Initial settlement placement at a good location.


Build road towards promising second settlement location with high-probability resources.


Settle on an available node likely touching 6 or 8 to maximize future resource rolls.


Expand away from opponents to access new resource hexes.


Settling on high-yield resource intersections maximizes early production and development potential.


Building road towards intersection 23 establishes a clear expansion path for your next settlement.


Node 6 is the best available opening intersection for strong early resource production and future expansion.


Build toward the open settlement site at 7, avoiding blocked expansion beside existing settlements.


Settlement 8 is a strong early expansion choice with likely access to productive numbers and varied resources.


Extend from settlement 8 toward the likely next open settlement location.


Placing the second settlement on a high-yield central intersection balances resource production.


Building road (31, 32) expands toward the next optimal settlement location.


Build second settlement at node 4 to expand from our road and secure a strong initial position.


Building to vertex 5 targets high-probability number 5 for future settlement expansion.


Node 10 likely offers high-probability numbers and diverse resources.


Building road to node 11 to enable future settlement expansion.


Build the road toward the open 8-27 extension to advance your network without running into White's settlement at 10.


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

Steal from Blue who has the most cards to disrupt their resource accumulation.


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

ORANGE has the most cards (7), so stealing from them reduces their hand and gives us a card; choose a hex with an ORANGE building.


Keeping 4 ORE is best for a future city; no trade enables an immediate build.


Holding four wood is safe from the robber and preserves flexibility to build roads or make better trades later.


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

Block Orange, tied for the lead and holding the most cards, to disrupt their next scoring opportunities.


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

Trade 4 wood for brick to reduce hand from 9 to 6 cards and obtain scarce brick needed for settlement.


Building road to connect to high-probability settlement location.


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


Trade surplus wood for brick to work towards building roads and settlements while reducing hand size below the discard limit.


Build a road to expand towards a viable settlement spot.


Build a road along the promising 26–27 expansion route to reach another settlement spot.


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

Trading 4 wheat for ore brings us closer to upgrading to a city, which is essential for reaching 10 victory points.


Block the current leader Orange and steal from their 7-card hand.


We lack brick for settlements, so trading excess wood for brick is a good use of resources.


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

Trade excess wood for ore to complete city cost (3 ore,2 wheat) and reduce card count below 8.


We have exactly 3 ore and 2 wheat to build a city, raising our VP to 4 and spending cards safely.


Build road to expand towards higher probability numbers.


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

All opponents tied at 2 VPs; steal from card-rich RED to gain resources and disrupt their progress.


No build possible and 4:1 wheat trades waste a key city/settlement resource, so end turn.


Trade excess wood for an ore to get closer to a city upgrade with our existing wheat.


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

Reduce hand size from 9 to avoid robber discard and acquire brick for settlement.


Building road (11,12) likely connects to a good settlement spot to secure needed resources.


Trade excess wheat for ore to approach city build (3 ore, 2 wheat) and reduce card count.


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

Trade excess wood for wheat to approach city build requirements.


Trade excess wheat for brick to enable future settlement/road building and reduce hand size below 8 cards.


Build road to expand toward high-probability numbers and increase route length.


Target the leader ORANGE to slow their expansion and steal a resource.


Upgrading a settlement to a city increases resource production and awards a victory point.


Block Orange on the likely high-probability adjacent hex to suppress the current leader’s production.


Build a road toward the strongest expansion route while using the available wood and brick.


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

Trade ore for wheat to progress towards building a city, which is key for catching up in VPs.


No build possible and 4:1 trades waste ore needed for cities, so ending turn is best.


Block the leading Orange player on the most central likely productive tile while taking a card if possible.


Keep ORE for city and end turn to avoid wasteful 4:1 trade.


Need brick to build roads and settlements; have surplus wood.


Block closest rival RED and steal a card to potentially gain wheat for city.


Keep ORE and WHEAT to upgrade a settlement to a city next turn; no useful trade available.


Buy a development card using surplus sheep, wheat, and ore while avoiding a robber discard risk.


Play the Knight to block the 4-VP orange leader and potentially steal a useful card.


Block the 4-VP leader by placing the robber on the central tile adjacent to Orange.


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

Reduce card count below 8 and gain brick for future expansion


Build a road to expand toward new settlement sites since we cannot afford other builds.


Block the current leader Orange and steal a resource from them.


Buy a development card using the exact sheep, wheat, and ore to gain a potential knight or victory point.


Keep the robber blocking the current leader and preserve the knight for a more valuable future activation.


Build road to expand towards high-probability hexes.


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

Trading 4 sheep for a brick reduces hand size below the robber limit and provides the resources needed for a settlement.


