards while blocking the productive hex at the center.


Block the leading ORANGE by moving robber to their hex and stealing.


Build road to expand network toward new settlement spots and resource access.


We have the exact resources to build a settlement, gaining a victory point and reducing hand size.


Target ORANGE leader to steal a card and block a resource.


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

Block the higher-scoring BLUE player on a central hex while attempting a resource steal.


Trade brick for wheat to reduce hand size to 7 and gain a key resource for future settlement.


Trading 4 sheep for wood will give the needed resource to build a settlement, increasing victory points toward the goal.


Extend towards a high-probability settlement location.


Trade four ore for wheat to enable a city and move toward the final three victory points.


Preserve the ore and wheat needed for a city rather than trading away four ore for a marginal resource.


Orange is leading, so stealing from them and blocking their production is the best move to hinder their progress.


Buying a development card can provide a victory point or a knight to disrupt the leader ORANGE, helping us catch up.


Play knight to move robber onto Orange's hex and steal a resource, disrupting the leader.


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

Block Orange's high-probability hex to slow their progress.


No immediate beneficial action, save resources for future settlement.


Trade four sheep for ore to begin securing the ore needed for a city and convert the resource currently targeted by the robber.


Buy a development card using the exact sheep, wheat, and ore needed, with a chance to gain the final victory point or a powerful knight.


Play the Knight to advance Largest Army potential and disrupt an opponent’s resource production.


Block BLUE, who has the most cards and is tied for the highest opposing VP total, while gaining a steal opportunity.


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

Trade four excess brick for ore to advance toward the ore-and-wheat city needed for the final victory points.


Holding resources keeps road-building flexibility without inefficient trades since no immediate builds are possible.


Build a road to expand our network using available wood/brick since no other builds are possible.


Trade 4 sheep for wheat to get a resource needed for a settlement.


Building road (4,5) extends towards a potential settlement location on high-probability numbers.


Extend road from settlement at 4 towards node 15 to set up a new settlement.


Trade four ore for a sheep, enabling a development card purchase with your remaining ore, sheep, and wheat for a chance at the winning VP.


Spend the exact sheep-wheat-ore combination on a development card for the best immediate path to 10 VP.


Use Year of Plenty for wood and brick to enable an immediate road and improve access toward the next settlement.


Build a road to extend toward a future settlement and convert the available wood and brick into progress toward 10 VP.


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

Trading surplus wood for wheat moves us closer to building a settlement.


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

Trade four sheep for ore to begin securing the ore-and-wheat needed for a likely city upgrade and the final victory points.


Build city at 8 to gain a victory point using exact ore and wheat resources.


Trade excess brick for ore to progress toward city and avoid dead cards.


Trading sheep for ore moves us towards a city, our best path to VPs given current resources.


We have resources for a development card, which could provide a victory point or a knight to block the leader.


Trade four sheep for ore to move toward the crucial ore-wheat city requirement and a fast path to 10 VP.


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

Trading three wood for one sheep completes the resources needed to build a settlement.


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


Build a road to expand our network and use surplus brick toward future settlement spots.


Extend recent road to open new settlement spots while keeping card count safe.


Extending road towards a promising settlement location with good resource mix.


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

Trade surplus brick for wood to prepare for building roads toward the next settlement spot.


Build city to gain a victory point and reduce hand size below 8 cards.


Holding brick reserves avoids a inefficient 4:1 trade and waits for needed wood/sheep via dice rolls.


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

Trading 4 sheep for brick allows building a settlement to reach 5 VPs.


Building a road from node 2 to 3 extends our existing road network, positioning us to later build a settlement on a promising intersection.


Holding 5 cards is safe from robber discard, keeping options open until more resources are rolled.


Trade excess brick for wheat to enable a city upgrade toward 10 VPs.


Buying a development card can yield a VP and reduces our oversized hand vulnerable to discarding.


Play monopoly on ore to gather ore for city upgrades toward 10 VPs.


Buying a dev card reduces our large hand and may yield a VP or helpful progress toward 10 VPs.


Trade excess brick for wheat to enable city and reduce card count.


Trade excess brick for wheat to reach the wheat needed for a city and more victory points.


Preserve ORE for city and avoid wasteful 4:1 trade at 8 cards.


Trade 4 sheep for wood to enable building a settlement, increasing VP to 5.


Building a road towards a high-probability hex will improve future resource income.


Block BLUE, the leading opponent, on a productive hex to reduce their chance of reaching 10 first.


Buy a development card for a chance at an immediate victory point or a powerful game-winning effect.


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

Target Orange, a co-leader who recently bought a victory point, to slow their progress and steal a resource.


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

Trade surplus brick using the 2:1 port for wheat to prepare for building a settlement.


Holding resources keeps flexibility to build roads or trade next turn when more resources arrive.


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

Trading two brick for sheep gives the exact resources needed for a settlement.


Building a settlement increases victory points and boosts resource production.


