Settling on a strong central intersection ensures balanced resource diversity and high production pips.


Pointing the road towards intersection 19 leaves optimal room for future expansion.


Choose a central open intersection to maximize the chance of accessing high-probability production and strong future expansion.


Build toward the open expansion route at intersection 7 to preserve strong future settlement access.


Initial settlement aiming for high-probability numbers to maximize long-term resource income.


Road to 9-10 opens good settlement location.


Settlement 24 offers access to high-probability numbers (6/8) and ore/wheat for later cities.


Expand towards open node 25 to access new settlement spots away from opponents.


Settlement 26 connects to our road at 25 and likely captures high-probability numbers for balanced growth.


Build road to connect our two settlements and form a longer road for expansion.


Place settlement at node 29 for high-probability ore and wheat access.


Connects settlements to build longer road and prepare for future settlement.


Settlement 11 is the strongest central-looking second placement, likely improving access to diverse high-probability resources.


Extend from settlement 11 toward the open 32 branch to preserve the best expansion route.


Placing the second settlement on a high-resource spot ensures strong starting production.


Building road (43, 44) opens the best expansion path toward subsequent settlement locations.


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


Play the Knight to disrupt an opponent’s production and begin competing for Largest Army.


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

Block WHITE, the opponent with the most cards and an equal leading score, while stealing a card.


Buy a development card while you have the exact ore, wheat, and sheep cost, creating a chance at a hidden victory point or useful progress.


Play the available Knight to build toward Largest Army and steal a resource while denying an opponent.


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

Block WHITE, who has the largest hand and is tied for the lead, while taking a resource card if possible.


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


Playing knight disrupts orange who holds 6 cards, potentially stealing a resource.


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

Steal from orange who has most cards to weaken their lead.


Trading all 4 sheep for a single resource leaves no usable combination to build, so ending turn preserves options.


Block White, who is tied for the lead and has four cards, while gaining a steal opportunity.


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

Steal from ORANGE who has 6 cards to reduce their hand and gain a resource.


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

ORANGE holds the most cards (5); steal from them to disrupt their resource buildup.


Holding sheep preserves flexibility and avoids wasteful 4:1 trade; end turn.


All opponents tied at 2 VPs; steal from WHITE holding 5 cards to disrupt and gain a resource.


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

Convert excess sheep to wheat to progress toward settlement and city needs.


Steal from Orange who holds the most cards to maximize resource gain and disrupt their development.


Spend the available sheep, wheat, and ore on a development card for a chance at a hidden VP or useful progress.


Monopolize ore to potentially seize the opponents’ key city-building resource and create the strongest path toward development.


Block the opponent with most cards (WHITE) to disrupt their resource production and possibly steal a valuable resource.


Buying a development card puts resources to work and helps secure knights or victory points.


Play the knight card to move the robber away and steal a resource to advance toward building.


Block Orange's key tile and attempt to steal back valuable resources.


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


Play the Knight to advance toward Largest Army and move the robber off your production.


Block WHITE, the current likely development-card threat, on a tile where they have a settlement and can be robbed.


Target leader Orange on the ore hex to steal resources and hinder their city growth.


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

Block BLUE, who holds the most cards, on a likely productive hex while gaining a steal opportunity.


Block the leader ORANGE and steal a card to hinder their progress.


Trading sheep for any single resource leaves me still missing multiple resources for a settlement, so it's better to end turn and wait for better rolls.


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

Trade sheep for brick to build a road and expand towards better settlement locations.


Building a road to node 9 expands towards likely settlement spots and improves future options.


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

Trade sheep for ore to progress toward city upgrade needing ore and wheat.


Buying a development card spends ore, wheat, and sheep to reduce hand size below the discard limit while gaining useful card utility.


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


Block and steal from the current leader Orange who has 7 cards in hand.


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

Trading 3 wheat for ore is the best move to start stockpiling ore for a city, as we have no ore and cities are worth 2 victory points.


Block the leading player Orange and steal from their large hand to slow down their lead.


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

Trade four wheat for ore to begin securing the ore-wheat resources needed for a city.


