Choosing a settlement on a high-probability resource intersection to start strong.


Building road (0,1) is a natural first move to expand towards potential high-probability hexes and future settlement spots.


Choose a central open settlement location to maximize the chance of touching multiple high-probability resource numbers.


Build toward the open 39 intersection to preserve the strongest expansion route from settlement 17.


Vertex 33 likely touches high-probability numbers (6/8) and secures ore/wheat potential away from opponents.


Expand from settlement 33 to open future building spots.


Settling on high-value central intersection 22 secures key resource yields and expansion options.


Building towards intersection 23 opens up strong future settlement expansion routes.


Settlement 43 provides strong resource diversity and high-probability hexes to balance the starting setup.


Building road (43, 44) expands toward the most viable adjacent settlement locations.


Place second settlement on a central node to access high-probability number tiles.


Build towards 25 to block Red's expansion and access new resource vertices.


Choose a flexible central expansion point likely to access several productive hexes and improve future resource diversity.


Extend from settlement 28 toward the open 29 branch to preserve the best chance of claiming another settlement spot.


Settle on high-probability number 8 to secure production.


Expand towards potential wheat and brick hexes to enable future settlement.


Use ore, wheat, and sheep to buy a development card, potentially gaining a knight or victory point to progress toward 10 VPs.


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

Block WHITE, who has the most cards and is tied for the lead, while stealing a card from them.


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

Trade three sheep for brick, combining with your wood to enable a road toward your next settlement.


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


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

Steal from RED with 4 cards to gain resource and hinder tied opponent.


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


Block WHITE, who has the most cards and has recently benefited from repeated high rolls, while stealing a card.


Build road to expand network toward potential high-yield intersections using available wood and brick.


Block RED, who has the largest hand and is best positioned to convert resources into a lead, while preserving the chance to steal.


Buy a development card to convert surplus sheep, wheat, and ore into a chance at a hidden VP or useful Knight.


Play the Knight now to reposition the robber and begin securing Largest Army progress.


Block White’s likely productive hex and steal from the tied leader with the largest hand.


Block RED, who has the most cards and is the strongest immediate threat, while stealing from their productive hex.


Build a road now to use the available wood and brick while advancing toward future settlement sites.


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

Trading 4 wheat for 1 wood pairs with your brick to prepare for building roads toward new settlements.


Build a road to expand toward a valuable settlement spot and utilize hand resources.


Block WHITE, who has the largest hand and is tied for the lead, while taking a potential card.


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

Trade three sheep for ore to begin building toward a high-value city with your two wheat.


Buy a development card using the available sheep, wheat, and ore for the best chance of gaining progress toward 10 VP.


Play the Knight to gain progress toward Largest Army and disrupt an opponent’s resource production.


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

Block WHITE again on an occupied hex while preserving the chance to steal from the tied leader.


With only wood and no brick/sheep/wheat/ore, no build is possible, so ending turn is best.


Build a road to expand towards key settlement locations and use resources effectively.


Build road to expand toward high-probability number tiles.


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

Trade excess wood for brick to enable building a road soon.


Build road from 14 to 15 to extend network and use resources.


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

Block Blue's production and steal a card from them since they hold the most resources.


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


I will end my turn as I have already moved the robber and have no more actions to take.


Trading 4 wood for 1 other resource leaves us with no complementary resources to build, so ending turn to accumulate more is better.


Roll the dice to generate resources for the turn.


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


Play the knight card to move the robber, steal a resource to help build, and progress towards Largest Army.


Target White, who holds the most cards, on the central high-producing tile to steal a resource.


Build a road to continue expanding towards the target settlement spot.


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

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


Trade three sheep for ore to begin accumulating the ore needed for a city while preserving one sheep.


Buying a development card converts the available resources into a chance for a knight or hidden victory point, advancing toward 10 VPs.


Play the Knight to advance toward Largest Army and move the robber against the strongest developing opponent.


