Node 20 is a strong central intersection providing good resource variety and high-probability hexes.


Build the road toward vertex 19 to open up future settlement spots.


Vertex 24 offers high-probability numbers (6/8) and good ore/wheat city potential.


Road to 25 opens expansion toward likely high-probability hexes for second settlement.


Settlement 1 is a central location with high probability numbers for diverse resources.


Building road to intersection 6 likely leads to high-probability numbers (6/8) for future settlement expansion.


Establish on a central open intersection to maximize access to diverse production and future expansion routes.


Build toward the central intersection to maximize access to a strong second settlement location.


Choose a settlement location with the strongest expected access to high-probability production and future expansion.


Extend from settlement 3 toward the most promising open expansion route while preserving access to future settlement sites.


Node 13 is centrally located and likely adjacent to high-probability numbers (6,8,5,9), providing ore and wheat for future city upgrades.


Building road towards node 14 opens up a potential high-probability settlement spot.


Pick settlement 10 to secure central high-probability number tiles for future growth.


Expand from settlement 10 to enable future settlement on vertex 11.


Settlement 16 provides strong resource access and high-probability production to complete initial placement.


Building road (16, 21) expands toward open expansion spots on the board.


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

Block a central high-yield tile and steal a resource from Red.


Expanding the road network from vertex 21 towards new settlement locations.


Use spare resources to buy a development card for potential VP or knight.


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

Block WHITE, who has the most cards and is actively expanding, while taking a potential resource from them.


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


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

Target Blue at a key resource hex since they hold the most cards among opponents.


Build a road to expand toward a valuable new settlement location while using current resources.


MARITIME_TRADE ('WOOD', 'WOOD', 'WOOD', 'WOOD', 'SHEEP')

Trade excess wood for a sheep to move closer to buying development cards or settlements while reducing hand size safely.


Buying a development card can give us a knight to block the leader or a victory point, utilizing our resources of 1 wheat, 1 sheep, and 1 ore.


Playing the Knight card now moves the robber to block a leading opponent and potentially steal a card, while also advancing toward the Largest Army bonus.


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

Steal from WHITE who has 4 cards, likely to have useful resources.


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

Trading 4 wheat for brick reduces hand to 2 cards (avoiding robber discard) and provides a needed resource for building a settlement.


Block WHITE who has the most cards, and steal from a central hex.


With spare resources and no immediate building opportunity, buying a development card can yield a victory point or a knight to improve position.


Block RED, who likely leads after buying a hidden victory-point card.


Build a city now to convert the available 3 ore and 2 wheat into an immediate victory point and stronger production.


Cannot afford any build with current resources, so end turn.


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

Trading four wheat for one ore reduces hand size and gives the exact resources needed to buy a development card this turn.


Buying a development card converts our sheep, wheat, and ore into potential knights, progress cards, or victory points.


Playing the knight card allows us to move the robber to disrupt opponents and steal a resource to rebuild our hand.


Block an opponent and steal from Blue who holds the most cards.


Trade wheat for ore to start building a city.


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

Trade excess sheep for wheat to progress toward building settlements/cities.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', 'SHEEP', 'WOOD')

Trade four sheep for wood to complete the settlement cost with your brick, wheat, and sheep.


Build a road now to advance toward another settlement and improve the chance of securing the longest road.


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

I need to reduce my 11-card hand below the robber threshold while trading surplus wood for a brick to enable settlement building.


Building a road reduces hand size below the robber threshold and moves toward expanding settlement spots.


Reduce hand size to avoid robber discard and gain potential victory point from development card.


Play knight to steal from leader WHITE and block their production.


Block the current leader WHITE who has 4 VP and 7 cards to disrupt their resource production.


We need ore for a city to increase victory points, and trading wheat for ore is the best use of our excess wheat.


Block a central productive tile and steal from Red who holds four cards.


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

Target Orange as they are currently in the lead among opponents and gain a resource card.


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

Trade excess wood for ore to reduce hand size below the discard limit and progress toward a city or development card.


Buying a development card can provide a victory point or a useful knight, and we have the resources without risking a robber discard.


Playing knight disrupts WHITE who has 7 cards and may steal a needed resource.


Block the current leader WHITE by stealing a card from them to hinder their progress towards victory.


Building a road towards a new settlement spot to increase VP potential.


Holding 7 cards avoids the robber discard threshold while preserving wheat to build towards a city or future trades.


Keeping sheep preserves settlement-building potential and we cannot build now, so end turn.


Steal from the leading opponent White to hinder their progress and gain a card.