Build a settlement at intersection 52 to increase victory points and resource production.


Roll to generate resources and preserve the knight for a more valuable robber block or Largest Army opportunity.


Play the Knight to block the 4-VP leader and advance toward Largest Army.


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

Block the leading opponent with the largest hand and steal from an orange-controlled productive hex.


Convert excess wheat to ore to enable building a city for victory points.


Trade excess wood for wheat to approach city cost and reduce card count below 8.


Cannot build now and trading away wheat hurts city plans, so end turn.


Trade surplus wood for brick to set up the resources needed for your next settlement.


We have 9 cards (risking discard if a 7 is rolled) and lack brick, so trading 4 wood for brick reduces hand to 6 and provides a needed resource for roads or settlements.


Trade surplus wheat for ore to work towards a city, which is critical for victory points.


Building a road towards a high-probability number to secure future resources.


Reduce wheat below 8 and gain ore for city builds.


Keep ore and wheat for a city and end turn despite card count risk.


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

Trade excess sheep at the 2:1 port for ore to reduce hand size below eight and build toward development cards or cities.


Buying a development card safely converts resources into potential victory points or knights without risking a 7-roll discard.


Build a road to expand your network towards new settlement spots or secure Longest Road.


Holding the two sheep keeps flexibility to trade 2:1 for whichever resource is needed next turn.


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


Play the Knight to block the leading Orange player and steal a card while advancing toward Largest Army.


Block Orange’s large hand and steal from them to slow the strongest immediate threat.


Trade excess wheat for brick to reduce hand size and enable future settlement builds.


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

Trade excess wood for sheep to diversify and reduce hand size while preserving ore/wheat for cities.


Buying a dev card sheds 3 cards from our 18-card hand and may yield a knight to displace the robber on our wheat.


Play knight to move robber off our wheat and block a tied leader while stealing a card.


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

Block tied leader BLUE who has 4 cards and just robbed us, maximizing disruption.


Buying a development card can yield a victory point or knight, advancing our score while reducing our card count.


Build road to expand toward high-probability numbers and preserve ore/wheat for future city.


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

Trade excess wheat for wood to reduce hand size and gather needed resource for future settlement.


Keeping your 4 ore for future city upgrades is better than a poor 4:1 trade, so end your turn.


Block the dangerous competitor Orange and steal a resource to slow their momentum.


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

Trading two surplus sheep for a brick prepares the necessary resources for future road and settlement expansion.


Build a road to expand towards a viable settlement spot and utilize available brick and wood resources.


Block the tied leader ORANGE on a productive hex while taking a potential card.


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

Block the tied leader ORANGE while stealing a card from them at the central hex.


BLUE has the most cards and is tied for the lead, so stealing from BLUE can disrupt their progress and potentially yield a needed resource like ore.


Holding wheat and ore to build a city later; trading away wheat is detrimental.


Block Orange who is tied for the lead with 4 points and holds 7 cards to steal a valuable resource.


Holding resources keeps trade flexibility open without risking the robber discard limit of seven cards.


Trade 4 wood for 1 ore to reduce hand size from 8 to 5 (avoiding robber discard) and progress towards a city by increasing ore count from 1 to 2, needing only 1 more ore to build a city.


Rob closest rival RED to hinder their progress and gain resources.


Trade excess wheat for a brick to pair with the wood in hand for building roads.


Use available wood and brick to expand the road network towards new settlement locations.


Build a road extending the existing network toward future settlement access and potential longest road.


Trade wheat for ore to build a city and close the gap to the leader.


Trade four wheat for ore to approach city requirement and reduce card count below robber threshold.


Trading four surplus wheat for a brick allows me to pair it with wood for road expansion.


Build a road to expand towards a potential new settlement spot and spend resources safely.


Trade excess wheat for ore to reach city requirement next turn


Reduce hand to 6 cards to avoid discard and gain brick for future builds


Build a road while holding exactly the needed wood and brick, advancing toward another settlement and possible longest road.


Reduce hand size from 8 to 5 to avoid robber discard and gain brick for future road.


Extend towards a promising settlement spot with high resource probability.


Retain ore and wheat to build a city soon; trading ore away slows victory.


Trading two sheep for a brick reduces hand size below the discard limit while gathering the missing resource needed for future settlements.


Building a settlement immediately secures victory points and increases future resource production.


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

Block the leading RED player on a productive hex and attempt to steal a card.


Buy a development card for a chance at an immediate victory point or a knight toward Largest Army.


Build road to expand network and access more resource hexes.


Trading 4 wheat for 1 ore allows buying a development card with the remaining wheat and sheep.


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


Play a Knight to unblock our tile, steal a resource, and advance toward Largest Army.