Block WHITE, the opponent with the largest hand, while taking a potential card from them.


Block the leader BLUE by moving robber to his settlement and steal a card.


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


Construct road to extend reach toward possible settlement sites using spare brick and wood.


We have sheep, wheat, and ore to buy a development card, which could give a victory point or knight to block the leaders.


Playing the knight allows us to move the robber and steal a card from a leading opponent, disrupting their progress.


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

Steal from ORANGE (leader with 2 cards) to reduce their resources and block a hex.


Building a road expands our network towards a potential settlement location, increasing our chance to get to 10 VPs.


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

Block the tied leader ORANGE on an adjacent productive hex to suppress their progress.


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

Trade surplus sheep for wheat, the key resource for upgrading toward cities and reaching 10 VP.


Trade excess wheat for wood to enable road building alongside current brick.


Build a road to expand towards a viable settlement spot using the freshly traded wood and brick.


Continue expanding the road network from edge 49 towards edge 50 to secure new settlement spots.


Move robber to hex with BLUE settlement to steal 5 cards and hinder the leader.


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

Trade three wheat for ore to progress toward a development card while preserving wood and sheep.


Build road to expand network toward new settlement spots and use spare wood/brick.


Extend network from new road endpoint to reach potential settlement sites.


Buying a development card can yield a VP or knight to block leaders.


Trade wood for brick, as brick is needed for building settlements and we have no brick.


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


Year of Plenty for brick and wheat completes the resources for an immediate settlement, gaining two victory points.


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


Upgrade settlement 22 to a city to gain victory points, double production, and reduce hand size below the robber limit.


Building a road towards a new settlement location utilizes excess brick and wood without wasting resources on an inefficient 4:1 trade.


Build another road from node 20 towards settlement spot 0 to expand settlement reach and efficiently spend road resources.


Playing the road building card gives us two free roads, accelerating our expansion towards new settlement spots without spending resources.


Building road (10,11) opens expansion towards central high-probability hexes.


Extending our existing road towards a promising settlement location.


Extend my road from 12 to 13 to secure a future settlement location.


Build a road to expand network toward future settlement spots using available wood/brick.


Holding wood is safer than trading all for a single useless resource.


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

Convert excess wood to ore to work toward city upgrades.


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

Trade excess brick for ore to prepare for upgrading to a city and reduce hand size.


Upgrading to a city at node 43 increases victory points and doubles resource generation.


Build a road extending from city 43 towards a new settlement location.


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

Trading 4 wood for wheat enables buying a development card, which could yield a victory point or other advantages.


Buying a development card can yield a victory point or a knight to disrupt Blue's lead.


Monopolizing wheat will help us build settlements and cities while hindering the leader Blue.


Block RED, the leading threat with a newly upgraded city, while stealing from their larger hand.


Build a road to expand towards key settlement locations and use wood and brick.


Continue building roads from vertex 19 to expand towards valuable settlement locations.


Build a road to expand network and use spare wood/brick toward future settlements.


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

Trade 4 ore for wood to reduce hand size below the 8-card robber threshold and move towards building a settlement.


Continue expanding road network from edge 46 towards new settlement locations.


Trade sheep for brick to pair with wood for a road and pursue expansion toward the next settlement.


Build a road now to expand toward a future settlement and preserve momentum toward 10 VP.


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

Block the leading RED player on a tile where they have a settlement, denying their production and potentially stealing a card.


Build the road extending your existing network while using your available wood and brick toward a stronger route and potential longest road.


Trade three wheat for ore to begin accumulating the ore needed for a city and preserve one wheat.


Trade surplus wood for scarce ore to advance toward a city and more victory points.


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

Block Blue's hex to slow down the closest opponent and steal a card to help fund city upgrades.


Buying a development card efficiently converts resources into potential victory points, knights, or useful advantages while keeping hand size low.


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

Trade wood for wheat to advance toward city requirement of wheat and ore.


