With no board-resource details available, choose a central intersection to maximize expected access to productive adjacent hexes.


Extend toward the most promising nearby settlement location to secure future resources and expansion.


Node 33 provides central access to high-pip numbers and diverse resources including ore and wheat.


Road to 34 opens expansion toward likely high-probability hexes.


Intersection 20 offers strong resource diversity and high-probability production for an initial settlement.


Building the road toward node 22 provides optimal expansion toward open high-value settlement spots.


Securing a high-probability intersection (likely 6/8) for resource advantage.


Build road towards node 7 to expand towards a high-probability settlement area.


Place second settlement at node 12 to secure high-probability resources and enable future expansion.


Build road to connect settlements for longer road and future expansion.


Settlement 38 provides high-probability hexes and balances your resource production for the starting game.


Build the starting road towards 39 to expand toward future settlement spots.


Node 24 likely touches high-probability numbers (6/8) and diversifies resources for city growth.


Road to 25 expands our network toward likely high-yield settlement sites.


Choose a central open intersection with strong potential access to multiple productive numbers and future expansion routes.


Build toward node 15 to preserve the best apparent expansion route from settlement 14.


Spend the exact ore-wheat-sheep set on a development card for a chance at a hidden victory point or useful knight.


Play Monopoly on wheat to obtain the key resource for settlements and cities.


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

Target White to steal from their four-card hand and block their production.


Holding 3 cards is safe from the robber, so preserving wood avoids an inefficient trade without an immediate build.


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

Steal a card from an opponent to build resources while placing robber away from our settlements.


Building a road extends reach towards valuable future settlement locations while efficiently spending wood and brick.


Buying a dev card is the only productive action; it may yield a victory point or knight.


Target White since they have the most cards in hand (5 cards) to maximize our chance of gaining useful resources.


Keep resources since trading 2 wood now leaves you without wood to build a road anyway.


Block Orange, the likely hidden-VP leader, on a tile where you can also steal a card.


Trading both wheat yields only one needed resource, insufficient to build, so end turn to keep city potential.


Keep the wood to pair with brick later for road building rather than trading away all wood.


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

Trade four surplus wheat for brick to enable a road and improve expansion potential.


Build a road to expand toward a future settlement and use the available wood-brick combination.


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

Trade two wheat for ore to build toward cities while keeping wood for roads.


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

Convert surplus wood into ore to progress toward city upgrade (needs ore+wheat).


Hold cards safely below the discard limit to keep flexibility for future rolls.


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

Block BLUE, who has the most cards, while attempting a steal from a tied opponent.


Upgrade the stronger existing settlement to a city, doubling valuable ore and wheat production toward rapid development.


Cannot afford any build and trading wheat loses city/settlement potential, so end turn.


Hold resources and 2:1 wood port flexibility until exact building materials are needed.


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


Trading wheat would leave insufficient wheat for a future city, so ending turn preserves resources.


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

Trading two wood for a brick gives us the exact materials needed to build a road next.


Build a road to continue expanding towards viable settlement locations and use the traded brick.


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

RED has the most cards (7), so stealing from them can reduce their hand and potentially give us a needed resource.


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

Trading wood for wheat gets us closer to building a city for 2 victory points, maximizing our progress.


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

Block and steal from RED, who has the largest hand and is tied for the lead.


Trade wheat for ore to assemble city resources and boost victory points.


Build a city to gain a victory point using our wheat and ore before risking robber discards.


Holding 4 ore and 1 wheat is safe; trading away ore for a single resource wastes our ore advantage without enabling a city.


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

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


Buy a development card to potentially gain a victory point or a knight, using excess ore while avoiding card discard.


We have 4 ORE and need 2 WHEAT to build a city for 2 victory points; Year of Plenty for 2 WHEAT is the best immediate step.


Building a city uses our ore and wheat to gain 2 victory points, bringing us to 5, which is a strong lead.


Block the tied leader ORANGE and steal a card while targeting a likely productive tile.


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


The robber already blocks the tied leader, so preserve the knight for a stronger future robber move or largest-army push.


Only wheat in hand cannot build, so end turn.


Roll to gain resources while keeping the Knight available for a more valuable robber block or largest-army progress.


Block the tied leader RED and steal one of their two cards while disrupting their production.


Spend the exact ore, wheat, and sheep needed for a development card, with a chance to gain a victory point.


Play the Knight to move the robber again and potentially gain a card while advancing toward largest army.


