Select a settlement with high probability numbers (6/8) and access to ore and wheat for future cities.


Building road towards a promising settlement location with high-probability numbers.


Settlement 22 secures strong resource diversity and high pip counts on key starting hexes.


Building road towards intersection 23 sets up expansion toward favorable settlement spots.


Settle on a remote corner (node 0) to secure high-probability numbers and resource diversity away from opponents.


Build road to vertex 1 to expand territory toward potential high-probability number tiles.


Choose a central legal settlement location to maximize access to strong production numbers and future expansion.


Build toward the uncontested open expansion route at intersection 7 rather than competing directly with existing opponent roads.


Settlement 10 is the strongest available expansion point for improving resource access and future development potential.


Build toward the central expansion route to reach another settlement spot efficiently.


Expand from road (0,1) by settling at vertex 2 to build a connected network toward resource-rich areas.


Build road from settlement 2 to 3 to expand network for future settlement on high-probability numbers.


Settlement location 16 offers a strong blend of high-production resource hexes to balance initial income.


Place the starting road from settlement 16 towards node 5 to set up future expansion.


Node 8 is a central spot likely adjacent to high-probability hexes and offers good resource diversity.


Build road towards an available settlement spot to expand reach.


Buying a development card puts available sheep, wheat, and ore to immediate productive use.


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

BLUE holds the most cards (4) and is tied for the lead, so move the robber to steal from them and disrupt their progress.


Build road to vertex 6 to access the high-probability number 6 for a future settlement.


Build road from 1 to 2 to expand network toward new settlement spots.


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

Block White on the productive contested hex and steal from the opponent with the largest hand.


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


Block the leader BLUE who has a hidden victory point and steal a resource to slow them down.


We have the resources for a development card and it may give a victory point or knight to hinder opponents.


Buying a development card safely converts resources into valuable cards without risking over-discarding.


Play the knight card to move the robber and steal a resource to help build your hand.


Block the key hex at (1, -1, 0) and steal from White who just bought a victory point development card.


Build a road to expand towards prospective settlement locations with high resource yields.


Building a road uses spare wood/brick to expand our network toward future settlements on high-yield numbers.


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

Trading 4 bricks for 1 wood reduces hand size below the discard threshold and sets up resources for a settlement.


Extend road from node 20 to 22 to expand settlement options.


Build a city on the 6-producing settlement using the available ore and wheat for an immediate VP and stronger production.


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

Trade four wood for ore to begin rebuilding the ore-wheat supply needed for another city while retaining one wood.


Buying a development card utilizes surplus resources and reduces hand size below the discard limit.


Play the knight card to move the robber onto leader Blue and steal a resource to help future builds.


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

Target the current leader Blue and steal a resource to slow down their lead.


Trade wood for ore to enable buying a development card for potential victory points.


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


Playing the knight can disrupt the leader (BLUE) and steal a resource, improving our hand.


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

Block BLUE, who is tied for lead with many cards, by moving robber to an adjacent hex.


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

Trade excess wheat for a brick to enable road building towards new settlement locations.


Build a road to expand towards a new settlement location using available brick and wood.


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


Build road to expand board presence and approach high-probability resource tiles.


Buying a dev card spends excess sheep/ore, reduces card count below 8, and may yield a VP or knight to advance toward 10 VPs.


Play knight to steal from leader BLUE and further disrupt their resource production.


Block current leader BLUE by moving robber to their hex.


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

Block the game leader Orange, who holds 6 cards, and steal a resource from them.


Move robber to block leader BLUE on a new hex to hinder their resource gain.


Build road to expand network toward new settlement spots using excess wood/brick.


Build road to expand network toward high-probability numbers while using spare wood and brick.


Block Orange, the tied leader, on the productive hex at the central location.


Build a road to expand toward a valuable settlement spot using current brick and wood.


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

Block the current leader, ORANGE, with the robber.


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

Trade four wood for wheat to begin securing the essential ore-and-wheat city resources.


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


Play the Knight to gain progress toward Largest Army and keep the robber blocking the tied leader.


Block the current leader on the central orange-producing hex to reduce their strongest path to 10 points.


Trade excess wood for ore while preserving wheat, advancing toward a city.


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

Trade excess wheat for ore to advance toward the ore-and-wheat city cost.


Buying a development card uses surplus resources to progress toward victory points and knight protection.


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

Acquire brick to build a settlement and reduce hand size from 11 to 8 to mitigate robber discard risk.


