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


Build road to vertex 1 to open expansion options for second settlement.


Place settlement on a good intersection to secure high-probability resources.


Building road (2,3) opens expansion towards likely high-probability hexes while avoiding connection to White's settlement.


Choose a central open settlement location to maximize access to diverse, high-probability resources.


Build a road from the existing settlement to begin expanding toward another settlement site.


Placing the first settlement on a high-yield central intersection maximizes resource production.


Building road (17, 18) opens up valuable future expansion towards complementary resources.


Settlement 31 secures strong hex diversity and high production probability for our starting resources.


Building road towards node 32 to secure future expansion.


Claim a central expansion point near the existing road to maximize future access to strong production and development resources.


Extend toward the nearby open expansion route from settlement 27.


Settle on node 6 for high probability numbers and resource diversity.


Building road (6,7) extends towards likely good numbers and opens up a potential settlement spot.


Settlement 19 is central and likely yields high-probability numbers (6/8) with ore/wheat access.


Expand from settlement 19 towards new nodes to access wheat and ore for city upgrades.


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

Steal from WHITE who has 3 cards, potentially gaining a resource and disrupting an opponent.


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

Block BLUE, who has the most cards, on a likely productive adjacent hex and attempt to steal a resource.


Use the available wood and brick to expand toward a future settlement site rather than pass.


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

Trading 4 ore for 1 wheat is the best use of our surplus ore, as wheat is critical for building both cities and settlements.


Holding four wheat keeps hand size safe from the robber while saving flexibility for future settlements or cities.


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

Trade 4 brick for wheat to reduce hand to 7 cards and acquire needed wheat for city/settlement.


Buy dev card to convert sheep/wheat/ore into potential VP or knight.


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

Trade excess wheat for ore to reduce hand size below the discard threshold and build toward future cities or development cards.


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

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


Buying a dev card uses spare ore/sheep/wheat and may yield a VP or knight to hamper rivals.


Gaining wood and wheat gives one of each resource, enabling a settlement build and diversifying hand.


Build road to expand network towards high-probability numbers.


We have exactly sheep, wheat, ore to buy a dev card, converting sparse resources into potential VP or useful progress.


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

Block ORANGE to steal potential ore and hinder their city progress.


Buy development card to reduce hand size below 8 and potentially gain a VP or knight.


Play knight to steal a resource and reposition robber since we lack cards.


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

Steal from Blue, the card leader, to disrupt their resource lead.


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

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


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

Trade two wheat for sheep to enable a development card with the remaining wheat and ore.


Use the exact sheep, wheat, and ore set to buy a development card and pursue another victory point or useful progress.


Stealing from Blue targets the player holding the most cards to maximize resource gain while blocking an opponent.


Buying a development card puts our sheep, wheat, and ore to good use and advances our strategy.


End turn since we already rolled and bought a development card this turn.


Steal from White who has the most cards to get needed resources.


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


Playing the knight allows moving the robber to steal a needed resource and work toward Largest Army.


Block Blue's high-value tile and steal from them since they hold the most resource cards.


Holding resources keeps options open for city or settlement building without taking an inefficient 4:1 maritime trade before being ready to build.


Steal from BLUE (most cards) to potentially gain needed wheat and disrupt their development.


Target ORANGE who has 6 cards to steal a resource and disrupt their progress.


Hold onto ore for a city, need wheat from rolls; no beneficial trade now.


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

Trade the excess wheat for ore to begin pursuing the high-value city path.


None of the 4:1 maritime trades enable an immediate purchase, so it is better to save cards and avoid inefficient trades.


Trade 4 ore for wheat to work toward a city, as wheat is the most needed resource.


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

Block BLUE, the opponent with the most cards, at a likely productive settlement while gaining a steal chance.


I will hold onto my resources since a 4:1 trade right now does not enable an immediate build and my hand size is safe from the robber.


Convert excess sheep into wheat, a key resource for cities and settlements.


