Placing the initial settlement on a balanced, high-yield central intersection provides strong resource generation.


Extend the initial road towards the next prospective settlement location.


Place initial settlement on vertex 1 to secure distant resources and avoid early conflict.


Build road to vertex 2 to expand toward potential high-yield numbers.


Central open intersection 25 is most likely to provide broad access to high-probability production and future expansion.


Extend toward the more direct open expansion route from settlement 25.


Settlement 8 is likely on a high-probability intersection.


Building road towards intersection 9 likely leads to good expansion spots.


Settlement 10 provides access to high-probability numbers and a balanced resource set.


Extend road to new area for future settlement.


Choose a central open settlement location to maximize access to future high-probability resource intersections.


Build toward the contested junction to block Blue’s expansion and preserve the strongest route from settlement 12.


Build settlement at 4 to expand from our road at 2 onto a high-probability spot while respecting distance rules.


Expand road from settlement 4 to 5 to access new settlement spots for future high-probability numbers.


Settlement 38 provides strong resource diversity and high-probability hexes for early production.


Expanding towards intersection 39 opens up the best path for our next settlement location.


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

Block WHITE, the tied leader with the most cards, on a productive central hex.


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

Trade three wheat for brick to complete the wood, brick, sheep, and wheat needed for a settlement.


Build a connected road toward a new settlement site while converting the available wood and brick into expansion progress.


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

Target White who is tied for the card lead to gain a resource.


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

Trade surplus sheep for wood using the 2:1 port to enable road building with existing bricks.


Building a road towards high-value expansion spots optimizes resource utilization and future settlement opportunities.


Spend the available sheep, wheat, and ore on a development card for a chance at a victory point or useful knight.


Play the Knight to advance toward Largest Army and reposition the robber despite having no resources to build.


Block WHITE, tied for the largest hand, on the central hex while taking a card.


Buying a development card may yield a victory point or a useful knight; we have the resources and ending turn provides no benefit.


Playing the knight card lets us move the robber to steal a resource from WHITE, who has many cards, helping us get needed brick or wheat.


Steal from White who has the most cards, and block a hex near them.


Keep the bricks to build roads when wood becomes available rather than making an inefficient 4:1 trade at safe hand size.


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

ORANGE has 5 cards and tied VPs, so rob them to steal and block.


Use available wood and brick to build a connecting road and expand toward future settlement spots.


Place the robber on the central hex and steal from WHITE, who recently expanded and is tied for the lead.


Spend the available ore, sheep, and wheat on a development card for a chance at a victory point or useful knight.


Use Monopoly on wood, the most likely abundant resource and key to expanding with roads and settlements.


No available trade enables a build, so end the turn and preserve resources.


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

Steal from ORANGE who holds the most cards to potentially gain needed resources.


Build a road to expand network toward high-probability tiles while affordable.


Block White, who is tied for the lead and has the largest visible hand among the strongest threats.


No available trade creates an immediate build, so preserve the hand and end the turn.


Block Orange, who just rolled a 12 and is tied for the lead, on a productive adjacent tile.


Build a road now to expand toward another settlement while preserving wheat and brick for future progress.


Steal from WHITE who has 5 cards to reduce their resources, and block a high-value hex.


Buying a development card could grant a victory point or a knight to help control the robber, advancing towards 10 VPs.


Playing Monopoly on brick gives us a critical resource for road building, which we lack and opponents likely have.


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

Steal from RED holding 4 cards to gain resources while VPs are tied.


Build a road to expand towards a new settlement location.


Building a city increases my victory points to 4 and strengthens resource income.


Building road from city 8 to node 27 expands towards a new settlement spot with high-probability hexes.


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

Trade excess wheat for ore to enable city build and reduce card count.


Build city with exact wheat and ore to gain VP and reduce card count below 8.


Keep wood for future builds and end turn safely with low card count.


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

Trade three wheat for ore to reach the three ore needed for a city, advancing toward a high-value upgrade.


Keep the three ore toward a city rather than trading away key resources without a viable build.


Block the leading player White on a productive hex and steal from their 7-card hand.


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


Steal from leader WHITE to weaken them and potentially get needed wheat or brick.


We have the necessary resources (1 ore, 1 wheat, 1 sheep) to buy a development card, which could give us a victory point or knight to hinder opponents.


Steal from tied leader RED who just built a city to potentially gain ore and slow their progress.


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

Trade excess wood for ore to progress toward city upgrades and use resources efficiently.


Block WHITE on the high-value wheat hex that BLUE just targeted, limiting the tied leader’s production.


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


Play the Knight to advance toward Largest Army and disrupt a tied leading opponent by relocating the robber.


Block WHITE, a current co-leader, on the likely high-production central hex.


Block an opponent's productive tile and steal a card from RED who has three cards in hand.


Build a road to expand toward a valuable settlement spot and use brick and wood resources.


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

Block BLUE on a likely productive tile and steal from the opponent holding the most cards.


Block the current leader (White) by moving robber to hex (0,0,0) and steal a card to hinder their progress.


