Placing the initial settlement on a high-yield, balanced resource intersection.


Build a road toward favorable expansion spots connected to vertex 19.


Settle on node 24 to access high-probability numbers and diverse resources.


Build road towards interior to access high-probability numbers for second settlement


Choose a central, likely high-production intersection to maximize early resource access and future city potential.


Build toward the open central intersection to maximize future settlement access.


Settlement 15 is likely central and adjacent to high-probability numbers.


Build road towards node 17 to secure a future settlement on a high-probability ore-wheat intersection.


Node 8 is likely adjacent to high-probability numbers (6/8) and provides good resource diversity.


Expand towards interior for better resource diversity and potential ore.


Choose a flexible open settlement location to establish a second resource-producing base.


Extend toward the less-contested open branch at intersection 40 for the best chance to claim another settlement site.


Settling at 33 targets central high-probability number tiles to accelerate VP growth.


Build to 32 avoids adjacency to opponent settlement and opens new settlement spot.


Settlement on vertex 30 provides strong resource production and numbers for the setup phase.


Building road (29, 30) directs expansion toward adjacent high-value settlement spots.


Build road from settlement to expand network toward new spots.


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

Steal from Blue, who holds the most cards, while blocking a key resource hex.


Extend existing road from 34 to 35 to expand network using our only wood+brick.


Build a road to extend toward an available settlement location and improve future expansion potential.


No beneficial trade; holding 6 cards is safe, and trading 4 wheat for 1 resource depletes key wheat without enabling immediate building.


Build a road toward a high-value settlement spot to expand resource income.


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

Trade four sheep for ore to advance toward the ore-and-wheat city engine.


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

Steal from RED who has the most cards (5) to reduce their advantage and potentially gain a resource.


We have 8 cards and need to reduce hand; buying a development card costs 3 resources and gives a chance for a VP or knight to block the leader.


Playing the knight card lets us steal a needed resource (brick or wood) and block an opponent's productive hex, improving our chances to build a settlement.


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

Block BLUE who has 4 cards and just traded for ore.


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

Wheat is abundant and ore is crucial for building cities, which are key to gaining victory points.


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

Block an opponent's productive tile and steal a card from White.


Building a road expands towards future settlement spots while utilizing available wood and brick.


Move robber to hex that was previously productive for Blue to steal a card and reduce their resources.


Building a city adds 1 victory point and increases resource income, bringing us closer to 10 VPs.


White is the leader with 3 VPs; moving robber onto White's hex blocks their production and steals their only card.


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


Play Monopoly on ore to secure the scarce resource needed for cities and potentially collect it from both opponents.


Spend the exact ore, wheat, and sheep to buy a development card and pursue a potential victory point or strong tactical effect.


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

Orange has five cards in hand, making them the best target to steal from and slow down.


Build a road to expand toward a valuable settlement spot.


Roll to seek resources while preserving the Knight for a more valuable robber block.


Play the Knight to move the robber and begin securing Largest Army while blocking White, the current leader.


Block the leading WHITE on a likely high-production hex and disrupt their progress toward 10 VP.


Block Orange's productive hex and steal a card to reduce their hand.


Building a city gives an immediate victory point, bringing me to 4 VPs, closer to 10.


End the turn to preserve four ore for a future city while seeking wheat through rolls or trades.


Buying a development card reduces hand size from 8 to 7, avoiding discard risk, and could yield a victory point or useful knight.


Getting 2 ore allows immediate city upgrade for 2 VPs, reaching 6 VPs quickly.


We have 9 cards, risking robber discard; buying a dev card reduces hand to 6 and may give a victory point.


No resources to build or buy development card, must end turn.


Target the current leader White to slow down their development card and VP momentum.


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

Trade four ore for wheat to build toward cities, the strongest victory-point path.


Playing the knight card moves the robber off our ore hex and lets us steal a resource, improving our hand and production.


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

Block ORANGE who has 5 cards to hinder their progress and steal a card.


We have the resources to buy a development card, which could give a victory point or other advantage.


Block current leader WHITE by moving robber to their hex and steal a card


Build road to expand network towards high-probability hexes.


We have no cards and are leading; rolling to gain resources is better than playing a knight that steals nothing since our hand is empty.


Play knight to steal from Blue, who has the most cards, and block a valuable hex to hinder the current leader.


Steal from Blue who has 6 cards to get resources and block their production.


Block leader WHITE with robber to slow their progress toward 10 VPs.


Holding wheat is safer and needed for cities; no beneficial trade available.


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

Block the leading White player on a hex where they can be robbed, ideally disrupting their strongest production.


Build the road that most likely extends Blue’s network toward a future settlement and improves the path to Longest Road.


No build possible; keep wheat and end turn to avoid losing needed resources.


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


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


Play Monopoly on ore to maximize access to the scarce resource needed for cities and likely gain from opponents' hands.


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

Trade wood for ore to progress toward cities and reduce card count.


Trading away our only wheat yields no immediate build and leaves insufficient resources for cities, so ending turn is best.