Block the leading opponent and steal their only card with the robber.


Block co-leader WHITE by moving robber to their hex and stealing a card.


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

Target White to steal from their 4 cards and slow down their lead.


Expend wood and brick to build a road and expand toward a new settlement spot.


Keep wheat for city/settlement needs and avoid risky trade with no immediate build.


Steal from Orange who holds the most cards among the leaders.


Extend the road network toward open settlement locations using available wood and brick.


Target tied leader WHITE who holds 6 cards to steal resources and block their production.


Trade surplus wheat for scarce ore to progress toward city upgrades.


Trade four wood for ore to enable a development card using your existing wheat and sheep, advancing toward victory points.


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


Play the Knight to advance toward Largest Army and move the robber off your production.


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

Block Orange, the opponent holding the most cards, while stealing a resource to slow their progress.


We can afford a dev card with our sheep/wheat/ore and it may yield a VP or knight to aid our tie at 3 VPs.


Build the city to spend the exact ore and wheat cost and gain a victory point plus stronger production.


Convert excess wheat into ore needed for city upgrades to reach 10 VPs.


Trade excess wheat for ore to approach city requirements (3 ore, 2 wheat) and boost VP potential.


Building a city with available ore and wheat directly increases victory points, a reliable step toward winning.


Trade four wood for wheat to move toward a high-value city with the two ore already held.


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


Play the Knight to block the current leader and potentially steal a resource while advancing toward Largest Army.


Block Orange, the leading opponent, on a hex where you can also steal a card.


Cannot afford any build and trading loses needed wheat/ore, so end turn safely.


Target the current leader White to slow their progress and steal a resource.


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

Reduce hand size below 8 to avoid the robber while acquiring wood to pair with brick for roads.


Build a road to expand towards a viable settlement location and spend resources effectively.


Buying a development card could yield a victory point or a knight to disrupt White's lead.


Playing the knight card allows us to move the robber to block the leader (WHITE) and potentially gain largest army.


Block the leading player WHITE by moving robber to their hex.


Buying a development card could yield a victory point or other advantage, and we have the required resources with low robbery risk.


Trade two wheat for ore to approach city requirement and keep hand small.


Building a city now uses our wheat and ore to gain a victory point and advance toward 10.


Build a road to expand towards a viable settlement location and spend resources efficiently.


Trade 4 wheat for 1 ore to reduce hand size and progress toward a city (need 3 ore total).


Trade surplus wheat for ore to progress toward a city upgrade and more VPs.


Extend the road network from edge 21 towards node 43 to secure a new settlement spot.


Trade wood for ore to get closer to a city, as city gives 2 VP and we have 2 ore already.


Continue expanding the road network from node 43 to reach a new settlement location.


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

We have 8 cards (risk of robber discard) and need wheat for a city to reach 10 VPs, so trading 4 ore for wheat reduces hand size and progresses towards building a city.


Trade four ore for wheat to begin converting the surplus ore into the wheat needed for a future city and the winning VP.


Buy a development card for a chance at an immediate victory point or a knight-based advantage.


Play Monopoly on wood to maximize the chance of gaining enough resources for a decisive build toward 10 VP.


Trade excess wood for wheat, the most valuable resource toward future cities and victory points.


Cannot build anything; keep wheat for future city and end turn safely.


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

Trade surplus wood for brick, the key missing resource for immediate road or settlement progress toward 10 VP.


Build a road to extend the existing network and pursue the two-point Longest Road bonus.


Block leader WHITE by moving robber to their hex and steal their card to hinder their lead.


Trade surplus wheat for ore to get closer to building a city (needs 2 wheat, 3 ore).


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

Block the leader White's production on a potentially high-value hex and steal a resource to hinder their progress.


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

Block and steal the remaining resource from WHITE, who is currently leading the game with 6 victory points.


Build a road to expand toward a new settlement location while safely spending resources.


Trading 4 wood for wheat gets us closer to the 2 wheat needed for a city, which is our fastest path to 10 VPs.


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

Block BLUE with 7 cards since leader WHITE cannot be robbed directly.


Trade two wheat for ore to reach 3 ore needed for a city while trimming card count.


Trading 4 wheat for 1 ore reduces hand size to avoid robber discard and progresses towards a city.


Block BLUE, who holds the most cards, on a likely productive occupied hex and attempt a steal.


Trade 4 ore for 1 wheat to progress towards building a city, which will give 2 victory points.