Block ORANGE who has the most cards and steal from them.


We have 7 cards, buying a dev card spends 3 resources to reduce hand size and potentially gain a VP or advantage.


Need wheat to build settlements/cities, and opponents likely have some wheat.


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

Trade wheat for wood to enable building a settlement and increase victory points.


Build a road to expand towards a high-probability settlement location.


We can afford a development card with our spare resources, which might give us a victory point or a knight to disrupt opponents.


Playing the knight allows us to move the robber and steal a needed resource, increasing our chances to build.


Block the player with most cards (White) by moving robber to a central tile.


Move robber to Blue's hex to steal from the card-rich opponent and unblock our ore.


Trade four sheep for wheat to reduce card count and gather resources for settlement or city.


Keep ore and wheat to build a city later; dev card not worth delaying city.


Upgrade a settlement to a city to gain victory points and double resource production.


Buying a dev card spends excess ore and may yield a VP or knight to hinder leader Orange.


Two wheat let us build a city with our 3 ore for a victory point next turn.


Build city to gain a victory point and use wheat/ore, taking the lead at 4 VPs.


Trading 4 ore for wheat reduces hand size from 8 to 5 (avoiding robber discard) and provides a scarce resource needed for both city and settlement building.


We have resources for a dev card and need to catch up in VPs.


Playing the knight card lets us move the robber to block a leader (White or Orange at 3 VPs) and steal a resource, which is crucial since we have no resources and need to build towards victory.


Block the leader WHITE and steal a card.


Trade excess ore for wheat to progress toward cities and drop below 8 cards to avoid robber discard.


Buying a dev card spends spare sheep and may yield a knight to move the robber or a victory point.


Trading 4 ore for wheat reduces hand to 4 cards (avoiding robber discard) and gets a resource needed for both settlement and city, crucial for progress.


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

Block the leading player White who holds 7 cards and steal a resource from them.


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


Block the current leader WHITE and steal a card to reduce their advantage.


Block the center tile and steal a card from the current leader White who holds 7 cards.


Buying a development card uses our excess wheat, sheep, and ore effectively while keeping hand size safe.


I have no other resources to build or trade this turn, so ending the turn is the best action.


Cannot build with current resources; end turn to await better rolls.


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

Block Orange, the most threatening opponent with 7 cards, while moving the robber to a hex where they have a settlement.


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


End the turn because the newly purchased Knight cannot provide immediate additional value.


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


Target White who has the most cards and is tied for the lead, placing the robber on a productive hex.


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

Trading 4 wheat for 1 sheep will allow buying a development card this turn with the ore in hand.


Buying a development card maximizes resource value and works toward largest army or victory points.


Rob Blue (6 cards) to disrupt their buildup while we lead with 5 VPs.


Trade surplus brick for needed wheat to advance toward city and reduce hand size.


Buying a development card spends sheep/wheat/ore, reduces hand size, and may yield a VP or knight to advance toward 10.


Playing the knight lets us steal from card-rich BLUE and reposition the robber to hinder opponents despite already moving once.


Block the current leader ORANGE by moving the robber to their hex.


We have exactly the resources for a development card, which could provide a victory point or useful knight.


Playing the knight card lets us move the robber to block the current leader WHITE and steal a valuable resource.


Move robber to center hex to steal from leading opponent White and block their production.


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


Block Blue’s productive sheep hex and potentially steal from the current leader.


Build the central connecting road to extend potential longest-road routes and open future settlement access.


Roll the dice to gain resources for the turn with no risk of robber discard.


Block the current leader, Blue, at the central hex to restrict their resource production and steal a card.


End turn to save the knight card for a future turn when needed to move the robber before rolling.


Block BLUE on a productive adjacent hex and attempt to steal from the current leader.


Build the road extending the existing network from node 26 toward the next settlement opportunity.


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


Playing the knight card disrupts an opponent and steals a resource while building toward Largest Army.


Steal from White who is holding 7 cards while blocking a key central hex.