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

Target the primary competitor Blue to slow down their progress towards 10 victory points and steal a resource.


Block RED, the current leader, on a hex with one of their settlements to suppress their production.


Block leader BLUE by moving robber to their hex and stealing.


Keep ore and wheat to build a city later; no beneficial maritime trades available.


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

Trade 4 wood for brick to build a road and progress towards a settlement.


Block the current leader BLUE with the robber to reduce their progress.


Keep ore for city and avoid unfavorable 4:1 trade with safe 7 cards.


Use the sheep port to trade excess sheep for ore to work toward development cards or city upgrades.


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

Trade surplus sheep for wheat using the 2:1 sheep port to buy a development card.


Buying a development card utilizes the exact resources available to advance toward victory points or knights.


Play the knight to steal a resource from Orange and potentially block a key tile.


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

Targeting Orange at (1, -1, 0) blocks a productive tile adjacent to the leader Blue while stealing from Orange's large 7-card hand.


Build road to extend towards unclaimed settlement location with high probability numbers.


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


Buying a dev card spends spare resources for potential VP or knight to hinder leader Blue.


Play knight to move robber again and steal from a rival, disrupting the leaders BLUE/RED.


Block tied opponent RED and steal cards toward city build.


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

Trade excess wheat for brick to reduce hand size and gain a scarce resource.


Build a road to expand toward high-yield spots and reduce hand size below robber risk.


Keep ore for city and no useful build, so end turn.


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

Block the closest opponent to victory and steal from RED to slow their path to 10 points.


Block the leader Blue by moving robber to hex (1,-1,0) and stealing from them.


Keep ore and wheat to build a city later; maritime trades waste needed resources.


Block BLUE's high-probability hex and steal a card from the leader.


No trade yields immediate building capability; ending turn conserves resources for future rolls.


Trade excess sheep at the 2:1 port for brick to work towards a settlement.


Build a road to expand connectivity toward new settlement locations.


Ending turn to hold resources safely under the discard limit while waiting for needed rolls.


Block the 7-VP RED player on a hex where they have a settlement and attempt to steal a card.


We have 7 cards and risk losing on a 7; trading wheat for brick reduces hand and brick helps build roads/settlements.


Building a road toward a high-probability settlement spot to prepare for future expansion.


Trade 4 wood for brick to reduce to 6 cards (avoid 7-roll discard) and gain brick for future roads.


Holding resources gives more flexibility since no immediate builds are available with a trade.


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


Buying a dev card uses our sheep/wheat/ore for a chance at a VP or progress, while ending turn wastes resources.


Trade excess sheep via the 2:1 port for ore to work toward city upgrades or development cards.


Trade excess sheep for wheat to enable purchasing a development card for potential victory points.


Buying a development card gives a chance at an instant victory point or progress toward largest army to win the game.


Taking Wheat and Ore allows purchasing another development card this turn toward the winning points.


Buying a development card gives an immediate chance to draw a victory point and close out the game.


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

Trade surplus wood for wheat to keep ore for a city and drop below 8 cards safely.


Keep 4 ore to build a city once you gain one more wheat; trading ore away loses city potential.


Need brick for roads and settlements to increase victory points.


Building road (12,13) extends our network towards a potentially high-probability settlement spot, which is crucial to catch up to the leading RED player.


Block the current leader RED by moving the robber to their hex to disrupt and potentially steal.


Spend wood and brick to build a road, expanding my network toward future settlements.


Trade excess wheat for brick to enable future road/settlement expansion toward victory points.


Build road from recent (13,14) to expand network and cut card count to 6, avoiding robber discard risk.


We have 10 cards and need to reduce to avoid robber discard, and trading 4 wood for brick gets us closer to building a settlement while keeping wheat for future city.


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

Trading 4 wheat for ore puts us one step closer to building a city (2 VPs), which is critical to catch up to RED's 7 VPs.


Steal from leader RED to slow their progress toward 10 VPs.


Build the settlement for an immediate victory point and progress toward 10.


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

Trade two wheat for ore to begin accumulating the ore needed for a future city and reach 10 VP faster.


Building a settlement at spot 33 immediately earns a victory point, bringing the total to 9 VPs while safely reducing hand size.


Trading two sheep for an ore reduces hand size to 7 to avoid robber discards while building towards a city or development card for the winning point.


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


Playing the knight can secure Largest Army for the winning 10th victory point or steal useful resources while blocking opponents.


Steal from Orange who holds 9 cards to maximize resource gain while sitting at 9 victory points.


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


Block Red's production and steal a card from the leader.


Playing the knight card before rolling allows me to unblock my hex, steal a resource, and work towards largest army for the win.