Trade four wood for ore to move toward a city, the most reliable path from 7 VP to 10.


Keep wheat and ore for a city; trading away wheat hurts city plan, so end turn.


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

Trade 4 ore for brick to build a road, reducing hand size from 8 to 3 and improving position.


Building a road towards a potential settlement location to secure a future city.


Trade four wheat for ore to reach the three-ore, two-wheat city cost and pursue the final victory points.


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


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

Trade excess wheat for ore to enable building a city soon.


No wheat left to trade; end turn to await resource production.


Trade four ore for wheat to reach the resources needed for a city and advance from 7 VP.


No build actions available; preserve cards and end turn to await future resource gains.


Cannot build a city or settlement with current hand; ending turn to avoid losing cards.


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

Trade excess wheat for scarce brick to enable future building and reduce hand size.


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

Convert excess wheat into sheep needed for a settlement while reducing hand size below robber risk.


Build a road to expand settlement options and reduce card count below 8 to avoid robber discard.


Wheat exhausted and no builds affordable, so end turn is only sensible move.


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

Trading 4 brick for 1 wheat reduces hand size below 8 and provides the 2 wheat and 3 ore needed to upgrade to a city.


Upgrading to a city increases victory points and doubles future resource production.


Trading 4 wood for 1 wheat gives us 6 wheat and 6 ore, enough to build two cities and reach 10 victory points.


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

Trade excess wheat for wood to start gathering settlement resources and reduce hand size, keeping enough wheat and ore for a city.


Trade ore for brick to reduce hand size from 9 to 6 (avoiding robber discard) and gain a needed resource for a settlement.


Extend road towards a potentially good settlement location to increase options for building a settlement when sheep are acquired.


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

Trade four wheat for sheep to set up the missing settlement resource while preserving enough wood for a follow-up brick trade and settlement.


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

Trade four wood for wheat to restore the wheat needed alongside future ore for a city and preserve two wood for building.


Buying a dev card reduces our 12-card hand and may yield a VP or progress card to help reach 10 VPs.


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

Trade 4 wood for ore to reach 3 ore and 3 wheat for a future city.


End turn as no build actions available and hand size is safe below 8 cards.


Holding two wood is more valuable than trading at 2:1 when no immediate builds are available.


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

Steal from WHITE (leader with 7 cards) to gain resources and slow them down.


Trade surplus wheat for ore to approach city build requirement (3 ore, 2 wheat).


Holding 2 wood keeps flexibility without discarding cards, so ending the turn is best.


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

Steal from White, who is tied for lead and has many cards, to disrupt their resources and potentially gain wheat for a city.


No resources to build a city or settlement, and trading 4 ore for one resource leaves us still short of a VP item, so ending turn to wait for better rolls is optimal.


Trade excess wheat for ore to approach city build cost and avoid wasted resources.


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

Use the 2:1 wood port to convert excess wood into wheat to avoid discarding on a 7 and work toward a settlement.


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

Trade surplus wood for sheep to work towards the resources needed to build a settlement.


Trading four bricks for a single resource offers no immediate build benefit, so ending the turn is best.


Steal from leading opponent WHITE to set them back and potentially gain a resource.


Buying a development card gives a chance for a victory point or knight to maintain the lead against WHITE.


Playing the knight allows us to move the robber to steal a card from a leading opponent (Red or Blue) and block a high-yield hex, improving our resource situation.


Block the tied leader White and steal a card from them to slow their progress.


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


Build a road now while holding exactly the required wood and brick, advancing expansion toward the tenth victory point.


Keep ore and wheat for a city upgrade; no beneficial trade available


Building a settlement increases victory points and long-term resource production.


Extend the road network from newly built settlement 16 towards future settlement spots.


Need one more wheat to build a city with our 3 ore and 2 wheat; trading 4 wood for wheat enables a 2-VP city, bringing us to 8 VPs.


Trade four wood for ore to preserve wheat and begin securing the ore-wheat needed for a city.


Keep the four wheat and two ore toward a city rather than trading away the wheat needed to complete it.


Convert excess wheat into brick to enable future road/settlement expansion and reduce oversized hand.


Build a road to spend wood/brick, reducing card count and expanding toward new settlement spots.


Keep 3 wheat for a city upgrade; no useful build action available, so end turn.


Holding four cards is safe from the robber, avoiding an inefficient 4:1 trade until a purchase can be made.


Trade wood for ore to have enough for a city, advancing toward 10 VPs.