Holding wheat to pair with ore for a city; no immediate beneficial trade.


Buying a dev card spends affordable sheep/wheat/ore for potential VP or knight since no settlements/cities/roads are possible.


Gain a brick to enable a settlement and an ore toward future city upgrades.


Buying a dev card drops hand below 8 cards and may yield a VP or progress card to accelerate growth.


Build a road to expand our network toward new settlement sites using available wood and brick.


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

Trading 4 wheat for a brick reduces hand size below 8 to avoid the robber while acquiring a missing resource for settlements.


Use the acquired brick and available wood to build a road extending toward a new settlement location.


Build a road to extend the existing network toward a future settlement and improve expansion potential.


Trading 3 wheat for 1 ore brings us closer to building a city, which is our best path to victory points.


Spending wood and brick to extend the road network keeps hand size safe from the robber while moving toward a new settlement spot.


Building a road extends toward a settlement spot and lowers the hand size below the 7-card discard limit.


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

Trade surplus sheep for brick to get closer to building a settlement.


Continue extending the road network from intersection 47 to secure the next settlement spot.


Buy a development card using surplus sheep plus ore and wheat, preserving brick for future building while pursuing a hidden VP or knight.


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

We need wheat for a city; trading ore for wheat moves us closer.


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


Play the Knight to activate the robber and block the current leader, White.


Block the leading WHITE player on an occupied hex and steal a card while disrupting their production.


Trade four sheep for wheat, the key resource needed to progress toward settlements and cities.


Steal from co-leader WHITE to block their progress and gain a resource.


Buying a development card effectively utilizes resources to advance development points or gain useful actions.


No build possible and trading sheep now wastes future 4:1 trade flexibility.


Play Road Building to gain two free roads and maximize expansion toward a future settlement or longest road.


Extend the apparent connected road route through intersection 11 toward a strong expansion path.


Extend the existing road network from 10–11 toward future settlement access.


Extend the existing road at 12 toward the likely nearby settlement site and preserve a coherent route for future expansion.


Extend the existing road chain to improve your position for a future settlement and potential Longest Road.


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

Trading wood for brick to build a settlement, as we lack brick and have excess wood.


Steal from WHITE, the co-leader with 6 cards, to disrupt their resource accumulation.


Use available brick and wood to build a road and expand board presence while keeping card count low.


Convert excess sheep into wheat to diversify toward a settlement and avoid a stale hand.


Block WHITE, the joint leader, on a hex where they have a settlement to suppress their production and potentially steal a card.


Steal a card from the leading ORANGE player to hinder their progress.


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

Trade excess wheat for wood to diversify resources and move toward building a road or settlement.


Building a road expands my network towards a potential settlement spot, which is crucial to catch up in victory points.


Buying a development card uses excess resources to advance toward victory points and keeps the hand below the robber discard limit.


Playing a knight card allows me to move the robber to block an opponent, steal a card, and progress toward Largest Army.


Target Orange, the closest rival in victory points, to disrupt their production and steal a resource.


Trading wheat for ore to work towards a city, which gives 2 VPs.


Block co-leader WHITE who has 7 cards and steal from them to disrupt their lead.


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

Trading 3 sheep for ore brings us closer to a city (now have 2 ore) without risking robber discard.


Buying a development card uses sheep, wheat, and ore to gain valuable cards while reducing hand size below the 7-card discard limit.


Playing a knight allows moving the robber off valuable tiles and stealing a necessary resource to build.


Block the leading opponent Orange and steal a resource to slow their progress.


Trade four surplus sheep for ore to progress toward the ore-and-wheat needed for a city.


Trade excess sheep for ore to start accumulating city resources toward victory points.


Buy development card to convert sheep wheat ore into possible victory point or knight to hinder leading opponents


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

Trading 4 wood for 1 ore enables purchasing a development card with sheep, wheat, and ore.


Buying a development card uses current resources effectively to gain victory points or utility.


Play the knight card to move the robber onto the leader Orange and steal a resource.


Target Orange who has the most cards in hand to maximize chances of stealing a useful resource.


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


Play the Knight to increase your Largest Army potential and disrupt the 6-VP leader.


