Establish an early settlement at the first available location to begin producing resources and pursuing victory points.


Build toward the most direct expansion route from the initial settlement.


Settling on a central, high-pip intersection provides strong early resource diversity and production.


Build the starting road towards available coastal or inland expansion spots.


Settlement 7 is likely on high-probability numbers (6/8/9) and provides good resource diversity.


Building road to 8 opens path to new settlement sites.


Settle on vertex 9 to access high-probability number hexes and avoid opponents.


Build road to new vertex 10 to expand future settlement options.


Settle central vertex 27 to access high-probability number tiles and future ore/wheat city potential.


Expand from settlement 27 to open new settlement spots.


Settlement at node 11 likely touches multiple high-probability hexes and provides resource diversity.


Building a road from 11 to 12 extends our route towards potential settlement spots and uses our available resources.


Settlement 41 provides balanced resource access and strong production numbers.


Build the starting road from settlement 41 towards edge 42 to expand toward open building spots.


Vertex 13 is a strong central expansion point with good access to future settlement routes.


Build toward the open branch at 34 to preserve expansion access away from opponents’ converging roads.


Build road towards open node to reduce hand size and prepare for settlement.


Build road to reduce hand size from 7 cards and expand towards potential settlement site.


No build possible with current resources; keep 4 brick for future roads and end turn safely.


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

Trade four wheat for brick to complete a settlement build with your wood, sheep, and remaining wheat.


Build a road now to expand toward another settlement before ending the turn.


Keep brick for future road or settlement builds; trading all brick leaves no building materials.


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

Trade four sheep for ore to begin the high-value ore-and-wheat path toward a city.


Spend the exact sheep, wheat, and ore needed to buy a development card and pursue a potential victory point or powerful effect.


Play the Knight to block an opponent and begin building toward Largest Army.


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

Block a leading opponent with six cards and steal from BLUE at a central hex.


Build road to expand towards a promising settlement location to increase future VP potential.


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

Steal from ORANGE who holds 4 cards to gain a resource while opponents are tied at 2 VPs.


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

Trading 4 brick for sheep gives us sheep+wheat+ore to buy a development card next turn and aids a future settlement.


We can afford a development card with our sheep/wheat/ore, gaining potential VP or knight without exceeding 7 cards.


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

Block the current leader, WHITE, on a productive occupied hex and attempt to steal a card.


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


Build a road to expand toward another settlement and preserve the chance to gain future victory points.


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


Block ORANGE, who has the largest hand and is the greatest immediate threat, while taking a card.


Steal from Blue who currently holds the most cards while blocking a productive tile.


Trade four sheep for ore to enable a development card with your existing wheat and sheep.


Spend the exact sheep, wheat, and ore combination to buy a development card and pursue additional victory points.


Monopolizing ore best supports the city-focused path to victory and may strip the well-stocked opponents.


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

Trade excess sheep for wood to reduce hand size below the 7-card discard limit while securing key resources for building.


Build a road to expand toward a high-value settlement spot while safely spending resources below the hand limit.


Building road 28-29 extends towards a high-probability hex and prepares for settlement placement.


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

Steal from RED who monopolized ore to slow his city plans and gain a card.


Block Orange, the only opponent with five cards and the strongest immediate threat.


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

Block Orange, who has the largest hand and is tied for the lead, while stealing from them.


Spend the exact ore, sheep, and wheat needed for a development card, creating a chance at a knight or hidden victory point.


Play Monopoly on ore to maximize the chance of securing a city-building resource from the opponents.


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


Use Year of Plenty for two ore, best advancing toward the ore-and-wheat needed for a city.


Buy a development card using surplus ore, sheep, and wheat to pursue a victory point or powerful progress card.


Use the available wood and brick to extend the road network toward future expansion rather than pass with an affordable build.


Buy a development card to convert the available ore, wheat, and sheep into a chance at another victory point or a powerful card.


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

Trade surplus brick for wood to reduce hand size below 8 cards and prepare for a future settlement build.


