Settle on a high-probability number (6/8) with ore and wheat access for city growth.


Expand from settlement to open early routing options.


Choose a strong early settlement location with likely access to valuable production while avoiding the opponent's starting area.


Build toward the open expansion route at intersection 23 to secure future settlement access.


Node 16 offers strong resource diversity and high roll probability for an initial settlement.


Building road (5, 16) extends settlement options toward valuable adjacent resource hexes.


Node 8 is a central spot with high probability numbers (6/8) and avoids early conflict with opponents.


Building road towards likely high-probability hexes to expand settlement placement options.


Node 10 provides high-probability numbers and diverse resources.


Connect existing settlements to form a continuous road for potential longest road and future expansion.


Intersection 33 offers a balanced spread of high-probability resources to complement my starting position.


Building road (32, 33) from settlement 33 opens up the best path for future expansion.


Choose a central open settlement location to maximize access to diverse, high-probability resource-producing hexes.


Build toward the likely open expansion route from settlement 24 to secure another settlement site quickly.


Vertex 13 is central and likely touches high-probability numbers (6/8) with ore/wheat access.


Cannot afford road due to no wood, but choose 0 to expand toward potential high-probability tiles.


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

Need ore for a city to increase victory points, and trading excess wood for ore is efficient.


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

Steal from ORANGE to potentially gain ore for a city and disrupt a tied opponent.


We have exact resources to upgrade to a city, reducing card count from 8 and gaining a victory point.


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

Trade surplus sheep for wheat using the 3:1 port to enable buying a development card.


I have the exact resources required (ore, wheat, sheep) to purchase a development card.


No immediate building possible and holding 4 wheat is safe; better to wait for resources.


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

Trade surplus sheep for scarce wheat to enable future city/settlement and lower card count.


Buying a development card converts spare sheep/wheat/ore into potential victory points or a useful knight.


Play knight to move robber and steal, disrupting tied opponents.


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

Block BLUE who has the most cards and is a threat


Preserve valuable ore for future cities or development cards rather than trading it away inefficiently.


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

Need ore to build a city, so trade 4 wheat for 1 ore.


Buying a dev card cuts hand to 5 resources (safe from 7s) and offers a chance at a VP or useful progress card.


Monopoly on wood obtains the resource we lack most to build a settlement, with low risk of exceeding 7 cards.


Convert excess wood to scarce ore needed for cities while reducing card count.


Cannot afford development card without wheat, so must end turn.


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

Trading 3 Ore for 1 Wheat leaves you with 1 Wheat, 1 Ore, and 3 Sheep, enabling you to buy a development card this turn.


Buying a development card directly with your current resources improves your chances of victory points and board control.


Playing a knight card allows stealing a resource from a leader and progresses towards Largest Army.


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

Target the resource leader Red and steal from their 7-card hand by placing the robber on hex (0, 0, 0).


Holding three sheep is safe from the robber and preserves flexibility for future builds rather than locking into a single card.


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

Steal from leading opponent RED with 6 cards, reducing their resources and increasing ours.


Building a road towards a promising settlement location (10,11) advances our expansion and prepares for a future settlement.


Buy dev card to possibly get knight to move robber or gain VP since no other builds possible.


Cannot afford another development card, so end turn to preserve resources.


I will hold my resources until I know which specific resource I need to complete a build.


Convert excess wheat and ore into a development card for potential VP or progress.


Play knight to move robber and steal from ORANGE (6 cards) to gain resources and disrupt opponents.


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

Target ORANGE who has the most cards to force discard and block production.


Convert surplus wheat to ore for future city builds.


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


Trading excess sheep for wheat helps work toward dev cards and settlements.


Holding 4 cards poses no discard risk and preserves the 3:1 port flexibility for future turns.


Buying a development card safely reduces hand size below eight while advancing card power and victory points.


Trade surplus sheep for wheat to hold the exact materials for another development card.


I have the exact resources to purchase another development card to build towards Largest Army or Victory Points.


Play the knight card to move the robber and steal a resource from an opponent with cards.


Stealing from Orange targets the player holding the most cards to maximize resource gain.


Trading 4 wood for 1 ore will give us 3 ore and 2 wheat, enabling a city to increase our victory points.


Building a city increases victory points and strengthens resource generation.


Roll the dice to collect resources before deciding on further actions.


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

Stealing from Red targets the player holding the most cards (5 cards) while blocking a key tile.


I have already moved the robber this turn and should save the Knight card for future defense or largest army progress.


Convert wheat to ore to build cities for victory points.


Roll the dice to generate resources and advance our turn.


Playing a knight allows us to disrupt opponents, steal a resource from RED who holds 7 cards, and build toward Largest Army.


Block a central hex and steal from Red, who currently holds the most cards.


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

Trade excess sheep for brick using the 3:1 port/bank to pair with wood for future road building.


I will spend my wood and brick to expand my road network toward new settlement spots.


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

Target RED with 6 cards to steal and block their production.


Spend excess cards to avoid 7-roll discard and possibly gain a dev card (VP/knight) to hinder leader BLUE.