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

Trading wheat for brick reduces hand size and provides a needed resource for expansion.


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

Trading 4 ore for wheat reduces hand size and gets us closer to the 2 wheat needed for a city.


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

Trade four wheat for ore to advance toward the ore-heavy city needed to reach 10 VP.


Trade excess wheat for brick to drop below 8 cards and stock a scarce resource for future settlement or road building.


Building a road expands our network toward future settlement or city sites despite current resource limits.


With only 1 wheat left after road build, no listed trade yields a build, so end turn safely.


Holding 8 cards puts us at risk of the robber, so building a road spends resources safely while expanding our network.


Continue extending the road network from the recently placed road at node 46 towards new settlement locations.


Trade four wood for wheat to work toward a city and preserve two wood for future building.


Keep wheat and ore to build a city later; trading wastes key city resources.


Trading 4 brick for 1 wheat will give the exact resources (sheep, wheat, ore) needed to purchase a development card.


I have the exact resources needed to purchase a development card to advance toward victory points.


Playing a knight allows us to move the robber and steal a valuable resource from an opponent.


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

Target the co-leader White to slow their progress and gain a valuable resource card.


Reduce hand size to avoid robber, and extend road network


Cannot build a city without more ore; maintaining resources for next turn is best.


Block tied leader WHITE and steal a card to hinder their path to 10 VPs.


Trade excess wheat for ore to approach city build and avoid robber risk


Trading two wheat for ore gives you 3 ore, enabling a city build soon to reach 10 VPs.


Trade 4 wheat for ore to enable building a city and gain 2 VPs.


Trade excess wheat for brick to diversify towards a settlement while keeping card count low.


Build a road to expand network toward high-yield tiles for future settlement or city.


Building a road uses up excess resources to lower hand size below the 7-card discard limit while expanding territory.


Trading 4 excess brick for 1 wheat puts us within one resource of a settlement or development card while lowering our hand size safely.


Buying a development card uses exact resources to advance towards victory points or knights.


Play a knight to move the robber, steal a resource, and advance toward Largest Army.


Target leader WHITE who is tied at 6 victory points and steal a card to slow their progress.


Trade 4 ore for wheat to enable building a city, gaining a victory point and reducing hand size to avoid robber discard.


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

Block the leading Blue player on a tile where they have a settlement and potentially steal a card.


Trade excess wheat for sheep to enable buying a development card (sheep+wheat+ore) for potential VP.


Buy dev card to seek VP or knight since no build resources available.


Play knight to move robber onto a tied leader and steal cards, aiding our climb to 10 VPs.


Target co-leader WHITE (6 VPs, 7 cards) to block their resource gain and force discard.


We have no wheat left to trade and have already played knight, so ending turn is correct after blocking White.


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

Trading 4 ore for sheep allows us to buy a development card, potentially gaining a victory point or a knight to disrupt the leader.


Buying a development card reduces hand size to avoid robber discard and offers a chance at a victory point to advance from 6 to 7, breaking the tie with leaders.


Play knight to block WHITE who has 10 cards and is tied for lead.


Target WHITE, who has the most cards and is tied for lead, to block and steal.


End the turn rather than sacrificing all four wheat without a viable immediate build.


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

Block tied leader BLUE with robber to slow their progress and potentially steal needed ore.


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

Trade excess wheat for needed ore to enable a city purchase soon and reduce hand size below 8.


Only legal viable action as we lack resources for productive trades and must end turn.


Block the leading opponent White and steal a resource to slow down their progress.


Block the VP leader (BLUE) who may have many cards after the last turns, and steal a resource.


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

Block the leading BLUE player on a productive hex to slow their path to 10 VP.


Steal from tied leader WHITE to hinder their progress and block their hex.


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

Trade 2 wheat for sheep to cut card count below 8 and acquire a missing settlement resource while preserving ore for a future city.


Preserve ore for city builds and end turn with safe card count.


Trading wood for ore secures the needed third ore to build a city, gaining 2 victory points.


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

Trade four wheat for sheep to diversify toward a development card and a potential victory point.


Build settlement to gain VP and reduce hand below 8 cards.


Upgrade settlement to city for a VP and stay under 8 cards.


Trade surplus wood for wheat using the 2:1 wood port to acquire resources for a settlement.


Building a settlement immediately increases victory points and expands production capacity.


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

Trade 4 ore for brick to reduce hand from 10 to 7 and gain a needed resource for a settlement.