Build a road to reduce hand size from 8 cards and expand towards a potential settlement spot.


Buying a development card leverages current resources to build toward victory points or knight control without risking discard.


Play the knight card to move the robber to a key opponent tile and steal a resource to improve hand quality.


Steal from Blue who is holding the most cards (9) while blocking a key production hex.


Build settlement to gain a victory point and better resource output.


Expand from new settlement to access more resource spots and use wood/brick before ending turn.


Block the leading Orange player on the central hex, prioritizing disruption of their strongest production.


Buying a development card uses available resources to advance towards victory points or army control.


Trade four wheat for ore to improve progress toward a city while retaining one wood.


Trade wheat for brick to enable settlement building and reduce hand size to avoid robber discard.


Building a road expands towards a promising settlement location to secure future resources.


Build a road to expand towards high-probability numbers and potentially increase longest road.


Build a city now for a guaranteed victory point while converting surplus ore and wheat into stronger production.


Target Blue on hex (1, -1, 0) to block their production and steal from their 7-card hand.


Playing Road Building provides two free roads to expand toward valuable settlement spots while conserving hand resources.


Expand the road network towards key settlement spots using the Road Building card.


Continue the road building sequence from edge (16, 21) towards new settlement locations.


Continue extending the road network from vertex 43 to secure a future settlement location.


Block second-place BLUE and steal from their 6-card hand to slow their progress.


Block the tied leader Orange on a likely high-production hex while moving the robber off our ore.


Block the co-leader Orange on a contested high-value tile and steal a resource.


Playing Road Building lets us place two free roads to quickly secure our next settlement spot without spending resources.


Placing a free road from Road Building to expand toward a high-value settlement spot.


Complete the Road Building card effect by placing the second free road to expand toward the next settlement spot.


Preserve wood and other resources to aim for a settlement next turn rather than spending wood on an extra road.


Trade four wood for ore to build toward a city while preserving the three wheat needed for it.


No beneficial trade available; trading all wood for brick leaves no wood to build, so ending turn is safest.


I need to build a road to reduce my hand size below eight cards and connect toward new settlement spots.


Continue extending the road network toward key settlement spots using remaining road materials.


Build a road to expand network and use spare brick while possible.


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

Reduce hand size to avoid robber discard and acquire brick for future settlement building.


Block the co-leader Orange on the central high-production hex and steal a card.


Holding 7 cards avoids robber discard risk while keeping the wheat and ore needed to build a city on future turns.


Trade four wood for wheat to strengthen the ore-and-wheat city plan while reducing the risk of a robber discard.


Trade excess wheat for brick while preserving ore for a city and reducing the risk of a robber discard.


Build a road now using the available wood and brick to advance toward the longest road while preserving ore for future cities.


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

Trade four ore for wheat to begin converting the excess ore into the wheat needed for a future city.


Build road (8,9) to expand towards a settlement spot, possibly near high-probability numbers, and to potentially block Blue's expansion.


Trading four wheat for one ore reduces hand size below the discard limit and provides the resources needed to build a city.


Upgrading a settlement to a city maximizes victory points and resource production.


Build a road from node 22 to expand toward new settlement spots.


Block BLUE (next closest rival) since co-leader RED cannot be targeted by the robber.


Build road to extend network toward future settlement sites.


Extends network from 37 to 14 to reach new settlement spots while we still have brick and wood.


Trade surplus ore for wheat, the key resource for converting future ore into cities and victory points.


Trade the four wheat for ore to begin rebuilding the ore supply needed for a future city.


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

Block RED (tied for lead) on a high-probability hex and steal a card to disrupt their progress.


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

Trading sheep for ore brings us closer to building a city, which is key to catching up with the leaders.


Buying a development card gives a chance for a victory point or useful knight, and I have the exact resources needed.


ORE is the most valuable and scarce resource for cities and development, and stealing it from opponents will hinder their progress while helping us build.


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

Trade surplus brick for ore to progress toward a city and reduce card count safely.


We can afford a development card which may yield a VP or useful progress, whereas ending turn wastes resources.


Play knight to relocate robber and block co-leader RED while stealing a card.


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

Move robber to RED's hex to steal from the co-leader and hinder their progress.


Keep the four ore rather than making an inefficient 4:1 trade with no immediate build available.


Trading 4 wheat for an ore reduces hand size below the discard limit and stockpiles ore for future city upgrades.


Convert surplus brick into ore to approach city requirements.