Trading 4 wood for brick allows us to immediately build a road, improving our position and potentially contributing to longest road.


Build a road to expand towards a high-probability settlement location, increasing future settlement potential.


Build road to expand toward resource-rich spots for future cities.


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

Block the leader RED by stealing a card and disrupting their high-probability hex.


Buy a development card for a chance at a victory point or a knight to hinder the RED leader.


Play the Knight to block the leading RED player and advance toward Largest Army.


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

Move the robber onto a RED-controlled hex to hinder the 6-VP leader and potentially steal a card.


Block Blue, the closest competitor with 5 victory points, and steal their card.


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


Target Blue who is the closest competitor in victory points to slow down their progress.


Buying a development card utilizes current resources to advance victory points and card advantages while managing hand size.


Play a knight to move the robber, steal a needed resource from a leader/opponent, and advance toward Largest Army.


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

Steal from White who holds 4 cards and block a productive central hex.


Block the 6-VP leader on a likely productive hex to slow their path to 10.


Block the leading RED player and steal a card from their settlement on a likely productive hex.


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


Play the Knight to gain progress toward Largest Army while continuing to hinder the leading RED player.


Block the leading RED player again on a productive hex and steal from them.


A 4:1 maritime trade does not enable an immediate build, so saving resources is better.


Block RED, the current leader, on the known ore-producing hex to hinder cities and victory-point growth.


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

Trade three brick for wood to complete a settlement resource set and pursue an immediate victory point.


Block the current leader RED by moving robber and stealing from them.


Build a road to expand toward new settlement spots while using spare wood/brick.


Holding 5 cards is safe from the robber and trading 4 bricks now does not immediately enable any build action.


Extend road network to access new settlement sites near high-yield numbers.


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

Trade excess brick for wood to balance resources for future road and settlement building while staying safe from the robber.


Build a road to expand the network toward new settlement locations.


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

Trade wood for brick to enable settlement building and reduce hand size below 8.


Trade three wheat for ore to begin securing the ore needed for a city while preserving wood and sheep.


Trade excess brick for wood to immediately build another road toward a settlement spot.


Build settlement to gain a victory point and reduce hand size, helping catch up to opponents.


Buy a development card to convert surplus sheep, wheat, and ore into a chance at a victory point or powerful progress.


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

Trade three wheat for brick to complete the key wood-brick-sheep-wheat settlement resource set for the next opportunity.


Build a road to expand toward a future settlement and improve the chance of claiming a key location.


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

Block current leader RED with robber to slow their progress.


Trade excess wood for ore to reach 3 ore toward a city and improve long-term VP potential.


Trading away ore would ruin city potential; hold resources and end turn.


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

Target Blue, the closest competitor with 5 VPs, to slow their progress and steal a resource.


Building a settlement immediately increases VP and uses spare resources, reducing hand size to avoid robber risk.


Keep ore for future city; trading all ore away loses key resource with no build option available.


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

Trading 4 sheep for ore reduces hand size to avoid discard and sets up a city, which gives 2 VPs and is crucial for catching up to the leader RED.


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

Trade the surplus sheep for ore, advancing the strongest path toward a city and the remaining victory points.


Trading 3 wood for wheat gives 2 wheat with 3 ore retained, enabling a city upgrade for 2 VPs.


Build city to gain victory point with available 2 wheat and 3 ore.


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

Trade excess brick for wheat to reduce hand size below the robber limit and build towards future settlements.


Buy development card to reduce hand size and gain potential VP or knight.


Playing the knight card allows us to move the robber to block the current leader (RED with 6 VPs) and possibly steal a card, improving our position.


Block the current leader RED by moving robber to a hex adjacent to their settlement.


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

Trade three wheat for ore to advance toward the crucial ore-and-wheat city upgrade.


Building a settlement gives a victory point, ties with RED leader, and reduces hand size to avoid robber discard.