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

Trade 4 brick for ore to work towards a city, reducing hand size from 8 to 5 to avoid robber risk.


Trade excess brick for ore to progress toward a city with our wheat surplus.


Buy a development card with the available sheep, wheat, and ore for a chance at another victory point.


Play the Knight to move the robber onto the leading opponent and progress toward Largest Army.


Block ORANGE, who holds the most cards and is the greatest immediate threat to advance.


Target the game leader Red and steal a card to slow their progress.


Build a road towards a new settlement site while retaining sheep and wheat for future builds.


Holding resources under the 7-card limit is better than making an inefficient 4:1 trade without an immediate build.


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

Trade excess wheat for wood to safely reduce hand size below 8 cards while acquiring materials for roads or settlements.


Extend the road network from vertex 17 towards future settlement spots.


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

Trade four wood for ore to advance toward an ore-wheat city and reduce the risk of a robber discard.


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


Play the Knight now to move the robber and advance toward Largest Army while denying an opponent resources.


Block and steal from Orange, who has just expanded with a road and is the most immediate emerging threat.


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

We have 8 cards and need ore to build a city; trading wheat for ore reduces hand size and advances our city goal.


Block leader RED by placing robber on their hex to slow their progress and possibly steal.


No build actions available; keep wheat for future city and end turn safely.


Trade excess sheep for wood to reduce hand size and work towards building roads and settlements.


Build a road to expand toward a valuable new settlement location.


Convert excess wheat to ore to progress toward city building.


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

Exchange excess brick for wheat to progress toward a city, needing only one more wheat and one more ore.


Block WHITE’s likely ore-and-wheat production while stealing from the opponent closest to a city build.


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


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


Buy a development card for a chance at an immediate victory point or a powerful game-winning effect.


Play the Knight to advance toward Largest Army and disrupt an opponent's production.


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

Block the contested productive hex and steal from an opponent with four cards.


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


Block RED's expansion by building a road on edge 3,12 adjacent to their new settlement.


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

Move robber to RED's hex to block the leading player and steal a card.


Block the game leader Red on a central hex and steal a card from them.


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

Block leader RED by moving robber to a new hex and stealing from them.


Buying a dev card spends our sheep/wheat/ore exactly, lowers card count below robber threshold, and may yield a VP or knight to pressure leader RED.


Play knight to relocate robber onto RED's key hex and steal a card, disrupting the current leader.


Use knight to move robber onto leader RED's hex to block their production.


Trading all brick yields no buildable resource, so end turn to retain flexibility.


Block a productive hex owned by ORANGE and steal from the opponent holding the most cards.


Block the leader RED by moving robber to a central hex.


Buying a development card might yield a victory point or a knight to hinder the leader RED.


Convert excess brick into scarce ore to progress toward city upgrades.


Trade four wheat for ore to secure the ore-wheat combination needed for a city and the winning VP.


Play Road Building to expand the network toward the longest-road bonus without spending your scarce resources.


Extend the existing road network toward the open end at vertex 34 to maximize the chance of securing Longest Road.


Extend the newly placed road from node 35 to 36 to maximize continuity toward the longest road bonus.


Extend the existing road chain toward the next expansion point and improve the chance of securing a settlement location.


Trading excess brick for ore reduces hand size and gets us closer to building a city, essential to catch up to RED's 7 VPs.


Trading four sheep for wood reduces hand size below the discard limit and moves toward settlement materials.


Building a road spends resources effectively, develops expansion paths, and keeps the hand count under the discard limit.


Block RED, the current leader with 7 VP, to hinder their resource production.


Buying a development card could give a victory point or knight to help catch up to Red, the leader


Play knight to move robber onto RED's best hex, steal a resource, and slow down the leader's progress.


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

Block Red's productive hex to slow down the leader.


Buy a development card for a chance at the final victory point.


Play the Knight to steal a resource and advance toward Largest Army while disrupting an opponent.


Block and steal from ORANGE, who has the most cards among the opponents.