Trade four wood for ore to stockpile the ore and wheat needed for multiple cities while reducing the discard risk.


End the turn and preserve the 5 ore and 4 wheat needed for a city rather than making a harmful trade.


We need to catch up in VP and have the resources to buy a development card.


Use knight to block leader and steal resources.


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

Block RED, the co-leader with 5 VPs and 10 cards, to hinder his progress and potentially steal a card.


We have the resources to buy a development card, which could provide a victory point or a useful knight; we are behind in VPs and need to catch up.


Upgrading to a city increases victory points and production while reducing the risk of robber discard.


Build a road to expand network and use resources while reducing card count.


Trade four wheat for ore to consolidate the strongest city-building resource mix while reducing the hand below the discard threshold.


Trade four ore for wheat to preserve city-building resources while avoiding a large hand vulnerable to robber discard.


Block Orange, the closest competitor in points and cards, and steal from them.


Building a settlement gains a victory point and increases resource production.


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


Buying a dev card uses spare sheep/wheat/ore for potential VP or progress against leader RED.


Keep robber on leader RED; playing knight would move robber away from blocking them.


Block the closest competitor Orange and steal from their large hand to gain key resources.


Build a road connecting from settlement 48 to expand towards new settlement locations or secure longest road.


Continue building roads from vertex 46 to secure Longest Road or reach a new settlement location.


Play knight to move robber off our hex and block leader RED by stealing their card.


RED is the leader with 7 VPs, so move the robber to a RED hex to block and steal from them.


Trade excess brick for ore to progress toward city upgrade.


Block the closest competitor Orange's central resource production and steal a card.


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


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

Trade four wood for sheep to preserve ore and wheat while enabling development cards for a potential victory point.


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


Monopolizing ore both denies the leading players and builds a strong reserve for future cities.


End the turn while preserving four ore and two wheat for a city, rather than sacrificing the ore in a trade.


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

Trade excess brick for sheep to reduce card count and enable future settlement


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

Trade four wood for ore to maximize city-building potential with abundant wheat and ore.


End the turn to preserve the 4 wheat and 5 ore needed for a future city rather than making an unfavorable trade.


Block RED (current leader) and attempt to steal a card to slow down their progress.


Building road extends network towards potential settlement spot.


I will save my wheat towards future city upgrades rather than doing an inefficient 4:1 trade.


Trade excess wood for ore to progress toward cities, as ore is needed for city upgrades.


Buying dev card uses affordable resources for potential VP or knight to hinder leader RED.


Play knight to move robber and steal from leader RED, slowing their path to 10 VPs.


Block RED who is the closest opponent to winning.


Trade four ore for wheat to reduce the hand below the discard threshold while preserving enough wheat for a future city.


Trade four wheat for ore to advance toward a city with your strong ore-and-wheat position.


Buying a development card spends resources to bring hand size below the 7-card limit and provides valuable card advantages.


Playing Year of Plenty for two ore gives enough resources to immediately build a city with our two wheat and one existing ore.


Building a city increases victory points to 7, boosts resource generation, and brings hand size below the discard limit.


Rob the leader RED to hinder their progress toward 10 VPs and possibly steal needed ore.


Block ORANGE, the current leader, on a likely productive tile.


Buy a development card using the exact sheep, wheat, and ore set while preserving four wood for future expansion or trades.


Use Year of Plenty for wood and brick to convert the abundant wood into immediate expansion potential and preserve scarce ore.


Build a road now to expand toward a future settlement and convert the excess wood into progress toward another victory point.


Trade four wood for wheat to begin assembling the ore-and-wheat needed for a city and another victory point.


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

Trading 2 brick for wheat lowers card count to 7 to avoid robber discards while acquiring a needed resource.


Trading 4 wood for 1 brick secures the exact resources needed for a settlement next turn while reducing hand size.


Building a settlement gains an immediate victory point, bringing the total to 8.


Trade excess brick for ore to work toward a city and drop below 8 cards to avoid robber discards.


Building a settlement increases my score to 9 victory points, putting me one point away from winning.


Building settlement gives a guaranteed victory point to approach 10 VPs.


Block the 8-VP leader RED on a productive shared hex and attempt to steal a card.


Build a road to extend the existing network toward future settlement access rather than wasting the turn.


We need brick to build a settlement, and we have excess wood to trade for it.


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

Trade excess wheat for ore to safely reduce hand size below the discard limit and work toward a development card for the winning victory point.


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