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

Block WHITE, tied for the lead and holding six cards, at a different occupied hex for a chance to steal.


Buy a development card with the exact sheep, wheat, and ore cost to pursue a potential victory point.


Trading sheep for wood enables building a road soon to expand toward new settlement spots.


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


Trade four wheat for ore to progress toward the high-value city upgrade.


Trade excess wood for ore to reduce hand size below the robber limit and build towards cities.


Trading 4 wheat for an ore reduces hand size below the 7-card robber limit while building toward city resources.


Trade 4 wheat for 1 ore to get closer to a city, reducing hand size and advancing toward 10 VPs.


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


Play the Knight to move the robber onto the leading White player's productive number and work toward Largest Army.


Block WHITE, the joint leader with the largest hand, to disrupt their production and steal a card.


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

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


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

Trading 4 wood for wheat reduces hand size below the 7-card robber limit and secures resources for a city upgrade.


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


Building a road reduces hand to 5, avoiding robber discard, and prepares for a future settlement.


Spend the exact sheep, wheat, and ore combination on a development card for a chance at a victory point or powerful progress.


Trading 4 sheep gives only one resource, insufficient to build anything, so ending turn keeps cards safe under 8.


Trading 4 wheat for 1 ore reduces hand size risk and gets us closer to building a city (need 3 ore, 2 wheat).


I am below the seven-card discard limit and should hold my resources until I can make a meaningful build rather than taking an inefficient 4:1 trade.


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


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


Buying a dev card uses our sheep/wheat/ore to potentially gain a VP or helpful resource despite lacking wood/brick for builds.


Building a city gives 2 victory points, bringing us to 8, and we have the required resources.


Trade four sheep for wheat to pursue the ore-and-wheat city path.


Buy a development card using the available ore, wheat, and sheep for a chance at an immediate victory point.


Trade excess wood for brick to reduce hand size below 8 and prepare for road/settlement expansion.


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

Trading 4 wheat for wood pairs with the brick in hand to prepare for building roads safely under the robber limit.


Use the remaining wood and brick to build a road towards new settlement spots.


Block the leading opponent (WHITE) and attempt to steal a card to gain resources.


Hand has the resources to buy a development card, which could yield a victory point or useful card to advance towards 10 VPs.


Playing the knight card can steal a resource from BLUE who has 3 cards, potentially getting needed wood or ore.


Block the leading opponent (White) and steal his last card to slow him down.


Trade surplus sheep for ore to start building toward cities.


Trade 4 wheat for ore to start building a city, as we need 2 ore and 3 wheat for a city.


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


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


I need to trade down from 8 cards to avoid robber discard while working toward future builds.


Trading 4 wheat for wood pairs with the brick in hand to prepare for road building.


I will spend my wood and brick to expand my road network towards future settlement spots.


Buying a development card uses our spare sheep/wheat/ore for potential VP or a knight to disrupt leaders.


Trading 4 wheat for 1 ore reduces hand size to avoid robber discard and gets us closer to building a city (need 3 ore, will have 2).


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

Block RED on a productive shared hex while targeting the more threatening 5-VP player with four cards.


Trade four sheep for ore to reach the three ore and two wheat needed for a city upgrade.


Build the city to gain an immediate victory point and improve future resource production.


Convert excess sheep into wheat, needed for both settlements and cities to catch up.


Buying development card could yield a victory point or knight to hinder WHITE, advancing toward 10 VPs.


Use knight to steal from leading opponent (WHITE) and disrupt their progress.


Move robber to White's hex to steal a card from the current leader with 6 cards, reducing their hand and potentially gaining a resource.


Holding 7 cards is safe from the robber and preserving wheat gives flexibility for future city upgrades or specific trades when needed.


Trade excess sheep for ore to progress toward cities (ore+wheat).


Buying a dev card uses our exact sheep/wheat/ore to potentially gain a VP or knight and help catch up from 4 VPs.


Play knight to move robber onto leader WHITE (5 VPs, 9 cards) and steal, disrupting their lead.


Steal from co-leader WHITE with 9 cards to reduce his lead and gain a resource.


Buying a development card could yield a victory point or help build largest army, bringing us closer to 10 VPs.


Playing the knight card allows us to move the robber and potentially steal a needed resource from the current leader (WHITE), disrupting their progress and improving our own hand.


Block the leader WHITE with 8 cards to hinder their progress and potentially steal a resource.


Trade four sheep for ore to begin pursuing the essential ore-and-wheat city engine.


