No board resource or number layout is provided, so I choose the first legal settlement location.


Build toward the most direct expansion point to secure another settlement location quickly.


Settlement 2 likely offers high probability numbers for ore and wheat, crucial for early city development.


Expand towards the center to access more resource hexes and secure future settlement spots.


Settle on node 4 to target high-probability numbers and resource diversity for cities.


Build road to node 5 to expand away from opponents and keep future settlement options open.


Settlement 28 provides a strong central position with access to three high-yield resource hexes.


Extend the initial road toward the next viable settlement location along edge (28, 29).


Placing the second settlement on vertex 38 secures strong resource diversity and high production numbers.


Placing road towards 39 opens expansion towards viable settlement locations.


Settle on a high-probability number like 6 or 8 to maximize resource income for future cities.


Expand from new settlement 8 to access more resource hexes despite current wood shortage.


Node 6 likely provides high-probability resources and connects to our road.


Build road towards node 7 to expand into unclaimed area.


Choose a central open intersection to maximize access to diverse resource-producing hexes.


Extend from settlement 24 toward the open branch at 53 to preserve the best expansion route.


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

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


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

Steal from WHITE who has 5 cards and just gained ore, and block center hex (likely desert) to avoid harming own production.


Buying a development card uses surplus sheep and potentially adds victory points or knights.


Trading 4 sheep for ore is best because ore is scarce and essential for building cities or development cards, which are key to reaching 10 victory points.


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

Steal from WHITE who has 6 cards to disrupt their lead and potentially gain a resource.


Buying a dev card offers potential immediate VP or knight to boost victory points.


Playing Road Building gives two free roads, saving resources and accelerating expansion toward settlement locations.


Placing road (1,2) extends towards a likely settlement spot, aiming to build a settlement next turn to increase VPs.


Extend from existing road at node 1 to node 6 to reach a new settlement spot with high-probability numbers.


Extend road from existing path to reach a new potential settlement area.


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

Trading 3 sheep for a brick diversifies resources to prepare for road and settlement expansion.


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

Block the tied leader’s likely high-production central hex and deny Orange’s expansion momentum.


Preserve wheat for a future city rather than making an immediately unusable trade.


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

Block White to steal a resource and hinder a player with a likely strong hand.


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

Trade surplus sheep for wood to pair with brick for future road construction.


I will spend my wood and brick to build a road and expand toward a new settlement spot.


Keep the four wheat toward a future settlement or city rather than making an inefficient trade with no immediate build.


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

We have 8 cards and need brick to build a settlement; trading 4 wheat for brick reduces hand size and progresses toward a settlement.


Building road (7,8) extends our network towards a potential settlement spot with good resource access.


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

Convert excess wheat into ore to progress toward city upgrades and maintain resource balance.


Trade four wheat for ore to begin pursuing the ore-and-wheat needed for a city.


Orange holds the most cards (6) and is tied in VPs, so moving robber to steal from Orange hinders the closest threat.


Buying a dev card uses spare sheep/wheat/ore for potential VP or knight to aid our lagging position.


Playing knight lets us move robber again to steal from card-rich ORANGE, gaining resources for future builds.


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

Block Orange (most cards) with robber to slow their progress while tied on VPs.


Build a road to expand towards new settlement spots on high-probability numbers.


Build a road to expand toward a future settlement and improve access to another victory point.


Build road from vertex 4 to expand network towards high-probability numbers.


Orange has the most cards in hand, making them the best target to steal from while blocking a key hex.


Holding resources keeps flexibility open for future development cards or settlements without wasting trading power prematurely.


Holding five cards is safe from the robber and retaining resources provides better flexibility for future purchases.


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

Block a likely productive hex while stealing from RED, one of the tied leaders.


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


No immediate build is possible through trading, so it is best to hold cards and end the turn safely.


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

Block ORANGE, who has the largest hand and is tied for the lead, on a tile where you can steal a card.


Target White on the central hex since they hold the most cards and pose a strong threat.


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

Trade surplus wheat for ore to enable purchasing a development card this turn.


Buying a development card is the most efficient use of resources right now to gain knight cards or victory points.


Take wheat and ore to enable buying another development card immediately with your sheep.