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

Block the leading player WHITE and take a card while limiting their likely production.


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

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


Trading 3 ore for wheat to start building towards a city, as wheat is scarce and needed for both cities and development cards.


Buying a development card potentially gives a victory point or a knight to hinder the leader, and since building is impossible, it's the best move.


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

Target Orange who has the most cards in hand to maximize steal value.


Block the 6-VP leader on a productive hex and attempt to steal from WHITE.


Buy a development card using the exact sheep, wheat, and ore cost, improving chances of a knight or hidden victory point.


Year of Plenty for wheat and ore best advances the essential city resource combination.


Buy a development card for a chance at a victory point or a powerful future advantage.


Monopolizing ore offers the best path to combine with wheat access and reach a city quickly.


Keeping sheep avoids a wasteful 4:1 trade and retains flexibility for a future settlement.


ORANGE currently holds the most cards including Ore from a recent Monopoly, making them the best target to steal from.


Convert surplus sheep into ore needed for city upgrades to climb toward 10 VPs.


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


Acquire wheat to enable future development card or city purchases toward victory points.


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


Block WHITE, the current leader, and steal a card.


Buying a development card could yield a victory point or a knight to disrupt the leader, WHITE, who has 6 VPs.


Play knight to move robber onto White's high-probability hex and steal a card, slowing the leader and potentially gaining a needed resource.


Block the leading player's high-probability hex to hinder their progress.


We have the resources to buy a development card, which could give us a victory point or other useful card to catch up to the leader.


Playing a knight disrupts the leader WHITE and steals a needed resource, while rolling risks holding too many cards with robber nearby.


Move robber to a hex adjacent to WHITE to steal a card from the leader and disrupt their resources.


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

Trade wood for ore to start working towards a city, as ore is scarce and crucial for victory points.


Buying a dev card spends idle sheep/wheat/ore for potential VP or knight to hinder leader WHITE.


Playing knight lets us block leader WHITE and steal a resource card despite our empty hand.


Block the leading player WHITE by placing robber on their tile and stealing a card.


Trade four sheep for brick to complete the resources for a settlement and expand toward 10 VP.


Build a road to use surplus resources, advance toward expansion, and reduce the risk of losing cards to a robber discard.


Trade excess wood for ore to get the third ore needed for a city upgrade while reducing hand size.


Upgrading a settlement to a city increases victory points and doubles resource yields.


Ending the turn keeps flexibility to trade the four sheep for whatever resource is needed after next turn's roll.


Block the leading player WHITE and steal a card while disrupting their strongest production.


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

Target the strongest opponent Orange to slow down their production and steal a card.


Trade excess sheep for ore to build towards future cities or development cards.


Trading away all 4 sheep leaves no sheep to build settlements, so keeping resources and ending turn is best.


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

Trade excess sheep for wheat to reduce hand size and work toward settlement/city needs


Block the current leader WHITE to reduce their resource income and potentially steal a card.


Building a city immediately adds 2 victory points, bringing us closer to 10, and we have the required wheat and ore.


Trading sheep for brick enables future road/settlement expansion to gain victory points.


Build a road to expand infrastructure using available brick and wood.


Block Orange's production and steal from their large hand as they are the closest competitor.


Trade excess sheep for ore to reduce hand size below the discard limit and build toward a city.


Trade 4 excess wood for an ore to reduce hand size below 8 and build toward a city.


Trade four sheep for ore to reduce hand size and secure progress toward an ore-based city or development card.


Move robber to block the leader (WHITE) and steal a resource to hinder their progress.


Trading sheep for ore brings us closer to building a city, which we need to catch up to White's 5 VP lead.


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

Trading wheat for brick allows us to build a settlement and gain a victory point.


Playing road building card allows us to build two roads for free, preserving resources for a settlement next turn.


Building road (8,9) likely extends towards a high-probability settlement location, useful for future expansion and blocking opponents.


Extend road to node 7 to open a high-probability settlement spot and increase resource income.


Building road (8,27) extends our network from our new roads, setting up for a future settlement.