Target the clear leader White with 6 VPs and steal a card from them.


Buying a development card spends sheep, wheat, and ore to gain valuable cards while lowering hand size below the robber threshold.


Playing a knight allows us to further disrupt the leader WHITE, steal resources, and work towards the Largest Army.


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

White is the clear game leader with 6 victory points, so blocking their production is essential.


No immediate build possible; keep resources safe and end turn.


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


Convert surplus wheat to ore to approach city requirements while reducing card count.


Build a road to expand towards high-probability numbers and future settlements.


Build the city at 18 to convert the available ore and wheat into a strong production and VP upgrade.


Steal from RED who has 5 cards to gain resources for building a city.


We have exactly the resources (1 ore, 1 wheat, 1 sheep) to buy a development card, which could yield a victory point or other advantage, and it reduces our hand size to avoid robber discard.


Play knight to block the second-place player (BLUE) and potentially steal a card from a opponent with cards (RED or ORANGE).


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

Target Red who has most cards to slow their progress.


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

Reduce hand size and acquire wood for future settlement while keeping ore for a city.


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

Trading 4 ore for 1 sheep provides the missing resource for a settlement, reduces hand size to avoid robber discard, and brings us closer to building a settlement for 1 VP.


Building a road extends our network toward a potential settlement, using current resources to secure future growth.


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

Trade wheat for brick to enable building a settlement next, gaining a guaranteed VP.


Trade 4 wheat for wood to enable building a settlement, reducing hand size and gaining a VP.


Reduce hand from 10 to 8 cards to avoid robber discard, and gain a chance at a VP or useful card to progress toward 10.


Building a road reduces hand size and extends road network to potentially secure longest road, bringing us closer to winning.


Build road to expand infrastructure toward new settlement spots using spare wood and brick.


Block the 6-VP White player while stealing a card to slow their push toward victory.


Trade four ore for wheat to begin converting your ore surplus into a city and additional victory points.


Build the available settlement for an immediate victory point and stronger future production.


Buy a development card while you have the required sheep, wheat, and ore, improving your chance of a hidden VP or useful Knight.


Buy a development card to convert the exact ore-wheat-sheep set into a chance at a victory point or useful knight.


Play a knight to block the leading WHITE player and advance toward Largest Army.


Block WHITE, the current leader, on a hex where they have a settlement.


We need VPs and can afford a development card; it also reduces hand size to avoid robber discard.


Buying a development card gives a chance at a victory point or a knight to move the robber off our ore.


Playing the knight card to move robber to Blue's strongest hex and steal a card from Blue, the current VP leader, to gain resources and slow them down.


Block the leader BLUE to slow their progress and attempt to steal a resource needed for a city or settlement.


Block the game leader White to slow their progress and steal a resource.


Build a road to expand toward settlement locations and reduce hand size below the discard limit.


Play the knight to block the 6-VP leader and potentially steal a card before rolling.


Block WHITE, the 6-VP leader, on a tile where they have a settlement and can be robbed.


Block White, the 6-VP leader, on a tile where you can also steal a card.


Buy a development card with the exact ore-wheat-sheep cost for a chance at a victory point or powerful progress.


Trading 4 wheat for 1 ore reduces hand size to 4 (avoiding robber discard) and brings us one step closer to building a city, which would give us the victory points needed to win.


Block the game leader White on a productive hex and steal a card.


I will keep the 4 ore to work towards upgrading to a city rather than trading it at a 4:1 loss.


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


Build city to convert wheat/ore into a victory point and shrink hand below 8 cards.


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

I trade four ore for a wood to reduce my hand size below eight and enable road building with my brick.


Build a road to expand toward future settlement locations and reduce hand size.


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

Block current leader WHITE with robber to hinder their 6-VP push and possibly steal a card.


Cannot build a city or settlement with current resources; ending turn to avoid risk of robber discard is safest.


Trade excess wheat for ore to work toward cities and reduce hand size.


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

Trade excess wood for brick to reduce 10-card risk and enable future road or settlement builds.


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


Trading 4 wheat for 1 ore gives us exactly 3 ore and 2 wheat to build a city and win the game.


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

We have 6 cards and cannot build; trading reduces robber risk and gets a needed resource.


Trade excess wheat for ore to advance city plans and lower card count below 8.


Build a road to expand toward new settlement sites using available wood and brick.


Steal from Orange who has the most cards (7) to hinder their progress.


Building settlement 39 gives 1 VP, bringing us to 9, the closest to victory.


Cannot build any victory point item with current hand, so end turn to collect resources next turn.


Trade excess wood for ore to complete city resources and reduce hand size below 8.


Build city to gain VP and boost resource production with exact resources.


Cannot build anything with current resources; ending turn to collect resources on next roll.


Building a road spends resources to avoid the robber limit and expands network towards future settlements.


Extending the road network from intersection 29 towards the next settlement spot using remaining wood and brick.


Block the 7-VP WHITE player on a tile where a card can also be stolen.


Buy a development card for a chance to draw a victory point and win immediately.