Settlement 0 offers high-probability numbers and resource diversity, maximizing early growth.


Building towards the center of the board to secure access to high-probability resource hexes.


Settlement 33 likely provides high-probability numbers and access to ore/wheat for later cities.


Expand road network from settlement to prepare for second settlement placement.


Placing the initial settlement on intersection 16 secures access to a strong high-yield three-hex intersection.


Building towards intersection 21 maximizes future expansion opportunities across the board.


Claim a central, flexible intersection with strong potential access to high-probability resource numbers.


Extend toward the most promising open settlement location with the long branch from 24.


Vertex 22 is a strong central settlement location with likely access to multiple high-probability production numbers.


Extend toward the likely open expansion route from settlement 22, preserving the best chance to claim another settlement site.


Settling on node 42 secures strong resource diversity and high pip count for the starting setup.


Building road (41, 42) expands toward adjacent high-value settlement spots.


Settlement 35 is reachable from our road and likely sits on high-probability numbers to fuel city upgrades.


Expand from settlement 35 to new node 36 to access more resources and future settlement spots.


Settlement 8 offers high probability (8) and likely good resource diversity for future cities.


Building road (8,9) likely leads to a high-probability hex (5/9) and opens up a new settlement location for future expansion.


No productive build available and trading depletes wood needed for future roads.


Trading all wood for a single unusable resource wastes material; better to end turn and keep wood.


No available trade creates a buildable combination, so preserve the wheat and ore for a future city or development card.


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

Convert surplus wood into brick to work toward a future settlement expansion.


Build a road to expand toward new settlement spots while holding few cards.


After building the road, we have 0 wood so the trade actions are impossible; only END_TURN remains.


Holding 5 cards is safe from the robber, avoiding a wasteful 4:1 maritime trade.


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

Trade four wheat for ore to advance toward the valuable city upgrade.


We have the resources to buy a development card, which can give a victory point or other benefits, and reduces hand size.


Playing knight disrupts leader WHITE who has 5 cards, and may steal a resource.


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

Block the player with the most cards (WHITE) to hinder their progress.


Trade excess wood for brick to enable road and settlement building.


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


Keep wood for future builds since trading now yields little immediate progress.


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

Trade excess brick for wood to prepare for road building and future settlements.


Invest available wood and brick into building a road toward expanding settlement locations.


Trade surplus wood for brick to enable future road and settlement expansion toward victory points.


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


Use our brick and wood to build a road and expand towards better settlement spots.


Keep the 4 brick to combine with future wood and wheat rolls for roads and settlements rather than taking a poor 4:1 trade.


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

Block the leading BLUE player on a tile where they have a settlement.


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

Trade four wheat for brick, pairing it with your wood to enable a road and improve expansion prospects.


Extend the road directly from your city at 24 toward the nearest expansion route.


Trading four brick for a wood leaves one brick and one wood to enable road building toward new settlement spots.


Build a road to expand towards a viable future settlement location.


No immediate building possible; trading ore for wheat leaves us without ore and still unable to build, so ending turn to gather more resources is best.


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

Reduce hand size from 9 to avoid robber discard, and obtain wheat for a future city.


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

Block Orange's hex and steal from their 6-card hand to gain needed resources.


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

Trading 4 brick for 1 ore allows buying a development card this turn with the sheep and wheat in hand.


Buying a development card uses all current resources efficiently to build towards knights or victory points.


Save the Year of Plenty card for a future turn when it can complete a key build like a settlement or city.


Hold Year of Plenty until it can directly complete a settlement or city purchase to avoid robber risk.


Block the current leader BLUE on a tile where they have a settlement, limiting their resource production.


Buy a development card to gain a potential victory point or knight, while reducing hand size to avoid robber discard.


Play knight to steal from ORANGE who has 8 cards and block their production.


Block Orange who has 8 cards to reduce their resources and possibly steal a card.


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

Move robber to Orange's hex to block the leader and steal a card.


Trading both woods leaves a single unusable resource, so keeping wood and ending turn is safest.


Taking Wood and Wheat with Year of Plenty gives all the necessary resources to build a settlement.