Buying a development card uses excess resources and provides powerful advantages while keeping my hand safe from the robber.


Trade four sheep for ore to advance toward the high-value city cost with two wheat already held.


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

Trading 4 sheep for brick provides the missing resource to build a settlement, increasing victory points and reducing hand size to avoid robber discard.


Build a road to expand toward a good settlement spot and reduce hand risk.


Roll the dice to collect resources before taking any other action.


Playing the knight card allows blocking the leading player ORANGE, stealing a resource, and progressing toward Largest Army.


Target the game leader Orange who currently holds the most victory points and cards.


Block the current leader on the central contested hex and steal from Orange.


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


Take two ore to advance toward the valuable city path while retaining two wheat.


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

Trade excess brick for needed ore to progress toward cities and reduce hand size below 8.


Buying a dev card uses spare sheep/wheat/ore and may yield a VP or knight to hinder leader Orange.


Playing monopoly on ore gathers resources needed for cities.


We can afford a development card that may provide victory points or helpful progress.


Play knight to block leader ORANGE and steal a card.


Block the current leader Orange with the robber.


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

Trade 4 wood for ore to reduce hand size below 7 and acquire scarce ore.


Buying a development card reduces hand size to avoid robber discard and may yield a victory point.


Playing the knight card will move the robber off our wheat hex and allow us to steal a resource from the leader, WHITE, who has the most cards, improving our hand for a settlement.


White has the most cards (8), so stealing from them maximizes card gain and hinders their progress.


Trade excess wheat for ore to progress toward city upgrade.


Holding resources keeps flexibility to build settlements or buy development cards on future rolls without losing card value.


Trade sheep for brick to build a settlement and gain a victory point.


Build road towards high-probability resource nodes to expand future settlement options.


Buying a dev card spends excess sheep/wheat/ore for potential VP or knight and reduces hand below 8 cards.


Play knight to move robber onto leader Orange's best hex and steal, slowing their lead.


Block co-leader ORANGE with robber to slow their progress toward 10 VPs.


Buying a dev card reduces our 8-card risk and may yield a VP or useful progress card since we lack wood to build.


Trading 2 wheat for 1 ore positions us to buy development cards with our existing wheat and sheep.


Buying a development card efficiently utilizes our resources to progress toward knights or victory points.


Playing a knight card allows me to move the robber off my tiles, block a leader, and steal a card.


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

Target leader RED on a key central hex to slow down their development and gain a resource.


I will end my turn to save resources for future development cards or building actions without wasting wheat needlessly.


Trade wheat for ore to start building a city, crucial for reaching 10 VPs.


Play knight to move robber off our wheat hex and steal from a tied opponent to gain advantage.


Block tied leader ORANGE with robber to hinder their progress toward 10 VPs.


Trade 4 brick for ore to drop below 8 cards and acquire scarce ore for future cities.


Build a road to expand toward new settlement spots while preserving ore for city upgrades.


Buying a dev card can yield a VP or knight to hinder rivals while our hand stays small.


Target leader RED on the central high-production hex to slow their development and steal a card.


Trade 2 wheat for 1 ore using the wheat port to prepare resources for a development card.


Buying a development card uses all current resources efficiently to gain development power without holding cards.


You cannot play a development card on the turn it was purchased, so end the turn.


Block RED, a leading opponent, on a nearby productive hex to reduce their path to 10 points.


Trade four brick for ore to obtain the ore-sheep-wheat combination needed for a development card.


Buy a development card for a chance at a hidden victory point or useful knight.


Playing knight removes the robber blocking RED and steals a card, enabling resource gain.


Block co-leader ORANGE by moving robber to their hex to steal a card and hinder growth.


Opponents have very few total cards in hand right now, so holding the Monopoly card for a bigger payoff is best.


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

Block the tied leader RED and steal a card while disrupting their strongest production.


Target co-leader RED to slow their progress and steal a resource.


Opponents only have six cards combined, so it is better to save the Monopoly card for a larger haul.


Block RED, a tied leader with cards, on a productive occupied hex to reduce their progress and potentially steal a resource.


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

Trade four brick for wheat to begin building toward an ore-wheat city upgrade.


Block co-leader ORANGE by moving robber to their hex and stealing to hinder their progress.