I need to reduce my hand size below 8 cards to avoid the robber and acquire a brick to work toward building roads and settlements.


Building a road extends reach toward expansion spots and helps spend resources below the discard limit.


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

Trade 4 wheat for sheep to obtain the missing resource for a settlement, reduce hand size below 8 to avoid robber discard, and increase victory point count.


Buy dev card to try for a VP or a knight to block leader WHITE.


Playing knight card to move robber and steal from the leader WHITE, disrupting their progress while we gather resources.


Block White's most productive hex to hinder the leader's progress.


Ending turn conserves resources; we have no wheat or ore to build settlements/cities, and building a road now would waste precious wood and brick needed for future trades or builds.


Trade four sheep for wheat, the key resource needed with your ore to pursue cities and reach 10 VPs.


Trading 4 wheat for a brick allows building roads with surplus wood while reducing hand size.


Build a road to expand towards key settlement locations.


Trade 4 wheat for 1 ore to reduce hand size from 10 to 7 (avoiding robber discard) and acquire key resource for building a city.


Cannot build a settlement or city with current resources, so ending turn to gather wheat and ore from dice rolls is best.


Buy a development card while holding the exact ore, wheat, and sheep cost for a chance at an immediate or strategic VP.


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


Block the tied leader WHITE on a likely productive hex while stealing a card.


Build a road to expand toward a future settlement and improve the path to 10 victory points.


Trade excess wood for brick to start building toward future settlements and keep hand size manageable.


I will build a road to expand my network towards a valuable new settlement spot.


Trade excess sheep for ore to start building toward cities.


Buy a development card to potentially draw a Victory Point, getting us closer to 10.


Monopolizing ore gives us the critical resource to build a city and reach 9 VP, while also potentially hindering opponents.


Buying a dev card reduces hand to 7 (safe from robber) and could yield a VP or useful card.


Building a road extends our network towards a potential settlement spot, using our wood and brick to advance toward victory.


Extend road network from node 13 to node 34 to position for a future settlement.


Trade four sheep for ore to preserve wheat and enable a development card purchase toward the final victory point.


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


Play Monopoly on wheat to acquire the key city resource and create the best path toward a rapid VP gain.


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


To build a settlement, need brick and wheat; have wood, so getting brick and wheat sets up for next turn.


Building a road positions you to claim a settlement spot on a high-probability number, progressing toward 10 victory points.


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


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


Block the tied leader WHITE on a likely high-production hex and gain a strong chance to steal from their 7-card hand.


Build the available settlement to gain a victory point immediately and advance toward 10.


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

Block key production on the central hex and steal from co-leader Orange.


Trading four wood for one ore allows buying a development card this turn with the remaining wheat and sheep.


Buying a development card utilizes current resources to gain potential victory points or knights without risking card loss.


Playing the Knight advances Largest Army progress and allows another steal from an opponent.


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

Targeting RED, a co-leader with 5 victory points and 3 cards, to block their resource production and steal a card.


Build road to expand settlement options using available wood and brick.


Acquire ore via maritime trade to enable future cities.


Move robber to center hex to steal from Orange, who has 4 cards and is a threat.


Block co-leader Red on a key tile and steal a resource to slow their progress.


Saving the wheat avoids an inefficient 4:1 trade when no immediate build is possible.


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

Trade surplus brick for wheat, the key missing resource for upgrading toward victory points.


Block key production and steal from Orange, who is a co-leader holding the most cards.


Building a road uses up brick and wood to expand towards new settlement spots while keeping card count safe.


Holding cards is safe under the discard limit and preserves flexibility for future builds.


Trading excess wheat for ore reduces hand size below discard limit while building towards cities.


Trade excess wheat for ore to reduce hand size below the robber limit and build towards a city.


Trade 4 wheat for wood to acquire the missing resource for a settlement, reducing hand size and gaining a victory point.


Building settlement at 35 gains 1 VP and reduces hand to safe size.


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

Trading 2 sheep for brick brings us closer to building a settlement, which we need to reach 10 VP.


Trade four sheep for wood, creating the resources needed to build a settlement and advance from 6 VP.


Play Road Building to expand toward a future settlement without spending your scarce resources.


Extend toward the likely open expansion route with the first road-building placement.


Extend the existing road from 26 toward 25 to maximize connected-road length and future settlement access.


Extend the connected road route toward the likely settlement site by building the adjacent 14–15 segment.


Trading wheat for ore brings us closer to building a city, which gives 2 victory points to reach 10.


Play Road Building to extend the network toward a future settlement and preserve resources for the next scoring build.