Building a city increases victory points and safely reduces hand size below the discard limit.


Holding resources keeps flexibility since hand size is safely below the discard limit.


Block the leading opponent WHITE and steal a card to hinder their progress.


Trade wood for brick to enable building a settlement next turn, reducing hand size and increasing VP.


Extend road towards potential settlement spot to increase VP count.


Trading wheat for brick reduces hand size and gets needed brick for a future settlement.


Trade 3 wheat for ore to move toward a city and reduce hand size from 10 to 8.


Build road to expand towards a settlement spot and reduce hand size to avoid robber discard.


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


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

Trade surplus sheep for ore to advance toward cities using our wheat.


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

We need brick to build a settlement, and trading 3 sheep for brick uses surplus sheep, reduces hand size from 11 to 9, and positions us to build a settlement soon.


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

Trading 3 wheat for 1 ore lets us upgrade a settlement to a city for 2 VP, putting us at 5 VP.


Trade 3 ore for wheat to get closer to building a city, which provides 2 victory points.


Building road (0,5) to enable a settlement with our current resources, advancing toward needed VPs.


Block leader WHITE with robber to slow their progress toward 10 VPs.


Block the leading player WHITE at one of their settlements and attempt to steal a card.


Trade four sheep for brick while preserving wood and wheat for a future settlement.


Build a road now using the available wood and brick to advance toward the longest-road bonus and future settlement sites.


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

Trade four wheat for ore to begin securing the ore needed for a city and future victory points.


Trade 3 sheep for brick to reduce hand from 7 to 5 cards and acquire a missing resource for building a settlement.


Building road 28-29 connects to a valuable intersection with high resource probability.


Trade 3 wheat for ore to start building a city, increasing our VP potential.


Move robber onto WHITE's hex to block the current leader and steal from them.


Block the current leader WHITE on a likely productive hex to reduce their chance of reaching 10 VPs.


Trade 3 wood for ore to get 2 ore and 5 wheat, enabling a city to reach 6 VPs and reduce hand size.


Trade 3 wheat for 1 ore to obtain 3 ore and 2 wheat, enabling a city upgrade to reach 7 victory points.


We have exactly 2 wheat and 3 ore to build a city, gaining 1 VP and tying with the leader.


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

Block the closest competitor RED and steal a card to hinder their progress.


Block White, the current leader, and attempt to steal a resource to hinder their progress.


Trade wheat for brick to build a road, expanding toward a settlement.


Building road (2,3) likely extends our network toward a strategic settlement location or blocks white's expansion.


Block Red's productive hex and attempt to steal a resource from the closest competitor.


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

Block Red, the closest competitor at 6 victory points, and attempt to steal a needed resource.


Trading four wood for an ore reduces hand size below eight and provides the resources needed to purchase a development card.


Block WHITE, the leading player, on one of its producing hexes to slow its path to 10 VP.


Need ore to build cities, and have excess wheat to trade at 3:1 port.


Holding six cards keeps us safe from the robber while preserving wheat for future development card or city purchases.


Trade 3 wheat for brick to build a settlement, gaining a VP and reducing hand size from 10 to 4 to avoid robber discard.


Build settlement to gain a VP and reduce hand size.


Block leader RED by moving robber to their hex and stealing to disrupt their path to 10 VPs.


Holding 6 cards keeps you under the discard limit while preserving resources for future flexible builds.


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

Block the leading RED player on a likely productive central hex and attempt to steal a card.


Convert excess sheep to wheat to progress toward city and avoid wasted cards.


Holding resources without immediate spending options keeps flexibility and avoids inefficient 4:1 trades while safely under the 7-card limit.


Trade four sheep for ore to begin pursuing an ore-and-wheat city while preserving all six wheat.


Trade four wheat for ore to reach the three-ore, two-wheat city cost and improve advancement toward 10 VP.


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


Trade sheep for brick to enable building a settlement, increasing VPs and reducing card count to avoid robber discard.


Building settlement gives immediate victory point, using available resources to reach 8 VPs.


Trade four sheep for ore to reach the ore needed for a city and advance toward 10 VPs.


