No board resource or number layout is provided, so I choose the first legal settlement location.


Extend toward the most direct expansion route from the existing settlement.


Settling on a strong central intersection ensures balanced high-yield resource production early.


Placing the road towards vertex 20 opens up the best expansion path for future settlement spots.


Selecting a settlement on high-probability resources (6/8) to maximize early production.


Building road to node 11 opens up expansion towards potential high-probability resource hexes.


Settlement 24 likely hits high-probability numbers (6/8) with ore/wheat for city buildup.


Build road to vertex 25 to expand settlement options toward high-probability numbers.


Settle at 26 to expand from our road at 25 toward interior high-probability tiles for ore/wheat.


Extending to 27 expands our road network toward new settlement sites, while 25-26 is redundant.


Settlement 14 offers high probability numbers and key resources for city upgrades.


Extend road towards potential settlement spot at node 13 to secure better resource access.


Settling on vertex 33 provides strong resource diversity and high pip counts to complement the first settlement.


Placing a road towards 34 opens up a strong expansion path towards valuable coastal and interior intersections.


Node 18 is a strong central expansion spot with good connectivity for pursuing future resource access and victory points.


Extend from settlement 18 toward the open branch at 40 to maximize access to a future settlement site.


Buy a development card using the exact sheep, wheat, and ore cost while preserving wood for future expansion.


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


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

Block RED, the most card-rich opponent and likely strongest immediate threat, while attempting a steal.


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

Block Orange who has the most cards and just stole from us.


Building a road between nodes 11 and 12 connects our settlements and positions us for a settlement on a good number.


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

Convert excess sheep to scarce ore to start building toward cities.


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

Block White, tied for the lead, on a productive occupied hex and gain a possible steal.


Build a road toward the nearest expansion point to pursue a third settlement and additional resources.


Target Orange since they hold the most resource cards at five.


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

Need ore for a city; trading excess brick for ore.


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

Block ORANGE, the opponent with most cards, to slow their progress.


Steal from ORANGE who has the most cards (6), and move robber to a central hex to disrupt production.


We have the resources for a development card and it could provide a knight or victory point, advancing us toward 10 VPs.


Playing the knight card lets us move the robber again and steal a resource from an opponent, which could give us brick or sheep needed to build a settlement.


Target WHITE to spread robber disruptions evenly; all opponents are tied, so slowing down any opponent helps.


Steal from ORANGE who holds the most cards to potentially gain resources and disrupt their build.


Holding onto brick is better than a 4:1 trade right now since we are well below the hand limit and need brick for roads.


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

Trade four wood for ore to begin securing the scarce ore-wheat city route while reducing the hand below the discard threshold.


Spend the exact sheep, wheat, and ore set to buy a development card and pursue a potential victory point or useful knight.


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

Target Blue who holds the most cards to disrupt their hand and gain resources.


I should build a road to expand my network and reduce my hand size to avoid discarding to the robber.


I have 6 cards, safely below the 7-card limit, so keeping resources for future road building or trades is more efficient than a 4:1 bank trade.


Building a settlement at node 12 gives an immediate victory point and improves resource production.


Block RED, the tied leader, on a hex where they can be robbed while denying their production.


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

Trade excess brick for wood to prepare for future road building and settlements.


Build a road toward the next settlement location to expand your network.


Buy a development card while holding the required sheep, wheat, and ore for a chance at a victory point or powerful progression.


Keep ORE for future city and avoid unfavorable 3-for-1 trade.


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

Trade four sheep for wheat to secure a key city or settlement resource and improve the path to 10 VP.


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

Target the current point leader Red to slow down their progress and steal a resource.


Block leader RED with robber and steal to slow them down.


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

Trade excess ore for wheat to advance city goal and lower hand below 8 cards.


Spend surplus sheep with wheat and ore on a development card for potential VP or progress since city/settlement unavailable.


Play knight to progress largest army and further disrupt leader RED.


Use robber to block current leader RED after playing knight.


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

Trading sheep for brick gives us wood+brick to build a road next turn, aiding expansion toward new settlements.


Building a road is the only affordable expansion and uses your wood and brick to reach new settlement spots.


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


Move robber to center hex to steal from Orange, likely leader with hidden VP.


Building a road reduces hand size from 8 to 6 to avoid discard risk, and expands toward future settlement spots.


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


Move robber to hex with WHITE to steal a needed resource and block their production.


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


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

Block RED on a productive shared hex and steal from the higher-scoring opponent.


Trade four surplus sheep for wheat, the key resource needed for future settlements and cities.


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

Trade three sheep for wheat to get 2 wheat for a future city and reduce hand size below 8.