Building a settlement on node 19 increases victory points and resource generation immediately.


Buy a development card to convert surplus resources into a chance at a victory point or useful knight.


Monopolizing ore can supply the scarce resource needed for a city and sharply improve the path to 10 points.


Buy a development card while the required resources are available, creating a chance at a hidden victory point or useful knight.


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


With only 2 wood and no other resources, no build is possible, so safely end turn.


Block the current leader Blue and steal a resource to help expand.


Expanding road network toward new settlement locations using available wood and brick.


Continue extending the road network from the recently placed road at node 20 towards node 22 to secure expansion spots.


Play Monopoly on ore to pursue the city resources needed for rapid victory points.


We have the exact resources to buy a development card, which could give us a victory point or a knight to block the leader BLUE.


Playing the knight card to steal from White (who has 7 cards) and potentially gain resources is the best move to improve our position.


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

Block the current leader BLUE and steal a card from them to hinder their progress.


Building road (9,10) helps expand towards a potential settlement location with high numbers.


I will build a road to expand toward a settlement spot and reduce my hand size below the robber limit.


Ending the turn preserves the exact resources needed for a settlement while keeping hand size at a safe 7 cards.


Building a road extends toward new settlement spots while reducing hand size below dangerous robber levels.


Trading 4 brick for wood reduces hand size below 8 to avoid robber discards and sets up resources for settlement building.


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


Use the exact sheep-wheat-ore combination to buy a development card and pursue a victory point or additional knight.


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


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

Place the robber on a central hex occupied by RED to disrupt a leading opponent and gain a possible card.


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

Block tied leader RED by moving robber to their hex and stealing.


Block leader Red and steal one of their cards from a central productive tile.


Building a settlement at node 48 grants an immediate victory point and expands resource production.


Roll to seek resources for expansion or a city rather than spending another knight immediately.


Play the Knight to advance Largest Army potential and move the robber onto a leading opponent.


Block WHITE, who just reached 5 cards and is the strongest immediate threat, while stealing from them with the knight.


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

Block the leading opponent WHITE who has 4 cards by stealing from them.


Building road (2,9) extends towards a likely high-production hex, helping secure resources for a future settlement.


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

Trade surplus wheat for wood to prepare resources for building a settlement and reduce hand size.


Build a road to expand toward a valuable new settlement location and reduce hand size.


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


Play the Knight to move the robber onto the current leader’s productive hex and advance toward Largest Army.


Block the tied leader with the largest hand and gain a chance to steal a card from WHITE.


Orange has the most cards in hand (7), making them the best target to steal from while blocking their production.


Holding resources keeps flexibility to build a settlement or road once wood is obtained.


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

Block WHITE, the opponent with the most cards and a tied lead, on a hex where they have a settlement.


Trade four wheat for ore to build toward a city, the strongest route to additional victory points.


Spend wood and brick to extend road network toward potential high-yield settlement spots.


Building a settlement at spot 45 gains a victory point, expands production, and brings card count under the robber limit.


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

Trade excess brick via the 3:1 port to gain wheat toward future settlements or development cards.


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

Trade excess brick for wood to prepare for building roads toward new settlement locations.


Expanding the road network from settlement 45 towards new building locations.


Preserve the wheat for a future city rather than making an unfavorable trade that does not enable a build.


Trading away our only wood yields no immediate build and ending turn keeps our cards safe.


Buy a development card to convert surplus wheat, ore, and sheep into a potential victory point or strategic knight.


Buy a development card for a chance at a hidden victory point or another knight while converting excess resources.


Take two ore to advance toward a city while preserving your two wheat for the required city cost.


Building a city increases VP and production.


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

Trade wood for brick to diversify resources toward a settlement.


Use available wood and brick to build a road and expand network toward new settlement sites.


I will build a road to spend resources below the 7-card robber limit while expanding toward future settlement spots.


Continue extending the road network along (49, 50) toward the target settlement location.


I will keep my resources and avoid trading at a loss without an immediate build opportunity.


Roll to seek wheat or ore production and advance toward a city.


Play the Knight to block a 5-VP leader and advance toward Largest Army.