Opponents only hold six cards total, so it is better to save Monopoly for a larger harvest.


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


Play the Knight to hinder a tied leader and advance toward Largest Army.


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

Block RED, tied for the lead and holding more cards, on a tile where a steal is possible.


Use wood and brick to build a road expanding toward new settlement sites.


Wait for a clearer tracking of a concentrated resource before using the Monopoly card.


Trade four wheat for ore to reduce hand size and preserve a path toward ore-wheat development or city progress.


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 advance toward Largest Army and block a leading opponent’s productive hex.


Block the leading Orange player on the central high-probability hex and attempt to steal a card.


I will hold my resources and save the Monopoly card for when opponents have a known high concentration of a specific resource.


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

Trade four sheep for wheat to begin securing the essential wheat supply for future settlements or cities.


Block the current leader RED to hinder their progress and try to steal a needed resource (brick or ore).


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

Trade surplus wheat at the port for wood to pair with brick for road building while saving the Monopoly card for maximum value.


Build a road to expand towards a settlement spot while utilizing the wood and brick in hand.


Save the Monopoly card for a future turn when it can immediately fund multiple settlements or cities without risking a discard to the robber.


Trade 4 sheep for brick to reduce hand size from 9 to 6 and enable building a settlement next turn, increasing victory points.


Build settlement to increase victory points.


Opponents are holding 19 cards in total, making Monopoly on a key resource highly lucrative.


Trade excess wheat via 2:1 port for ore to work towards buying development cards or upgrading to cities while reducing hand size.


Trade wheat for ore using the port to prepare resources for a city upgrade or development cards.


Buying a development card spends cards to bring the hand down to a safe 7 cards while progressing towards victory points.


Buying a development card uses available sheep, wheat, and ore to work towards victory points and Largest Army.


Trading two excess wheat for an ore secures a high-value resource for future dev cards or cities.


Trade four sheep for wheat to pair with existing wood and build toward a settlement.


Roll the dice to generate resources for this turn.


Playing a knight card allows moving the robber to disrupt the leading opponent and progresses toward the Largest Army.


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

Block and steal from the leader ORANGE on the central high-value hex.


I have the exact resources (sheep, wheat, ore) to buy a development card to build towards Largest Army or Victory Points.


Play Road Building to gain two roads and maximize immediate expansion potential.


Extend toward a likely settlement route with the road-building opportunity.


Extend the existing road network toward the nearest expansion route while capitalizing on Road Building.


Extend the existing road toward the likely open settlement location at node 26.


Block Red, the current leader with 4 VPs, to slow their progress.


Roll the dice to generate resources for the turn.


Playing the knight allows moving the robber to steal a card and build progress toward the largest army.


Target the leader Orange by placing the robber on a central high-value hex.


Trade excess brick for ore to progress toward cities and reduce hand size.


Trade surplus sheep for wheat to advance city materials and reduce hand size below 8 cards.


Lack resources to buy dev card, so ending turn is only sensible move.


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

Trade four sheep for ore to move toward an ore-wheat city and enable development cards.


Trade four wheat for ore to strengthen the ore-wheat supply needed for a future city.


Need wheat for building settlements or cities, and it's the most scarce resource.


Orange is the current leader with 5 VPs, so move the robber to their hex and steal to hinder their progress.


Buying a dev card uses spare sheep/wheat/ore and may yield VP or knight to block leader ORANGE.


Build road towards a good settlement spot to claim a new intersection.


Keep bricks and avoid unfavorable 4:1 trade; end turn to await better rolls.


Build the available settlement for an immediate victory point and stronger future resource production.


Buy a development card for a chance at a victory point or a knight while spending surplus ore and wheat.


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


Block the current leader on the central hex while stealing a card from Orange.


Building road (12,13) expands towards a new settlement spot to increase resource access.


Build settlement to gain a victory point using available brick, wood, sheep, and wheat.


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

Trade surplus sheep for wood to prepare for building roads and settlements.


Build a road to expand towards a viable settlement spot.


Block RED's production and steal a card from the leader to increase our resources.


Build a road to expand network since we have wood and brick available.


Buy a development card using the exact sheep-wheat-ore set, preserving flexibility while pursuing a potential victory point or knight.