Build city to gain VP and use ore/wheat while reducing hand size.


Building a road extends reach toward future settlement locations while keeping card count safe.


Steal from ORANGE who has 6 cards to reduce their hand and gain a resource.


Trade brick for ore to reduce hand size and move toward a city.


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

Trade 4 wheat for 1 ore to reduce hand size below 8 and get closer to building a city.


Build a city now to convert the surplus ore and wheat into an immediate victory point and stronger production.


Steal from Red who is holding 7 cards after trading for valuable resources.


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

Need wheat for city or settlement; trade excess brick for wheat.


Steal from Orange who holds the most cards (6 cards) while blocking a central production hex.


Building a road utilizes excess brick and wood to expand towards future settlement spots without wasting resources.


Trade sheep for wheat to progress toward a city (need wheat+ore).


We can afford a dev card (1 sheep,1 wheat,1 ore) which may yield a VP or useful action, unlike ending turn which wastes resources.


Build the city for an immediate victory point and stronger ore/wheat production.


Upgrading a settlement to a city increases resource production and victory points while safely spending cards.


Buy development card to reduce hand size and potentially gain a victory point.


I need ore to build cities, and opponents likely have some after building cities themselves.


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

Trade brick for sheep to enable buying a development card, which may give a victory point or other advantage.


Buying a development card could yield a victory point, helping me catch up to Orange's lead.


Block RED on a productive hex to slow their development and reduce the strongest immediate threat.


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


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


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

Target the current game leader Orange and steal a resource to slow them down.


Build a road to expand toward a valuable settlement location.


Playing the knight steals a resource from the leading opponent ORANGE and blocks their production, which is better than a random roll with no building options.


Block the current leader Orange by placing the robber on a hex adjacent to them and stealing their card to slow their progress.


Steal a card from WHITE, the only player with cards, to gain resources.


Build road to extend network towards a high-probability intersection.


Block the current leader ORANGE by moving the robber to a hex adjacent to them, and steal a resource to hinder their progress.


Buying a development card gives a chance for a victory point or useful ability, and we have the resources to afford it without exceeding 7 cards.


Playing the knight card allows us to move the robber and steal a resource from the leader, ORANGE, to hinder their progress and acquire needed resources.


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

Block the leader ORANGE by moving robber to a hex with a settlement, preferably a high-value one.


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

RED is the leader with 5 VPs, so move robber to their hex to block production and steal a card.


Holding resources until a full build can be completed is better than trading prematurely.


Move robber to RED's hex to block the current leader (5 VPs) and steal a card.


Trade surplus sheep for wheat, a needed resource for settlements/cities, while reducing card count to avoid robber discards.


After trading sheep for wheat, you have no sheep to trade and lack resources to buy, so ending turn is the only viable move after blocking leader RED.


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

Trade four sheep for ore while preserving wheat, moving toward the ore-and-wheat city cost for the winning point.


Trade four wheat for ore to build toward the ore-heavy city cost and maximize future victory-point potential.


Block the leading player RED to slow down their resource production and steal a card.


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

Trade two wood for an ore using the wood port to enable buying a development card this turn.


I traded specifically to obtain the resources needed to buy a development card this turn.


I have no remaining resources to spend and have already placed the robber effectively, so ending the turn is best.


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


Playing knight lets me move robber to block leader RED and steal a resource to hinder their lead.


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


Roll the dice to generate resources for this turn.


Playing a knight card allows us to steal a resource from a leader and advance toward Largest Army.


Block RED who is the current leader at 5 victory points to slow down their expansion.


Build a road to extend towards potential settlement spots with high probability resources.


Trade four sheep for ore to reach the ore and wheat needed for an immediate city, advancing toward 10 VP.


Block ORANGE, the current leader, to reduce their resource income.


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

Trade surplus sheep for ore to advance city building and reduce robber risk.


Block the game leader Red and steal a valuable resource from them.


Build a settlement to increase victory points and resource production without exceeding hand limits.


Extend road network from newly placed settlement 19 towards the next expansion site.


Trade surplus sheep for ore to reach 3 ore needed for a city, advancing toward VP.


Keep ore for city and cannot build now, so end turn safely.


Block the 7-VP RED player and steal a card from their settlement on this hex.


Continue expanding road network toward a new settlement spot from edge (19, 46).


Holding onto wood gives maximum flexibility until the missing settlement resources are drawn.


Keep 3 ORE for a future city and avoid wasting resources via unfavorable 3:1 trade.


Buy a development card for the best immediate chance of gaining the final victory point.