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

Trade 4 brick for wood to reduce card count and progress toward settlement building


Playing road building gives two free roads to expand towards new settlements without spending scarce wood/brick, helping reach 10 VPs.


Extend road toward vertex 8 to lengthen our road and reach high-probability settlement spots.


Extend road from existing network to improve access to resources for cities.


Extend road from 24 to 53 to expand network and protect longest road lead.


Block BLUE who has 6 VPs and many cards, and steal a card to slow them down.


Trading 4 sheep for wood addresses our critical shortage, enabling a settlement next turn.


Build road to block blue's expansion near 53.


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

Trade four ore for wheat to begin assembling the ore-and-wheat needed for a city and the final victory points.


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

Trade excess brick for sheep to diversify toward a settlement and reduce oversized hand.


Buy dev card to pursue a VP and possibly get a soldier to move the robber off us.


Play knight to relocate robber, hinder 6-VP rival, and draw a card.


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

Target co-leader WHITE (6 VP, 4 cards) to steal and block their production.


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

Trade excess ore for wood to drop below 8 cards and enable future road/settlement builds.


Build road to expand toward new settlement sites for needed VPs.


After building the road, you have no brick to trade and lack resources to build a city, so ending the turn is optimal.


Target leader Blue to slow their momentum and steal a crucial card.


I will hold my resources since I am safely below the hand limit and can decide on trades next turn.


Buy a development card to convert surplus ore into a possible victory point while reducing your hand size.


Buy a development card using the surplus ore, preserving a strong chance of drawing a victory point and avoiding a large hand.


Play the Knight to block a leading opponent and steal a resource while advancing toward Largest Army.


Block the tied leader WHITE on a likely productive hex while taking a card.


Trade the surplus ore for wheat, the key resource for a likely city and fastest path from 8 to 10 VP.


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

Target Orange, a tied leader who is actively buying development cards, to slow their momentum and steal a card.


Holding resources keeps flexibility to build roads and settlements without an immediate build possible this turn.


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

Trade 4 sheep for wood to enable building a settlement or road, reducing hand size from 9 to 6 to avoid robber discard.


Building a settlement directly increases VPs, and we have the required resources.


Trade four sheep for ore to build toward the ore-and-wheat needed for a city and the final victory points.


Trade two bricks using the 2:1 brick port to gain a sheep, completing the resource set for a settlement.


Building a settlement immediately increases victory points and expands resource income.


Holding the two wood preserves resource flexibility and keeps our hand safely below the robber discard limit.


Buy development card to possibly get a VP card or knight to hinder leader.


Reduce card count and gain wood for future settlement


Settlement gives a victory point, advancing to 9 VPs.


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

Trading 2 sheep for wheat provides the missing resource to build a settlement, bringing us closer to 10 victory points.


Build road to expand towards a new settlement spot.


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


Play the Knight to block a leading opponent and advance toward Largest Army while protecting the win race.


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

Block BLUE, the strongest immediate rival, on a productive hex to slow their path to 10 points.


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

Use the 2:1 Wood port to trade excess wood for ore towards building a city.


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

Trade excess wheat for sheep to enable purchasing a development card this turn.


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

Trade 2 sheep for brick to enable building a settlement, gaining 1 VP.


Building a settlement gives an immediate victory point and uses all your current resources, bringing you closer to 10 while others are ahead.


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

Trade four wheat for ore to begin securing the ore needed for a city and maintain the strongest path to 10 VP.


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

Target Blue, who is tied for the lead at 7 VPs, to slow their progress and steal a card.


Trading two wood for one ore moves toward building a city and reduces hand size below the discard threshold.


Trade surplus brick for wheat using the 2:1 port to assemble 3 ore and 2 wheat for an upcoming city build.


Upgrade a settlement to a city to gain a victory point and boost resource generation.


Block the leading opponent WHITE (8 VPs) to slow their progress.


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

Block the opponent leader WHITE with robber to slow their progress and possibly steal a needed resource.


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Trade excess wheat for ore to get closer to building a city for the 10th VP.


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

Trade four sheep for ore to build toward a city and convert excess sheep into the scarce resource most useful for reaching 10 VP.


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

Trade brick for wheat to keep ore for a city and reduce hand to 5 cards below robber threshold.


Keeping ore for a future city and lacking wheat, ending turn is best.


Block White, the leader with 8 VPs, to reduce their resource income.


Building road to connect to a good settlement location for next turn.


Build road from 19 to 21 to extend towards a likely settlement spot and increase our reach.


Trade four ore for wheat to move toward a city and the final two victory points.


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

Trading two wood for one wheat will give the required ore, wheat, and sheep to purchase a development card this turn.


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

Trading brick for ore builds towards the resources needed for a city upgrade.


Trade excess brick for wheat to enable a city build next turn while keeping ore for the cost.


We have enough ore and wheat to build a city for the winning victory point.