Trade 4 sheep for brick to build a settlement, increasing victory points to 7 and reducing hand size to avoid robber discard.


Building a settlement brings us to 7 VPs, closer to 10, and we have the resources.


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

Trade excess brick for wood to drop below 8 cards and acquire wood needed for settlement expansion.


Use spare brick and wood to build a road expanding our network toward potential settlement sites.


Buying a dev card could give a victory point or knight to block leader.


Playing the knight can block the leader (RED) and potentially steal a needed resource.


Block the leader RED by moving robber to hex (0,0,0) to steal a card and reduce his production.


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

Trade excess wheat for ore to enable future city builds.


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

Trade three wheat for ore to advance toward a city and strengthen the ore-wheat strategy.


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

Trading 4 wheat for brick enables building a settlement, moving from 7 to 8 victory points.


Building a road to expand towards a settlement location to reach 10 VPs.


Holding 4 cards is safe from the robber and preserves wheat until we have enough resources to build or buy a card.


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

Trade wood for ore to get closer to building a city, needing only one more ore.


Trade excess wheat for scarce ore to approach city requirement and lower hand size.


Build road to expand network toward new settlements and reduce hand size below 10 cards.


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

Block and steal from the current game leader ORANGE on a key hex.


Holding resources keeps flexibility to roll or trade for an Ore to purchase a development card next turn without risking discard.


Block the 6-VP Orange player on a productive hex to slow their imminent win.


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

Trade three sheep for ore to strengthen the ore-wheat city path and maximize future production.


Holding resources at 5 cards is safe from the robber and preserves flexibility to build or buy cards next turn.


End the turn to preserve the three wheat needed alongside your ore for a future city.


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


Trade surplus sheep for ore to enable buying a development card this turn.


Holding resources keeps flexibility for future builds without risking robber discards.


Keep the three wheat and two ore toward a city rather than sacrificing wheat for a trade.


Building road (2,9) reduces hand size from 12 to 10, lowering discard risk from robber, and may connect to a settlement location critical for expanding towards 10 VPs.


trade excess wheat for ore to reduce hand size and approach city build


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

Trade excess wheat via port for ore to work toward city upgrades.


Trade three wheat for ore to reach three ore and position for a city once more wheat is obtained.


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

Trade surplus ore for wheat to strengthen the crucial city-building resource and reduce hand size.


Build a city to gain 1 VP and reduce large hand size, minimizing robber risk.


Trade sheep for ore to acquire needed ore for city while preserving precious wheat.


Trade 4 wheat for 1 ore to reduce hand from 10 to 7 cards (safe from robber discard) and get closer to the 3 ore needed for a city.


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

Trade wood for wheat to get closer to building a city for the win.


Building settlement 32 gives an immediate victory point and expands resource production to help catch Orange at 7 VPs.


Trade three sheep for ore while retaining three wheat, best positioning toward an ore-and-wheat city.


Trade the three wheat for ore to build toward a city and leverage the existing ore stockpile.


Trading 2 wood for 1 ore gives us the missing ore to upgrade a settlement to city, winning the game.


Building a city with abundant ore and wheat wins the game.


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

Trade excess wood for ore to reach city cost (3 ore, 2 wheat) and reduce hand size.


Spend wheat and ore to build a city on high-probability spot 8, gaining a victory point safely.


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


No immediate build possible; need to end turn and hope for resources on next roll.


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

Trading 3 wheat for brick gives the missing resource to build a settlement next turn for a victory point.


Preserve wood and brick to later build a settlement for the needed VP rather than spending wood on a road that yields no immediate victory points.


Trading three sheep for an ore will provide the exact resources (3 ore, 2 wheat) needed to build a city and reduce hand size below 8.


Upgrading a settlement to a city increases victory points and doubles resource production from that tile.


Trade three sheep for ore to reach the three ore and two wheat needed for a city, gaining a crucial victory point.


Build a city immediately with the available three wheat and three ore to gain two victory points and accelerate production.


Trade sheep for ore to reach 3 ore for a city upgrade.


Trade 2 wood for ore to build a city and secure the 10th victory point.


Building a city at 52 immediately grants the 10th victory point to win the game.