Build road to expand from new settlement towards a potential settlement spot.


Trading wood for brick allows us to build a road or settlement, accelerating our VP gain.


Buy a development card using the exact sheep, wheat, and two ore to pursue a victory point or strong tactical card.


Play the Knight to block the leading Red player and gain a card while advancing toward Largest Army.


Block RED, who is tied for the lead, on a tile where they can be robbed.


Keep brick for future road and settlement builds; trading all brick leaves no building materials.


Target the center hex to block White's key production and steal a card from the closest competitor.


Block Red, the current leader, to reduce their resources and potentially steal a card.


Buy a development card to pursue a victory point or useful progress with no immediate building option.


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

Trade excess wood for ore to begin gathering city resources while keeping brick for roads.


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

Trade excess brick for wheat to progress toward a settlement or city.


Trade 4 sheep for ore to reduce hand size and work towards building a city, which is needed to reach 10 VP.


Buying a development card could immediately give a victory point to break the tie with Red and Blue, and reduces hand to avoid discard.


Playing knight to steal from Red, who is tied for lead and has many cards, to disrupt their progress.


Steal from RED, the co-leader with many cards, to disrupt their resources.


Build road to reduce hand size and prepare for settlement.


Building a road from node 3 to 4 extends our network towards a potential settlement location, bringing us closer to a new settlement and victory point.


Block the 6-VP RED player on a productive hex while denying a potential card steal.


Trade three sheep for ore to begin securing the ore-wheat needed for a city and a fast path from 7 VP to 10.


Trade surplus wood for ore to advance toward city construction (ore+wheat).


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

Need ore for city, and trading 4 wheat reduces hand from 7 to 4 to avoid robber discard.


Trade three wheat for ore to build toward a city and leverage your strong wheat supply for the final victory points.


Trade excess brick for wheat to reduce hand size below the 7-card robber limit and work towards purchasing development cards or cities.


Buying a development card uses available sheep, wheat, and ore to progress toward victory points.


Play a knight to move the robber and steal from White who holds eight cards.


Block the center hex and steal from White, who holds the most cards and is tied for second place.


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

Trading 4 sheep for brick enables building a settlement, which guarantees a victory point and brings us closer to 10.


Buying a development card gives a chance at a Victory Point (immediate VP) or a Knight to block RED who is tied for the lead.


We need sheep and wheat to build a settlement, and this Year of Plenty provides both.


Building road (0,5) extends from our settlement at node 0 toward a potential settlement spot, using our current resources to build a settlement next turn.


Convert excess wood into ore to reach 3 ore needed for a city, leaving only 1 wheat short.


Conserve ore for city and cannot build now.


Building a settlement increases my victory points to 7 and expands my resource income while safely spending cards.


Trade 4 sheep for brick to build a settlement, increasing VP to 7, closing the gap with RED.


Building a road from node 5 towards node 16 extends our network towards a potential settlement spot, positioning us to secure a new settlement and increase our victory points.


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

Block the tied leader WHITE on a central adjacent hex and attempt to steal a card.


Buy a development card using the exact ore, wheat, and sheep cost for the best immediate chance at a victory point or game-winning tactic.


Play Monopoly on wood, the resource Orange recently demonstrated having in quantity and which can fuel a rapid winning build.


Build a road to extend the existing network and pursue the remaining victory point through expansion or the longest road.


Block the leading WHITE player by moving robber onto their tile.


Buying a dev card uses our ore and scarce sheep/wheat for potential VP or progress since we cannot build city or settlement yet.


Play knight to move robber onto leader WHITE and block their production


Target BLUE to steal and slow his 5-VP threat since WHITE unavailable.


Keeping 3 ore preserves city potential and no build is possible after trading all ore, so end turn.


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

Block Blue's hex and steal a card to slow down the closest competitor with resources.


Buying a development card is the best use of sheep, wheat, and ore to gain knights or victory points.