No useful trade; hold ore for city and hope to roll wheat next turn.


Keep the robber blocking BLUE's known ore-producing hex and steal from the leading opponent.


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

Block high-value tile (0, -1, 1) and steal from Blue who holds 5 cards.


Buying a development card uses the available ore, sheep, and wheat to gain cards and avoid over-holding resources.


Ending turn after buying a development card and moving the robber.


Keep the strong ore-and-wheat stockpile rather than making an unnecessary trade.


Steal from white who has many cards to get needed wheat or brick.


Roll the dice to gain resources for this turn.


Play the knight to reposition the robber, steal a resource, and work toward the Largest Army.


Block White's productive center hex and steal from the player with the most cards.


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

Trade four wheat for a sheep so you can immediately buy a development card with your remaining wheat and ore.


I have the exact resources needed (sheep, wheat, ore) to buy a development card, which can provide victory points or useful actions.


Trade excess wheat for ore to enable future city upgrades and reduce card count.


Trade three wheat for ore to reach three ore and prioritize a city for stronger production.


Keep the three ore toward a city rather than trading away the key resource without an immediate build.


Building a city uses my spare wheat and ore to gain a victory point and improve production.


Roll the dice to generate resources for the turn.


Playing a knight card allows us to disrupt the leading opponent and potentially steal a needed resource.


Block and steal from the current game leader, Blue, to slow down their momentum.


Trade surplus wheat for ore to approach city requirements and reduce card count.


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


I have the exact resources (ore, wheat, sheep) to buy a development card to build up my position.


Playing the Knight allows moving the robber to block an opponent and steal a resource.


Steal from White who holds the most cards (10) while blocking a key resource hex.


Build city to gain VP and reduce card count using excess ore and wheat.


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

Block WHITE, who just upgraded a city and is the most immediate threat to pull ahead.


Trade four wheat for ore to stock city material and lower card count to 8.


Holding 5 cards is safe from the robber and preserves wheat for future city upgrades or development cards.


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

Trade excess wheat for brick to cut hand size and gain a key building resource while keeping ore for cities.


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

Trade excess ore for brick to reduce hand size and enable road building


Build a road to expand toward new settlement spots and lower card count below the robber discard threshold.


Extend road network from vertex 0 to reach new settlement spots while using spare brick.


Block the 6-VP WHITE player on a productive hex and potentially steal a card.


Keep the three ore and two wheat needed for a city rather than trading away the strongest path to victory.


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

Trading four wheat for wood balances my hand with wood, brick, and sheep to set up for a future settlement.


Building a road extends connectivity toward future settlement spots.


Steal from RED who holds 7 cards and is tied for the lead to hinder their buildup.


Block WHITE, the 6-VP leader, on a tile where they can provide a steal opportunity.


End the turn while preserving the exact ore-and-wheat combination needed for a city.


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

Trade wood for brick to reduce hand size and work towards building a settlement.


Block BLUE who has the most cards among opponents to hinder their progress.


Trade surplus sheep at our 2:1 port for wood to complete road building materials.


Expand the road network towards new settlement locations.


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

Trade excess ore for wheat to approach city upgrade needing ore and wheat while reducing card count.


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

Trade excess wood for wheat to reach 2 wheat and enable a city upgrade with existing 3 ore.


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

Block the 6-VP leader and attempt to steal a card from White.


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

Block the leader WHITE and try to steal a resource, preferably wheat, to help build a city.


Trading 4 ore for wheat is the best move because we need wheat to build a city, which gives 2 victory points and brings us closer to 10.


Convert excess ore into needed wheat to approach a city build (requires 2 wheat, 3 ore).


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

Trade three wheat for brick to enable a road while preserving ore for a future city.


Build a road now to expand toward a future settlement and convert excess resources into victory points.


Keep the four ore to preserve a strong city opportunity rather than trading it away without an immediate build.


Trading 4 ore for brick allows us to build a road, reducing hand size to 2 and positioning for a settlement.


Playing Road Building gives two free roads, speeding up expansion and saving resources for a settlement.


Build road to expand towards a high-probability settlement spot and potentially block White's expansion.


Extending the road from 10 to 29 sets up a potential settlement on a new node, likely near good resources or a port.


Extend road network towards potential settlement location.


Keep Wheat to build city later; only need one more Ore, trading Wheat loses city chance.


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


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

Trade the three ore for wheat to move toward an ore-wheat city and secure another victory point.


Buying a development card reduces hand size risk and offers a chance for a victory point or a knight to block the leader.


Trading 4 ore for wheat reduces hand from 9 to 6 cards to avoid robber discard, and provides the needed wheat to buy a development card next turn.


Buy dev card to potentially get another VP or a knight to block leading opponent WHITE.


Play knight to rob the leading opponent (White) who has 9 cards, block their hex, and potentially steal a needed resource like brick or wheat.


Block the current leader (WHITE) on a high-value hex to reduce their resource income and steal a card.


Block BLUE who has the most cards and recent momentum by moving robber to his hex and stealing.