Building a road reduces hand size to avoid robber discard and extends towards a new settlement spot.


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

Block the tied Blue leader and steal a card from their settlement on a likely productive hex.


Trade four ore for wheat to progress toward the ore-wheat city combination needed for the final victory points.


Reduce hand size and get brick for settlement/road, while avoiding discard risk.


Building a road extends our network towards a potential settlement spot, improving our expansion chances.


Cannot afford city or road; end turn to keep resources and await production.


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

Trading 4 ore reduces hand size below the 7-card robber limit while getting wood to pair with brick for future expansion.


Place robber on BLUE's hex to block the leader's production and steal a card, slowing their progress.


Need ore to build a city for the final victory points; trade excess wheat for ore.


Keep wheat and ore to build a city on next ore yield, avoiding wasteful trades.


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

Trading four brick for a sheep gives the exact resources needed for a settlement next turn while lowering hand size below the robber threshold.


Building a settlement increases victory points to 8 and expands resource production.


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

Need wood to build a road or settlement; trading 4 wheat for wood.


Building a road expands settlement options near high-probability wheat and sheep hexes, essential for a city and future settlement.


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


Block co-leader BLUE by moving robber to their hex to hinder their progress.


Trade two wheat for ore to move toward the 3 ore needed to build a city for 2 victory points.


Build road to expand network toward new settlement spots and reach 10 VP.


Cannot afford city or settlement without losing needed wheat, so preserve resources and end turn.


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

Trade four wood for wheat to reach the two wheat needed for an immediate city with your three ore.


Cannot afford any build with only 2 wheat and 1 ore, so ending turn avoids wasting resources.


Building a settlement at spot 46 gets us closer to winning at 9 VPs while safely reducing hand size below the robber limit.


Block the leading player BLUE by moving robber to steal a card and disrupt their resources.


Building road (7,8) extends our network towards a potential settlement location with high resource probability, helping us catch up to Blue's 9 VP lead.


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

Trade excess wheat for brick to reduce the risky nine-card hand while preserving a strong mix for future development.


Build a road to advance toward a potential settlement and strengthen the path to the longest road.


Block leader BLUE with robber to slow their path to 10 VPs.


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

Trade three wood for ore to build toward a city while keeping wheat for the city cost.


We can afford a development card with our sheep/wheat/ore and it may grant a victory point to close the gap on Blue's 9 VPs.


Playing knight re-blocks leader BLUE and steals a resource to help our sparse hand.


Block leader BLUE by moving robber to their hex.


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

Stealing from Orange targets the player holding the most cards to maximize our chances of gaining useful resources to reach 10 victory points.


ValueError("no action JSON in reply: ''")


We cannot build a city or settlement this turn with current resources, so ending turn is the best option.


No immediate VP from a road and keeping wood/brick preserves chance to build a settlement later


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

Trade excess brick for ore to purchase a development card towards the final victory point.


Buying a development card gives an immediate chance to draw a victory point card and win the game at 10 VPs.


Playing a knight allows moving the robber off our hex and stealing a resource to help reach the winning point.


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

Block and steal from White who is among the leading opponents and holds six cards.


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

Reduce hand size from 8 to avoid robber discard and gain wheat needed for a city.


Trade surplus wheat for scarce ore to progress toward a city upgrade for needed victory points.


Build road to expand network toward possible settlement spot.


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

Trade excess wood via the 2:1 port for wheat to manage hand size and build towards a winning settlement or development card.


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

Trade four sheep for an ore to reduce hand size safely below eight cards and work toward a settlement or city.


Trade 4 ore for brick to reduce hand size and gain a needed resource, while preserving wheat for a future city.


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

Trade 4 wheat for ore to progress towards a city (2 VPs) and reduce hand size to avoid robber.


Building a road (27,28) may extend our network toward a valuable settlement location or block an opponent's expansion.


Trade excess ore for wood to reduce the oversized hand while preserving wheat for a likely city.


Trade four wheat for ore to build toward the ore-heavy city path and reach 10 VPs fastest.


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

Trade two wheat for ore to enable building a city next turn for the win.


Trading excess wheat for ore brings us closer to city resources (3 ore, 2 wheat) needed for the final victory points.


Keep ore for city and lack wheat, so end turn to await resources.


Buying a development card at 9 victory points gives an immediate chance to draw a victory point card and win the game.


Playing a knight can secure Largest Army to immediately win or steal the necessary resource for the final victory point.