Play knight to move robber onto leader BLUE's hex and steal a card.


Block current leader BLUE by placing robber on their tile to steal.


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

Block the current leader BLUE by moving the robber to their hex and stealing a card.


Keep ore and wheat to afford a city soon; buying a dev card wastes resources needed for city.


Build a city to gain a crucial victory point and improve ore-and-wheat production toward further cities.


Target Red's key productive hex at the center to slow their growth and steal a card.


Trade wood for ore to get closer to building a city and reduce hand size.


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

Trade surplus sheep for ore to reach 3 ore and await wheat rolls for city, while reducing hand size.


Trading 4 wood for ore allows building a city, gaining 2 victory points and reducing hand size to avoid robber risk.


I have exactly 3 ore and 2 wheat to build a city, increasing my victory points to 4 and tying with the leader.


Block leader ORANGE by moving robber to their hex and stealing a card.


Playing road building gives two free roads to expand our network while preserving ore for a future city.


Expand network from settlement to new vertices enabling future settlement on high-probability numbers.


Extends road network from node 0 to a new frontier for future settlement expansion.


Build road to expand network from recent road and use brick/wood before ending turn.


Cannot build city without more wheat and trading 4 ore loses city material, so end turn.


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

Trading wood for brick to build roads and expand to new settlement spots.


Build city to gain a victory point using available wheat and ore without wasteful trades.


Buy development card to use spare sheep wheat ore and possibly gain a victory point or knight.


Play knight to block a leading opponent and steal from card-rich BLUE.


Block opponent leader ORANGE by moving robber to their hex and stealing a card


Trading sheep for wheat will enable purchasing a development card this turn with my remaining sheep and ore.


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


Trade 4 wood for 1 brick to reduce hand size and gain critical brick for future roads/settlements.


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

Trading wood for wheat starts building toward a city, our fastest path to 10 VPs.


Buying a dev card may yield a VP or useful progress since no builds are affordable.


Play knight to move robber and steal from WHITE, disrupting opponents while leading.


Block opponent ORANGE who is the closest challenger with 4 VPs.


Block and steal from the game leader RED on a key central tile.


Trade surplus sheep for wheat to work toward city requirements while keeping hand size low.


Keep ore and wheat to work towards upgrading a settlement to a city.


Block leader ORANGE on their known hex to steal and hinder their progress.


Buying a dev card reduces card count and may yield a victory point.


Buying a dev card seeks VP/helpful cards while keeping robber on Orange's wheat to block second-place rival.


Play knight to steal from card-rich BLUE and progress toward Largest Army while hindering rivals.


Steal from Blue's 5-card hand to gain resources and slow opponents since Orange can't be targeted.


Holding onto three ore is crucial to save up for an upcoming city upgrade.


Target the leader Red to steal a resource and reduce his production, as he is closest to 10 victory points.


No trade yields an immediate build, and holding wood for future rolls or trades is more flexible.


Play knight to move robber off our wheat and steal from leader ORANGE


Move robber to ORANGE's hex to hinder the closest opponent (4 VPs) and potentially steal.


Trade excess wheat for ore to approach city build and reduce card count below 8.


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


Keep the four ore and one wheat to work towards a city upgrade without wasting resources on a 3:1 trade.


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

Trade excess ore for wood to enable a future road with our brick and lower hand size below 8.


Build road to expand from recent road toward new settlement sites.


Block the current leader RED while stealing a card to slow their progress.


Holding five ore and one wheat keeps us just one wheat away from upgrading to a city.


Steal from the leader Red to hinder their progress and potentially gain a resource needed for building.


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

Trading 4 wood for ore moves us toward building a city, which is a key victory point source given we have wheat.


Trading away all 4 ore would ruin city plans; keep ore and end turn.


Build the available city now for a guaranteed victory point and stronger ore-wheat production.


Keep 5 ore and 1 wheat so only 1 more wheat is needed to upgrade to a city.


We have 11 cards and need to reduce hand risk; trading 4 wood for ore brings us closer to a city and lowers hand to 8.


Trade wood for ore to build a city, reaching 6 VPs and catching up to the leading opponent RED.


Place robber on shared hex blocking WHITE and ORANGE, stealing from ORANGE who holds more cards to slow the closest rivals.


Keep ore for city build; trading 4 ore leaves insufficient ore for cities.


Block the current leader on the central hex while targeting RED for a potential steal.


Build the central connecting road to expand the network and improve future settlement access.


Trade excess ore for wheat using the 3:1 port to work towards a city upgrade.


Trade 4 wood for ore to get the needed third ore, then build a city to reach 6 VPs, catching up to RED.


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

Trade surplus ore for wheat to work toward a city (needs 2 wheat).


Purchasing a development card utilizes current resources to gain valuable effects or victory points.


Buying a development card uses all current resources efficiently to advance towards victory points or knights.


Save Year of Plenty until we have other resources to build a specific structure in a single turn.


Trade wood for brick to reduce hand size and acquire a needed resource for building.