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


Play the Knight to move the robber onto White’s productive hex and hinder the 6-VP leader.


Block the 6-VP leader on a likely productive hex and steal from White.


Holding the two sheep preserves flexibility for future builds without risking robber discard.


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

Trade excess wheat for ore to afford two city upgrades soon and reach 10 VP faster.


Trade excess ore for wheat to reach city-building resources (3 ore, 2 wheat).


Trade excess wheat for ore to reach city-building resources and reduce card count.


Keep the four ore and two wheat to preserve an immediate city opportunity rather than trading away key city resources.


Trade 4 wood for 1 ore to get 3 ore and 4 wheat, enabling a city to reach 7 VPs.


Trade 4 wheat for 1 brick to reduce hand size from 8 to 5, avoiding potential robber discard, while gaining a scarce resource for future road or settlement building.


Building a road extends our network towards a new settlement location to help reach 10 VPs.


Holding resources keeps flexibility to buy a development card once ore is acquired.


Trade excess wood for brick to reduce card count below 8 and enable future road/settlement builds.


Build a road to expand position and use wood/brick while holding ore/wheat for an imminent city.


Buy a development card using one ore, one sheep, and one wheat while preserving the remaining ore for a future city.


Buy another development card with the exact ore, sheep, and wheat cost to pursue a victory point or largest-army progress.


Play the Knight to block the 6-VP Blue leader and advance toward Largest Army.


Block the leading BLUE player on a productive hex while taking a possible card.


No available trade creates a buildable combination, so end the turn and preserve the ore.


Buying a development card reduces hand size from 10 to 7, avoiding dangerous discard, and offers a chance for a victory point to reach 8 VPs.


Getting two wheat allows building a city immediately to reach 9 VPs, then next turn use remaining resources to buy a development card for a chance at the final VP.


Buy development card to reduce hand size to 6, avoiding robber discard, and possibly gain a victory point.


No beneficial trade available; ending turn preserves resources for future building.


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

Trade surplus sheep for ore using the 2:1 port to afford a development card this turn.


I have the exact resources needed (1 sheep, 1 wheat, 1 ore) to purchase a development card.


Play the Knight to move the robber onto a leading opponent and steal a resource to start rebuilding your hand.


Block the key productive hex shared by the co-leaders Red and Blue to slow down their progress.


Trade excess ore for brick to work toward a settlement and lower card count.


Trade excess wheat for wood to reduce hand size and gather road resources.


Build a road to extend your network toward new settlement sites near high-yield numbers.


Roll to activate your abundant ore and wheat, then build a city toward 10 VP.


Play the Knight to block the leading BLUE player and advance toward Largest Army while preserving your strong ore-wheat holdings.


Block the current leader BLUE on a likely high-production hex to slow their path to 10 VP.


Preserve the four ore and two wheat needed to build a city immediately rather than trading away key resources.


Play knight to move robber off our ore hex and onto RED's best hex, slowing the leader.


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

Target the leading player RED to block their resource production and hinder their progress.


I cannot build a city yet because I need 1 more wheat and trading 4 ore for 1 wheat would leave me with no ore, so I should wait for resources.


Trade excess ore for wheat to reduce hand size and retain city-building resources.


Convert excess wheat into ore needed for city upgrades while lowering card count below 8.


Keep ore for city and end turn safely under card limit.


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

Trade three wheat for ore to strengthen the ore supply for a future city and maintain strong progress toward 10 VP.


End the turn to preserve four ore and seek wheat from future rolls rather than weakening the city resource stockpile.


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

Trade ore for sheep to buy a development card, hoping for a VP or knight.


Trade wood for wheat to get city materials and reduce card count below 8.


Keep ore and wheat to build a city; trading ore away loses city capability.


Buy a development card using ore, sheep, and wheat to pursue an immediate victory point or largest-army progress while reducing hand size.


Take two wheat with Year of Plenty to reach the resources needed for an immediate city upgrade and gain a crucial VP.


Buy a development card to convert excess resources into a potential victory point or powerful progress toward 10.


Buy another development card for the best chance of drawing a final victory point.


Buying a development card gives a 20% chance to win immediately with a Victory Point.


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

Trade sheep for wheat to acquire needed wheat and reduce hand size to avoid robber discard.


Trade 4 ore for wheat to reduce hand size and enable city building next turn.


Block the leading RED player by moving the robber to their productive hex and stealing a resource.


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

Hinder the leading opponent RED by stealing a card and blocking a hex.


Trade 4 ore for wheat to secure resources for a city next turn, reaching 9 VPs and closing in on victory.


Buying a development card gives a chance to draw a victory point or a useful card, bringing us closer to 10 VPs.


Buy a development card to try for a Victory Point or useful card, as we cannot build settlements or cities yet.


Need more VPs, only way to progress is by buying development cards for chance at victory point.


Trading would sacrifice needed ore or wheat for a city; keep resources and end turn.


Trade three wheat for brick to complete the wood, brick, sheep, and wheat needed for a winning settlement.


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