Upgrade the settlement on 6, the higher-probability number, to improve production and advance toward 10 VP.


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

Trade sheep for wheat to enable building a settlement next turn.


Build road from settlement 5 to node 16 to expand towards a new settlement spot.


Trade excess sheep for ore to approach city requirements (needs 3 ore, 2 wheat) and reduce card count.


Trade surplus sheep for ore to reduce hand size and build toward a city or development card.


Trading four wheat for an ore reduces hand size below eight to prevent discarding on a roll of seven and collects ore needed for future cities.


Trade four sheep for ore to advance toward a city using your two wheat and improve the fastest route to 10 VP.


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

Trading 3 sheep for wood enables building a settlement to reach 9 VPs, putting us one step closer to victory.


Trade wheat for ore to get closer to building a city for 2 VPs.


Build road to extend network towards a potential settlement spot and reduce hand size to avoid discard.


Trading wheat for ore gets us closer to building a city and reduces our hand size to avoid discard.


Trading 3 wheat for ore will give us the 3 ore needed to build a city and reach 10 victory points.


Build a city to reach 9 VP and increase resource production, while reducing hand size to avoid robber.


Trade sheep for ore to enable city build and reduce card count against RED's 9 VPs.


Build city to gain a victory point and spend ore/wheat, reducing card count safely.


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

Trade excess wood for wheat to reduce hand size and prepare for future builds while avoiding heavy robber discard penalties.


Block the 9-VP RED player on the central tile while preserving the chance to steal a card.


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

Block the leading opponent (white) and potentially steal a resource to reach 10 VPs.


We need brick or ore for a settlement or city, but trading 3 wheat would leave us without wheat needed for building; ending turn and rolling for resources is best.


Trade 4 sheep for ore to drop below 8 cards and start accumulating city-building resources while RED nears victory.


After trading 4 sheep for ore, BLUE has 0 sheep and cannot perform listed sheep trades, so ending turn is the only valid move.


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

Block the leading opponent (WHITE) to hinder their progress and potentially steal a needed resource.


Trade 3 wheat for brick, then build a settlement to reach 10 victory points.


This road extends towards an available settlement location to win next turn.


Cannot afford any build with only sheep and ore; end turn.


Block the game leader RED at the center hex to slow their path to 10 victory points and steal a card.


Trade four sheep for ore to build toward a city while preserving four wheat for its cost.


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

Trade four wheat for brick to diversify toward a settlement and future road-building resources.


Cannot build with current resources and trading yields no immediate use, so end turn safely.


Trade excess wheat for ore to reduce hand size below the 7-card robber limit.


Holding four ore keeps us close to city construction requirements without risking a discard to the robber.


Build a settlement now for an immediate victory point and expansion, using the currently available settlement resources.


Trading sheep for wheat brings us closer to building a city, which requires 2 wheat and 3 ore, and we have the ore.


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

Trading 3 ore for brick provides the missing resource to build a settlement and secure victory.


Trade excess sheep for wheat to drop below 8 cards and gather a key resource for city/settlement.


No sheep left to trade productively and no builds possible; end turn safely.


Keep the four ore to work towards building a city while staying at the seven-card robber limit.


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

Block the 9-VP leader on a productive red settlement while stealing a card.


Trade excess wood for wheat to enable building a city with my abundant ore and wheat.


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

Trade 4 ore for 1 wheat to drop hand size to 7 cards and avoid discarding on a roll of 7.


Holding 7 cards is safe from the robber and preserves wheat and sheep for future development cards or cities.


Build a road now to expand toward another settlement and convert the spare brick and wood into future victory-point potential.


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

Trade wood for ore to start acquiring the two ore needed for a city, which will bring victory points to 10 and win the game.


Trade 3 wheat for 1 ore to reduce hand size and move closer to building a city for the winning point.


No legal trades or building actions available; must end turn.


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

Trade surplus sheep for ore to progress toward a city and future victory points.


Trading four wheat for an ore converts excess resources into a key material for cities or development cards while reducing hand size.


Trade four ore for wheat to gain the essential resource for development cards and future cities while reducing a large hand.


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