Cannot build roads (no wood) or trade (no wood); only end turn is possible.


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

Trade excess sheep for wheat to afford a city upgrade for a victory point.


Taking Wheat and Ore allows an immediate purchase of another development card with existing Sheep.


Buying a development card converts spare resources into potential victory points, knights, or useful progress cards.


Move robber to block RED's settlement on a high-probability tile, aiming to steal an ore card to build a city and reach 6 VPs.


Trade wood for brick to get a needed resource and reduce hand size below 8 cards.


Extend road towards a valuable settlement spot with ore and wheat to increase victory point potential.


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

Block RED, the current leader, on another occupied hex and steal a card to slow their path to 10 VP.


Trade four ore for wheat to diversify while preserving a path toward a future city.


Playing a knight card before rolling allows us to move the robber onto leader RED and steal a resource.


Target the game leader RED at the central hex to slow their production and steal a card.


Buying a development card spends all current resources efficiently to work toward largest army or bonus victory points.


We have exactly the resources needed for a city (3 wheat + 2 ore) and ending turn preserves that option, while trading would waste wheat.


Playing a knight card before rolling lets us steal from ORANGE who holds 11 cards and move the robber.


Block the current leader RED and steal a card to slow their progress.


Block RED, the current leader, and steal a card from them to slow their progress.


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No trade enables immediate construction of a city, settlement, or development card; ending turn conserves cards to build city with next roll.


Steal from co-leader WHITE to slow their progress and possibly gain a resource.


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

Trade 4 wood for sheep to enable buying a development card, reducing hand size and potentially gaining a victory point.


Buying a development card could grant a victory point or useful action to catch up to RED's lead.


Play knight to move robber onto RED (leader with 10 cards) to hinder their progress and potentially steal a resource.


Block the leader Red's central hex to hinder their resource production and potentially steal a card.


Building a road to position for a future settlement, as we have the resources.


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


Build settlement to gain a victory point and use resources efficiently.


Trade four ore for wheat to strengthen the wheat supply for a future city while reducing the risk of a costly robber discard.


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

Trade four wheat for ore to stockpile toward a city and improve your path to 10 VP.


Holding five cards preserves maritime trade flexibility until additional resources are rolled.


Trading wood for ore progresses toward building a city, which gives 2 victory points and helps catch up to RED's lead.


Trade excess sheep for wheat to approach city cost and reduce hand below 8 cards.


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

Block the current leader RED on a likely high-value central tile to slow their path to 10 VP.


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

Trade sheep for wheat to set up purchasing development cards or building settlements.


Buying a development card spends Sheep, Wheat, and Ore to potentially grant victory points or knights.


No trade yields enough resources for a city or settlement; ending turn is optimal.


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

Trade brick for wheat to enable buying a city for victory points.


Build city to gain a victory point using our surplus ore and wheat.


Trade surplus ore for wheat to maximize city-building potential and reduce the hand below the robber-discard threshold.


Trade four wheat for ore to reach the three ore needed for a city and advance toward 10 VP.


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

Target leader RED who has 8 victory points and steal a resource from them.


Trading 4 wheat for 1 ore gets us to 2 ore, needing only 1 more wheat to build a city, bringing us from 6 to 8 VPs and tying RED.


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

Block ORANGE the closest opponent at 6 VPs by moving robber to their hex.


Trade four ore for wheat to build toward an ore-and-wheat city upgrade.


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

Trade surplus sheep for wood using the 3:1 port to prepare for road and settlement building.


Playing Road Building gives two free roads immediately to expand towards key settlement spots.


Extend road network towards open settlement spots using Road Building.


Continue extending the road from vertex 21 towards a new settlement location using the second Road Building placement.


Continue building along the new road network to secure the next settlement location.


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

Trade excess sheep for wood to reduce hand size and enable future builds.


Building settlement at 22 gives an immediate victory point, bringing us to 9 VP and closer to winning.


Buying a development card is affordable and may immediately provide the needed victory point.


Play knight to move robber onto leader ORANGE and steal a card, hindering their progress.


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

Move robber to ORANGE hex to steal and hinder second-place rival.


Build road from new settlement to expand towards a future settlement spot for the winning VP.


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

Block the 9-VP leader on a productive hex and potentially steal a card.


Block Red's most productive hex and steal a card to hinder their win.


Trading wood for sheep enables building a settlement next turn, moving closer to 10 VPs.


Red is at 9 VP, need immediate VP; buying a development card gives a chance at a VP card or a knight to block Red.


Build a road to a strategic location that can block the leading opponent's expansion or lead to a future settlement.


Trade ore for wheat to progress toward building a city for the winning VP.


Trade four ore for wheat to preserve the strongest path toward an ore-and-wheat city.


No trade can immediately build a settlement or city; ending turn to wait for resources.


Build a road to consume resources, reduce card count below robber risk, and extend network for a possible winning point.


Trade 4 brick for wheat to accumulate 2 wheat and 4 ore, enabling a city build next turn for the winning VP.


Building city uses 3 ore and 2 wheat to reach 10 victory points and win.