Initial placement without board info; picking first settlement as a default.


First action in list is as good as any without further map info.


Vertex 22 offers strong access to central high-probability hexes for balanced starting resource generation.


Building road towards vertex 23 opens up strong future settlement expansion spots.


Settle on a central vertex away from opponents to target high-probability numbers (6/8, 5/9) for early growth.


Build road (30,31) to open new settlement expansion toward likely resource tiles.


Choose a central open intersection with strong expected access to multiple productive hexes.


Build toward the likely strongest nearby expansion point while preserving access to future settlement locations.


Node 17 is a central expansion point likely to provide strong access to multiple productive intersections.


Extend toward the central junction at 15, preserving the best route to connect your two settlements and expand further.


Expand from our road at 31 to settlement 32, gaining new resources and board presence.


Building road (31,32) connects our two settlements, creating a contiguous network for future expansion and longest road.


Settling on node 42 provides strong complementary resource yields and high dice production for the second settlement.


Building road (41, 42) directs expansion towards the interior expansion spot.


Node 8 is typically on 6/8 high-probability hexes, securing good resource production.


Build road to 9 to expand towards high-probability numbers and secure future settlement spots.


We have the exact resources for a development card, and buying it reduces our hand size to avoid robber threat while potentially gaining a useful card.


Playing the knight card now allows us to move the robber and potentially steal a card from a leading opponent, with no risk since we have zero cards.


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

Block the player with the most cards (WHITE, 3 cards) to hinder their progress.


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

Target a strong productive hex shared by opponents to steal a resource from Red who holds cards.


Build a road now to expand toward a future settlement and improve access to victory points.


Building a road safely reduces hand size below the discard limit while extending towards a new settlement location.


Build a road now to expand toward another settlement location while using the available wood and brick.


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

Trade 4 sheep for wheat to progress towards a city (need 2 wheat) and reduce hand size from 8 to avoid robber discard.


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

Trading 4 wheat for 1 ore gives the exact resources needed (ore, wheat, sheep) to buy a development card.


I have the exact resources to purchase a development card, which offers valuable knights or victory points.


Play the knight card to move the robber and steal a resource card from ORANGE, who holds five cards.


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

Target Orange since they hold the most resource cards (5 cards) to maximize steal value.


Use the available wood and brick to extend the road network toward a future settlement opportunity.


Hand has 8 cards, buying a development card reduces discard risk and provides potential points or advantages.


We already bought a development card this turn, so we must end turn.


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


Build city to gain 2 VPs and reduce hand to avoid robber discard.


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

Trading excess wheat 4:1 for brick helps progress toward building roads and settlements while keeping the hand size well below the discard limit.


Build a road to expand toward a valuable settlement spot and convert resources into board presence.


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

Block the 3-VP Orange leader on an adjacent productive hex and attempt to steal a card.


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

White has the most cards (6), so stealing from them and blocking a hex they occupy reduces their resources and hinders their progress.


Continue building roads toward the next settlement location from vertex 49.


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


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


Play knight to move robber onto white's high-probability hex and steal a card, disrupting the leader and gaining needed resources.


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

Block white who holds 7 cards and steal a card to boost our hand.


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

Trade four wood for wheat to reduce your hand and secure a key resource toward a future city.


Build the available settlement to gain an immediate victory point and expand toward 10.


Block White's productive hex and steal from the leader.


Build a road from the new settlement to expand toward another potential settlement site while reducing your oversized hand.


Extend the existing road toward the nearby expansion route while using the available brick and wood efficiently.


Trade 4 sheep for wheat to reduce hand size and get closer to a city.


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

Trade 4 ore for wheat to enable building a city, increasing victory points.


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

Convert excess sheep to brick to enable future road or settlement expansion.


Build road to expand reachable settlements with our only brick and wood.


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


Block the leading orange player on the central hex and attempt to steal a card.


Block White's high-probability hex as they are the leader.


Trading sheep for brick lets us build a road with our wood to expand towards new settlements.


Building a road expands our network to reach new settlement spots while keeping card count safe.


Build a road to expand toward another settlement and pursue the longest-road advantage.


Block the current leader WHITE to steal a card and slow their progress.


No beneficial trade; we are 1 ore short of a city, better to roll for ore and keep wheat.


Block the current leader by placing the robber on an Orange settlement at a productive hex.


Building a city provides a guaranteed victory point and enhances resource production, bringing us closer to 10 VPs.


Trading four surplus wheat for a brick reduces hand size below the robber threshold and helps work toward road building.


I will spend the newly traded brick and a wood to build a road toward my next settlement spot.


Trade four wood for wheat to prepare a city with your three ore and gain a strong path toward 10 VPs.


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


Build a road from your city to advance toward a future settlement and preserve a path to 10 VP.


Build a road extending the existing 12–13 network toward future expansion and potential longest road.


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

Trade 4 sheep for ore to secure the missing resource for a city, reducing hand to safe 6 cards and getting 2 VP closer to 10.


We have exactly the resources to buy a development card, which could give a victory point or other advantage, and no other legal actions are available.