Playing the knight allows us to disrupt opponents, steal a card, and progress toward Largest Army.


Block Blue's resource tile and steal a card to build resources.


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

Trade excess ore for wheat to progress toward a city upgrade (needs wheat and ore).


Cannot build anything with current resources, so ending turn to wait for more resources.


Block the leading player WHITE on a likely productive hex to slow their race to 10 points.


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

Move robber onto White's hex to block the current leader and steal a card.


Acquire ore to work toward city upgrades and increase victory points.


Spend exact resources on a development card for potential VP or knight to hinder leader White.


Holding 7 cards avoids robber discard risk while conserving valuable bricks for future builds.


Trade excess brick for wheat to build toward a future settlement and diversify the hand.


Trading 4 sheep for ore reduces hand size and gets us closer to a city.


Buying a development card reduces hand to 7 (safe from robber discard) and offers a chance to draw a Victory Point for reaching 9.


Building a road reduces hand size and positions for a settlement next turn.


Building a road towards a potential settlement location to win next turn with a settlement.


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

Trade three sheep for brick to improve settlement-building potential and advance toward 10 VP.


Build the available settlement to gain an immediate victory point and move to 8 VP.


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

Trading four wheat for a sheep reduces hand size to seven cards to avoid robber discards and collects settlement materials.


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

Trade three wheat for wood to retain settlement-building potential and move toward the two points needed to win.


Trade excess brick for wheat to reduce hand size below the 8-card robber limit and acquire resources for a settlement.


Building a settlement expands production and provides an immediate victory point.


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

Trade 4 wheat for wood to build a settlement and reach 10 victory points.


Ending turn is safe as we are one point away and may get wheat on next roll.


Block the current leader WHITE on a productive hex and gain a chance to steal a card.


Build a road while preserving sheep and wheat for the next settlement, extending through the promising connected route at node 18.


Block leader WHITE by moving robber to a hex adjacent to them and steal a card to help catch up.


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

We need wheat for a city or settlement; trading 4 sheep for wheat moves us closer to 10 VP.


Building road (16,18) reduces hand size below 8 and may block BLUE's expansion.


Trade three sheep for ore to assemble the ore-wheat-sheep mix needed for a development card or future city.


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

Trade both wood for ore to move toward a city, the strongest path from 8 VP with two wheat already available.


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

Trade excess wood for wheat to enable building a settlement and increase VPs.


Build settlement to gain a VP and safely shed resources before the robber hits.


Target the leader White who has 7 victory points and 7 resource cards to steal from them and slow their progress.


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

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


Building a settlement increases our victory points to 7 and boosts our resource production.


Block WHITE, the leading opponent, on the central productive hex while taking a potential card from them.


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

Trade three wheat for ore to complete the ore-and-wheat city upgrade path toward 10 VP.


Trade the surplus ore for wheat, the key resource needed to convert future ore income into a city and reach 10 VP.


Block the co-leader White to limit their resource generation and steal a card to rebuild my hand.


Trade three sheep for brick, enabling a settlement with your existing wood and wheat while preserving wood flexibility.


Build a road now with the available wood and brick to advance toward another settlement and a winning tenth point.


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

Trade excess wood for ore to start stocking city resources (need ore+wheat for cities) while keeping brick for roads.


Trading away all 3 bricks leaves no brick for future roads or settlements, so ending turn retains building potential.


I do not have enough resources to build immediately after a 4:1 trade, so saving cards to build later is better.


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

Trade 4 wood for ore to get closer to a city, as we have 1 ore already and need 2 more ore and 1 wheat.


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

Trade 4 brick for ore to get 3 ore, needing only 1 more wheat for a city, while reducing hand size from 12 to 9 to mitigate robber risk.


Trading sheep for wheat gives us needed wheat for a city (3 ore + 2 wheat) and reduces hand size to avoid robber discard.


Building a city will give me the 10th victory point and win the game immediately.