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

Block the tied leader WHITE and steal a card while denying their production.


Rob co-leader WHITE (5 VPs, 7 cards) to block their progress and cut their card advantage.


Building a road is the only affordable expansion to extend our network toward future settlement spots.


Trade wheat for wood to combine with brick and enable road building.


I will build a road to expand towards key settlement locations and use my brick and wood resources.


Steal from ORANGE, who has the most cards and is tied for lead, to hinder their progress.


Cannot afford any build with only wood, so end turn to keep resources for later.


Build the city for a guaranteed victory point and stronger ore-wheat production.


Buy development card to reduce hand size and gain potential VP or knight to block the leader.


Cannot build now; end turn to wait for better resources.


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

Trade surplus wheat for ore to reduce hand size and work towards development cards or cities.


Buying a development card reduces my hand size below the robber threshold and helps work toward victory points.


Play a knight to disrupt the leader Orange and potentially steal a useful resource.


Block and steal from ORANGE, who is currently leading with 6 VPs and holding 6 cards.


Building a road uses wood and brick to expand the network while safely keeping card count under the robber limit.


Build a road at (40, 44) to extend toward a new settlement spot while spending resources safely.


Holding 3 wheat is safe from the robber and preserves flexibility for future turns.


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

Trade four wheat for ore to advance toward the ore-and-wheat needed for a city and future victory points.


Spend the exact sheep, wheat, and ore combination to buy a development card with a chance to gain an immediate victory point or useful knight.


Play the Knight to advance toward Largest Army and block the leading White player.


Block the leading WHITE player by moving the robber onto a tile where White has a settlement.


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

We need wheat for building a city or settlement, and we have excess brick to trade 4:1.


Trading two wood for brick lets you build a road (with remaining wood) to expand toward high-probability numbers despite having no other resources.


Build road to expand network and use spare wood/brick efficiently.


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

Trading three wheat for a sheep reduces hand size below the discard limit and provides the missing resource for a settlement.


I will hold my resources since I am safely under the hand limit of 7 cards and can preserve flexibility.


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

Trade excess brick for ore to work towards cities and development cards while reducing hand size.


Buying a development card lowers our hand size to reduce robber risk while gaining valuable points or knight control.


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

Trade surplus wood for sheep to reduce hand size below the 7-card robber limit and work towards development cards or settlements.


Ending the turn with seven cards keeps us safe from the robber while conserving resources for future builds.


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

Trade four wheat for wood to enable an immediate settlement, gaining a victory point and advancing to 7 VP.


Play Road Building to extend toward a new settlement or secure the longest road without spending scarce resources.


Extend toward the most promising available expansion route with the road-building bonus.


Extend the newly built road to preserve momentum toward the longest road and future settlement access.


Build the settlement at 26 for an immediate victory point and stronger expansion position.


Trade excess brick for ore to reduce hand size below the limit and work toward development cards or city upgrades.


Buying a development card uses excess cards to prevent robber discards and build towards victory points.


Playing a knight allows blocking ORANGE, the leader at 7 victory points, and stealing a card to advance our position.


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

Block and steal from the game leader Orange to slow down their winning progress.


Holding full settlement materials plus extra wheat keeps flexible build options while staying safely under the 7-card discard limit.


Build the city for an immediate victory point, reaching 8 VPs and improving future resource production.


Trade bricks for wheat to get closer to a city and reduce hand size below 8.


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

Trading 4 brick for ore will give us the needed third ore to upgrade a settlement to a city, earning 2 victory points and closing the gap with the leader.


Building a city increases my VP count and brings me closer to winning, while ORANGE is at 8 VPs.


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

Block and steal from ORANGE, who is leading with 8 victory points.


Keep versatile cards without inefficiently trading away three wheat when no immediate build is possible.


No immediate build possible, keep ore for future city; trading would waste 4 ore for 1 common resource.


Block the leader ORANGE by placing robber on their hex and stealing a card.


End the turn while retaining the exact ore and wheat needed for a city on a future action.


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

Steal from leading opponent Orange to slow their progress.


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

Need wheat to build a city; trading 4 ore for wheat is best step towards city.