Buying a development card efficiently uses resources and helps work toward Largest Army or victory points.


Buying a dev card uses excess ore and may yield a VP or helpful progress since immediate building is impossible.


Need wheat to build city with our 4 ore, monopoly may secure it.


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


Buying a development card may yield a victory point or knight to push toward 10 VPs and block leader Blue.


Roll the dice to generate resources on your turn.


Playing a knight card allows us to move the robber, disrupt a leading opponent, and steal a resource before trading.


Target the primary competitor White and steal a resource to slow their progress.


Holding 6 cards is safe from the discard limit and saving wheat avoids the inefficient 4:1 trade ratio until an immediate build is possible.


Playing knight moves robber off our hex and steals from leader Orange, hindering their progress.


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


Trade excess wheat for ore to build towards cities and development cards while managing hand size.


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

Convert excess sheep into ore needed for city to advance toward 10 VPs.


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

Trade brick for ore to reach 3 ore, nearing city requirement (needs 3 ore, 2 wheat).


Trade excess sheep for ore to stockpile for a city upgrade toward 10 VPs.


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

Block the leading ORANGE player and steal a card from them.


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

Trade 4 ore for wheat to reach city resources (3 ore,2 wheat) and reduce hand to 7 cards avoiding robber discard.


Trade 4 ore for wheat to reduce hand size from 7 to 4 and gain a versatile resource that pairs with sheep for a development card later.


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

Target the leading opponent, White, by placing the robber on their productive hex and stealing a resource.


Upgrading settlement 31 to a city increases victory points to 6 and boosts resource generation.


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

Trade 4 sheep for brick to secure a key resource for building a settlement, addressing our lack of brick and wood.


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

Trade the surplus wheat for brick, preserving wood and creating the materials needed for a road and future expansion.


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


Keep the four wheat to accumulate resources toward cities or development cards rather than trading inefficiently.


Buying a dev card spends sheep/wheat/ore to drop hand to 7 cards and may yield a knight or VP, aiding our race to 10 VPs.


Play knight to move robber onto ORANGE's hex and steal, blocking the tied leader.


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

Block co-leader Orange with the robber and steal a card to slow their path to 10 VPs.


Trade excess brick for ore to progress toward cities and reduce card count below 8.


Buy development card to use spare sheep for potential VP or knight to pressure Orange.


Trade surplus sheep for ore to start building cities toward 10 VPs.


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

Block the current leader, ORANGE, on a likely productive hex and steal a card.


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

Trade 4 brick for wheat to advance toward a city (need 2 wheat + 3 ore) and increase VPs.


Buying a development card uses our sheep/wheat/ore for a chance at a VP or knight to hinder tied leader Orange, while ending turn wastes the opportunity.


Buying a development card can give us a victory point or a useful card, and we have the required resources (ore, sheep, wheat).


Playing the knight card allows moving the robber to block the leading opponent (Orange) and potentially steal a needed resource.


Block ORANGE's high-probability hex and steal a resource to hinder the leader.


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

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


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

Trading excess wheat for ore secures the three ore required for an upcoming city upgrade while protecting against the robber.


No trade enables an immediate build, so preserve the wheat and ore for a future city or settlement opportunity.


Trade surplus wheat for ore to reduce hand size below the 8-card robber discard limit.


Keep the four ore to build towards a city once more wheat is acquired rather than doing an inefficient 4:1 trade.


Trade excess brick for wheat to progress toward a city upgrade while preserving ore.


Buying a dev card may yield a VP and reduces hand size while preserving ore for a future city.


Play knight to move robber onto Orange's strong hex and steal, blocking the leader and progressing largest army.


Block opponent leader ORANGE with robber to hinder their progress and possibly steal a needed resource.


No build possible; keep ORE for future city and end turn.


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

Trade the two wheat for ore to strengthen the ore supply for a future city.


Trade excess brick for wheat to enable city build for final VP.


Buy dev card for chance at victory point to reach 10 VPs.