Build a road to pursue the longest-road victory point and reach 10.


Build a road to reduce hand from 8 to 6 cards, avoiding robber discard risk, and expand toward a settlement location.


Playing road building card places two free roads, boosting expansion and potential longest road without spending scarce resources.


Building road (6,23) extends our network from the existing road to likely reach a wheat hex for a city upgrade.


Extending from node 23 to 52 continues our current expansion towards likely high-resource areas, crucial for securing wheat to pair with our 3 ore for a city.


Building road (7,24) extends network towards a potential wheat hex for city upgrade.


Trade excess brick for wheat to progress toward a city using existing ore.


We can afford a development card which may yield a VP or useful progress to catch up to Red.


Play knight to move robber onto RED's key hex and steal, hindering the leader.


Block current leader RED with the robber to slow their progress toward 10 VPs.


Trading four wheat for a wood provides the necessary material to build roads toward future settlement spots.


Build a road to expand toward a high-value settlement location.


We have excess ore and can't build anything; buying a development card could bring a victory point or a knight to disrupt the leader RED.


Playing the knight card can block the leading opponent (RED) and potentially steal a needed resource.


Block the leading player RED and steal a card to hinder their progress and gain resources.


Steal from the leader RED to hinder their progress toward 10 VPs.


Build a road to expand toward future settlement/city sites while resources allow.


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

Trade four wheat for brick to pair with your wood for an immediate road and improve expansion toward the next victory point.


Build a road now using the available wood and brick to expand toward another settlement and pursue the final victory points.


Target the current point leader Red on their key production hex at (0, 0, 0) and steal a card.


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

Block the 4-VP leader and steal from Orange to disrupt their fastest path to victory.


Trade excess brick for ore to reduce hand size below 8 and prepare resources for a development card.


Buying a development card uses available resources efficiently to advance victory points and gain utility.


Playing the knight unblocks my hex, moves the robber to target the leader RED, and steals a resource.


Target the current leader Red and steal a needed resource.


Build a road to reduce card count and expand towards a good settlement location.


Block the current leader RED by stealing a card from him.


We have exactly the resources to buy a development card, which could yield a victory point or other advantage, and we have no immediate way to build roads or settlements.


Cannot play a development card on the same turn it is purchased, so ending turn is the only legal action.


Keep ore for city upgrade; trading all ore away wastes city potential and no build actions are available.


Playing the knight allows us to move the robber to block the leader (RED) and steal a card, improving our resource position.


Block the leader RED and steal a card to reduce their hand.


Build a road to expand settlement options and reduce hand size.


Move robber to RED's settlement to block the current leader and steal a card toward city resources.


Keep ore for future city builds; trading away 4 ore leaves insufficient ore for cities and no immediate build is possible.


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

Block Blue, the current strongest opponent, on a productive hex and steal a card if possible.


Build a city to secure the guaranteed victory point and improve resource production while converting the surplus ore and wheat.


Block the leader RED on a key production hex and attempt to steal a resource from them.


Trade excess sheep for wood to combine with brick for future road and settlement expansion.


Build a road to expand toward a high-value settlement location.


Build road towards high-probability numbers to expand and secure a settlement spot.


Building road (22,23) extends our road network towards a promising settlement location.


Trade excess brick for ore to reach city requirements (3 ore 2 wheat) and lower card count.


Build city to convert wheat+ore into a victory point and empty hand to avoid robber risk


Buy a development card for the immediate chance of a victory point while converting otherwise unspent resources.


Play the Knight to advance toward Largest Army and block the strongest opponent’s production.


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

Block the current leader and attempt to steal from BLUE on a likely high-value hex.


Buy a development card for a chance at the final victory point while converting the available ore, wheat, and sheep.


Take wood and wheat to complete the resources for building a settlement and move toward the final victory point.


Build a settlement now for an immediate victory point and stronger production, using the exact resources in hand.


Block and steal from Red since they are in the lead with 7 victory points.


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