Play Monopoly on wheat to secure the scarce resource needed to convert your four ore into a city and reach 10 VP quickly.


Buy a development card using surplus ore, sheep, and wheat for a chance at the final victory point.


Block Orange's central resource tile and steal from their large 6-card hand.


Building a road expands network toward valuable expansion spots without risking hand size limits.


Continue road building by extending from edge 45 towards a new settlement spot.


Trade sheep for wheat to reduce card count and gather wheat needed for city upgrades.


Keeping ore for future city builds and staying under 8 cards by ending turn is safest.


Play the Knight to remove the robber from your ore and block the leading White player.


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

Block the leading White player on one of their producing hexes and steal a card if possible.


Building a settlement gives immediate VP and reduces hand size to avoid robber discard.


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

Move robber to RED's hex to block a tied leader and steal a card.


We have exactly 3 ORE and 2 WHEAT to build a city at 26, gaining a victory point to catch up to leaders.


Steal from ORANGE who has 7 cards to reduce his hand and gain resources


Build road to extend towards a high-probability settlement spot.


Keep 3 ORE for a future city (needs only 2 wheat); trading away ore wastes needed resources.


Trade 4 sheep for ore to reduce hand size from 10 to 7, avoiding discard risk, and start building towards a city.


Build road from 32 to 33 to extend network towards a settlement spot.


We have the exact resources to buy a development card, which could grant a victory point or help our position.


Trade excess sheep for wheat to advance toward a city while preserving the 3 ore needed for city cost.


Buying a dev card offers a chance at a VP and uses spare sheep/wheat while keeping two ore for a future city.


Year of Plenty for wheat and ore yields 3 ore and 1 wheat, leaving only one wheat needed for a city.


Holding 3 ore and 1 wheat keeps city possibility alive; no build is possible now so end turn safely.


Trade four surplus sheep for ore while preserving wheat needed for a future city.


Trade four wheat for ore to strengthen the ore-wheat city path toward the final victory points.


RED is tied for the lead with 6 victory points, so placing the robber on their key tile and stealing from them is the best move.


Keep robber on a RED hex to continue blocking tied leader RED and steal a card.


Buying a dev card spends spare sheep/wheat/ore and may yield a VP to close the gap on leaders.


Play knight to relocate robber to co-leader WHITE and steal a card, hindering their path to 10 VPs.


Block co-leader WHITE with the robber to slow her progress toward 10 VPs.


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

Trade 4 wheat for wood to build a settlement and secure a victory point, reducing hand size to avoid robber.


Building road 27-28 extends our network toward a likely settlement spot with good resource numbers.


Trade three ore for wheat to work toward city upgrades and avoid card glut.


After trading 3 ore for wheat, blue has no ore left so the ore trades are impossible; only end turn is viable.


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

Trade four ore for wheat to preserve the ore-wheat path toward a city and the final victory points.


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

Trade excess brick for ore to avoid the robber discard limit and build toward a city.


Building a settlement at 28 gives an immediate victory point and reduces hand size to avoid robber discard risk.


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

Trading 3 wheat for wood gives us wood and brick, leaving only sheep needed for a settlement, which we can hope to roll next turn.


Building road from new settlement extends reach to potential settlement spot.


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

Trade ore for wheat to approach city requirements despite ore loss.


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

Trade four wood for wheat to reach two wheat while reducing the oversized hand and advancing toward a city.


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

Trade four wood for ore to move toward a city using your existing wheat and reach 10 VP faster.


Trade excess brick for ore to get the materials needed for a city upgrade and reduce hand size below the discard limit.


Upgrading to a city increases victory points to 7 and brings hand size below the robber discard limit.


Buy a development card now for a chance at an immediate victory point while converting surplus resources into progress.


Take two wheat with Year of Plenty to set up an immediate city and gain a crucial victory point.


Buy a development card to pursue a hidden victory point or knight while spending abundant ore, wheat, and sheep.


Buy a development card to reduce the oversized hand and pursue the final three victory points.


Buy a development card for a chance at a victory point or to advance Largest Army toward the final points.


Play a knight to block the current 7-VP leader and potentially steal a card while advancing toward Largest Army.


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

Block the 7-VP leader WHITE on an occupied hex and steal a card while disrupting their production.


Trade four ore for wheat to convert the surplus into a key city/settlement resource while reducing the oversized hand.


Build the settlement immediately to gain a victory point and move to 8/10.


Block the co-leader RED on a productive tile and steal a card to slow them down.


Roll to seek resources and preserve the chance to build toward the final two victory points.


Play the knight to disrupt the leading player and pursue the largest-army victory point.