Extend the existing road network through vertex 15 to maximize the chance of securing or preserving Longest Road.


Extend the existing road chain from 17 toward 39 to improve access to a future settlement and preserve longest-road potential.


Build a settlement at 39 to gain an immediate victory point using the available settlement resources.


Trade excess wood for ore to secure the resources needed to upgrade a settlement to a city.


Building a city on node 16 increases victory points and boosts future resource production.


Trade excess wood for wheat to work towards settlements or development cards while reducing hand size safely.


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

Block leader WHITE and steal a card to slow their city expansion.


Build road to expand network and use resources before ending turn.


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

Trade three sheep for wheat, the key resource toward a future city and additional victory points.


Holding 5 cards is safe from the robber and saves valuable wheat for future city upgrades.


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

Trade excess sheep for wheat to advance toward a city and reduce hand size below the robber discard threshold.


Buying a dev card offers a chance at a VP or knight to hinder opponents near winning.


Playing the knight lets me move the robber to block a tied leader and steal a card, helping me catch up from 4 VPs.


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

All opponents lead at 6 VPs; rob WHITE to disrupt a co-leader and steal a card.


Build a road extending the likely existing network toward an open settlement spot and preserve a path to the winning tenth point.


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

Trade excess wood for brick to reduce hand size under the 7-card robber limit and diversify for future building.


Build a road to spend resources, expand our network, and stay safely under the seven-card discard limit.


Holding five wheat gives more future flexibility than a costly 4:1 trade without an immediate build.


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

Trading 4 wheat for 1 ore provides the needed ore to build a city, reaching 10 victory points and winning the game.


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

Trade three sheep for ore, preserving wheat while enabling a development card for a potential victory point or powerful progress.


MARITIME_TRADE ('BRICK', 'BRICK', 'BRICK', None, 'ORE')

Trade three brick for ore to reach the three ore needed for a city and convert resources toward the winning point.


Buy a development card for the best immediate chance of drawing a victory point and reaching 10.


Take two ore to reach the three ore needed for a city with your existing wheat and push toward 10 VP.


Build a city immediately to gain a victory point and strengthen ore-wheat production.


Trading excess wheat 4:1 for ore works towards future development cards and cities while keeping hand size safely low.


Trade 4 wheat for 1 ore to have 3 ore and 3 wheat, enabling city building for 2 VPs and immediate win.


Building a city gives 2 victory points, reaching 10 and winning the game.


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

Trade sheep for wood to obtain the missing resource needed to build a settlement and reach 10 victory points.


Building a road to extend my longest road and potentially win with 2 VPs.


Build a road now to advance toward the next settlement and preserve a path to a winning tenth point.


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

Trade excess brick for ore to progress toward city and retain sheep for future settlements.


Cannot afford any build; preserve sheep for future settlement and end turn.


Trade three sheep for ore to progress toward a city while reducing the hand below the robber-discard threshold.


Trade three brick for ore to prioritize the ore and wheat needed for a city and a likely winning tenth point.


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

Convert excess sheep into ore to progress toward a city while lowering card count.


Trading 4 brick for 1 ore reduces hand to 4 cards (safe from robber) and gives 3 ore, 1 wheat, needing only 1 wheat to build a city and win.


Build a city now to reach 9 VP while converting surplus ore and wheat into immediate progress.


Trade excess sheep for wheat while preserving ore, maximizing the chance to afford another city or progress toward the final victory point.


MARITIME_TRADE ('ORE', 'ORE', 'ORE', None, 'BRICK')

Trade three ore for brick to enable a road toward the final victory point while preserving your wheat and wood.


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

Trade three wheat for ore to build toward another city and the winning tenth point.


Build a road now to pursue the final victory point through longest road rather than pass with a winning opportunity available.


Trading 4 Wheat for 1 Ore reduces hand size below the 7-card robber limit while building towards a City upgrade.


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

Block ORANGE from getting resources and steal a card to get needed ore or wheat for a city.


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

Trade wood for ore to obtain the 3 ore needed to upgrade a settlement to a city.


Trade four wheat for one ore to reduce hand size below eight and prepare for future city upgrades.


Holding four ore and one wheat sets up a city upgrade on upcoming rolls without risking robber discard.


Trade excess sheep for ore to approach city build (3 ore,2 wheat) and reduce hand size.


We have enough wheat for a city; we need only 1 more ore, so ending turn and waiting for ore is best.


Trade three sheep for wheat to begin securing the wheat needed for a city and the winning VP.


Build the available settlement to immediately reach 10 victory points and win.