Block the leading opponent ORANGE to slow their progress.


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No beneficial trade available; trading 4 wheat would lose city-building resources, and ending turn keeps resources for future city while robber already blocks the leader.


End turn to keep low card count and avoid depleting wood needed for future builds.


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

Block and steal from the game leader Orange who is closest to winning at 8 victory points.


Buying a development card uses our ore, wheat, and sheep to fish for victory points or knights while keeping our hand safe.


Orange is at 8 victory points, so playing a Knight slows the leader down and steals a resource.


Orange is the game leader at 8 victory points, so blocking their tile and stealing from them is the best move.


Ending the turn preserves resource flexibility without risking loss to the robber.


Trading away all wood leaves no wood for settlements and yields no immediate build, so ending turn preserves resources.


ORANGE is in the lead at 8 points, so targeting their key resource hex at (1, 1, -2) disrupts their win condition.


Trade excess brick for ore to reduce hand size below the 7-card discard limit and build toward a city.


Holding 3 wheat and 2 ore leaves us just one ore away from building a city while keeping us safe from robber discard.


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

Convert excess wood into wheat, a key resource for settlements/cities, while keeping card count safe.


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

Trade wood for ore to approach city cost of 2 wheat and 3 ore, boosting VP chance.


End turn as no beneficial build is available and trading would risk excess cards.


Buying a development card reduces hand size to avoid discard on a 7 and works toward victory points or knight control.


You just purchased this Knight card this turn, so you should simply end your turn.


Buy a development card for a chance at an immediate victory point or a powerful knight while preserving strong ore holdings.


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


End the turn to secure the victory point from the purchased development card and reach 10 VP.


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

Trade 4 ore for sheep to reduce hand size from 8 to 5, avoiding robber discard risk, and enable a potential development card purchase next turn while boosting chance to catch up to Orange's lead.


Orange is at 9 VP, so we need to catch up quickly; buying a development card might give us a VP or a knight to disrupt Orange.


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

Trade wood for sheep to enable buying a knight next turn and rob leader Orange.


Orange leads with 8 VPs; buying a dev card may yield a knight to block them or a VP to catch up.


Play knight to move robber onto Orange's hexes and steal, blocking the 8-VP leader.


Block the leading ORANGE player by placing robber on their hex.


Leader ORANGE is blocked by robber and no useful trades remain, so end turn.


Roll the dice to gather resources for the turn before deciding on further actions.


Playing a knight allows us to block leader Orange and steal a useful resource.


Block the game leader Orange and steal a resource to slow their win condition.


Trade excess brick for ore to work towards a city upgrade and reduce hand size below the 7-card discard limit.


Holding resources for a future city while staying safely under the hand limit is better than trading away all wheat.


Roll to gain the missing resources needed for a city and reach 10 victory points.


Play the Knight to block White’s lead and steal a card while advancing toward Largest Army.


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

Block the 5-VP leader on a tile where WHITE can be robbed, reducing their production while seeking the final point.


Trade wood for ore to reach 3 ore, bringing us closer to a city upgrade for victory points.


Trade surplus brick for ore to gather the resources needed to upgrade a settlement to a city.


Building a city gains a victory point and reduces hand size below the robber discard limit.


Holding 7 cards is under the discard limit, so saving resources for future turns is best.


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

Trade four wheat for ore to reach the ore needed for a decisive city upgrade.


ORANGE is the game leader at 8 victory points, so we block their hex and steal a card from them.


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


Trade four ore for wheat to build a city and reach 10 victory points.


Trade spare wood for wheat to progress toward a city (3 ore, 2 wheat) and reduce hand size.


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

ORANGE is the main competitor at 8 victory points, so blocking their productive hex and stealing from them is crucial.


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

Trade wheat for sheep to have the exact resources (wheat, sheep, ore) needed to buy a development card for potential winning points.


Buying a development card gives a chance at an immediate victory point or useful utility to win the game at 8 points.


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

Trade four wheat for sheep to enable a development card purchase, the most plausible path to the final victory point.


Buy a development card for the only immediate chance to reach 10 victory points.