Move robber to a hex adjacent to leader WHITE to block their resource production.


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

Steal from Blue who has 5 cards to get a resource for building a city.


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

Trading 4 ore for brick brings us closer to building a settlement, which is needed to increase our victory points.


Trading wheat for ore is the most direct step toward building a city, which gives 2 victory points and brings us closer to winning.


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

Acquiring ore starts building toward cities needed for victory points.


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

Block the leading Orange player on a productive hex and steal from their larger hand.


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


Keep sheep for future settlement and avoid wasteful trade


Build a road to extend the existing network and improve your chance of claiming the longest road.


Holding resources provides more flexibility towards future settlements or cities without triggering the robber limit.


Trade excess sheep for brick to enable building roads/settlements toward expansion.


Build road to expand toward high-probability numbers and future settlement spots.


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

Block the leading Orange player on an occupied hex while taking a potential card from them.


Build a road now to leverage the available wood and brick toward expansion and potential longest road.


Steal from WHITE to get ore for a city, blocking co-leader.


Holding cards is safe from the robber limit and avoids an inefficient 4:1 trade until closer to a specific build.


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

Move robber to WHITE's hex to block the current leader (6 VPs) and steal from them.


Extend the existing road network from vertex 10 toward the likely settlement route while using the available wood and brick.


Block White's wheat production to hinder their progress as they are tied with us at 6 VPs.


Buying a development card reduces our hand size from 8 to 5 to avoid robber discard, and gives a chance for a victory point to advance from 6 to 7.


We have 7 VPs and need to reach 10; buying a development card offers a chance at a victory point or other useful cards, and we cannot build anything else.


Monopolize ore to gather resources for a city, moving closer to 10 VP.


Holding four wheat is safe from the robber and trading four-for-one now without being able to build anything is inefficient.


Block leader WHITE by placing robber on their hex to slow their progress.


Building a road expands our network toward new settlement spots with limited resources.


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

Trade four excess brick for ore to begin securing the ore needed for a city and the final victory points.


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

Trading 4 ore for sheep reduces hand size from 12 to 9 and provides the missing resource needed to buy a development card next turn, which could grant a victory point.


We have no ore, brick, or wood to build a city or settlement, and cannot afford a development card, so we must end the turn.


Holding 5 cards is safe from the robber, so keeping resources provides more future flexibility.


Block the leading opponent on a productive hex and steal a card to slow their path to 10 VP.


Trade four wood for wheat to preserve ore and move toward the ore-wheat city requirement.


Buy a development card using the available ore, wheat, and sheep for a chance at a victory point or useful progress toward 10.


Buy dev card to get a chance at a VP or a knight to block white, moving closer to 10 VPs.


No immediate building opportunity; ending turn preserves cards for next turn.


Holding 5 wheat keeps our hand under the discard limit and preserves resource flexibility for future builds.


Trade surplus sheep for ore to start accumulating city resources (need ore+wheat for cities).


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

Trade four brick for wood to maximize immediate road-building potential and pursue the final victory point.


Build a road toward extending the existing network and pursuing the longest-road bonus with abundant wood and brick.


Trade 4 ore for wheat to progress toward a city while reducing card count.


I have no ore left to build a city or buy a development card, so I must end my turn.


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

Trade excess wheat for wood to pair with brick for future expansion.


Build a road to expand towards a future settlement spot.


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

Trade four brick for wheat to improve access to the ore-wheat city engine and future victory points.


Buying a development card gives a chance to draw a victory point and win immediately.


Playing Monopoly on wheat will likely give me the needed wheat to build a city and reach 10 victory points.


We have 8 VPs and need 2 more; buying a development card gives a chance at a VP card for immediate win, and we have the required resources.


Buy a development card to reduce hand size and potentially draw a Victory Point, bringing us to 9 VPs.


Trading 4 ore for sheep allows us to buy a development card, potentially gaining a victory point or the largest army to reach 10 VPs.


Buying a development card could give a victory point or a third knight for Largest Army, potentially reaching 10 VP.


Acquire scarce brick while keeping wood for future settlement/road building.


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


Trade surplus brick for ore to begin securing the ore needed for a city and preserve wood for roads.


Trade four wood for wheat to begin securing the wheat needed for a city and the final victory points.


Rolling lets us collect resources and then build a city to reach 10 VPs, while playing a knight doesn't directly advance our VP count.


Buy a development card to try to draw a Victory Point and reach 10 VPs.


We have 9 resource cards (over 7), risking robber discard; buying a development card reduces hand to 6 and may give a Victory Point to reach 10.


Play Year of Plenty for two ore to build a city and reach 10 victory points.


Buy a development card to try for a victory point and reduce hand size from 8 to avoid discard risk.


Buying a development card gives a chance at a victory point or a knight to block leader White, accelerating your path to 10 VPs.


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

Trade four wood for ore to advance toward the ore-and-wheat city upgrade.


Playing the knight card to achieve Largest Army (+2 VPs) instantly wins the game.