Selecting a settlement with high probability numbers and good resource mix.


Build road towards a promising settlement spot with high probability numbers to expand quickly.


Placing the initial settlement on vertex 22 offers strong production and resource synergy on the board.


Expanding towards intersection 23 provides a clear path for future settlement spots.


Claim a central, flexible settlement location to maximize access to diverse resources and future expansion.


Extend toward the less-contested side to preserve the best chance of claiming a strong second settlement site.


Vertex 24 likely touches high-probability 6/8 and ore/wheat hexes for strong city growth.


Build road to expand towards new settlement spots and resource diversity.


Settle on vertex 8 to access high-probability number tiles for resource growth.


Build towards node 9 to open expansion to likely high-probability number tiles.


Choose a central open settlement location most likely to improve access to strong production and future expansion.


Extend toward the likely open expansion route while preserving access to a future settlement spot.


Settlement at location 31 secures strong complementary resource hexes and balanced production numbers.


Extend the initial road from settlement 31 along edge (31, 32) toward future expansion spots.


Choose intersection 6, likely adjacent to high-probability hex for resources.


Extending road from settlement 6 towards the center to secure good numbers.


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

ORANGE currently holds the most cards (5 cards), making them the prime target to steal resources from and slow down.


Extend the existing road toward the connected 15–14–13 route, preserving the best path to a future settlement.


Build road toward vertex 9 to access high-probability number 9 for future settlement expansion.


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

Steal from White who has the most cards to disrupt their resource lead.


Building settlement gives an immediate VP and uses available resources.


Invest Wood and Brick into road expansion toward future settlement locations.


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

Steal from card-rich White to block the closest rival and disrupt their resource buildup.


Buying a development card uses spare resources and could provide a victory point or knight to block the leader.


We lack brick and need it for roads and settlements to expand.


Build road towards a productive hex to enable future settlement.


Building a settlement at spot 52 immediately gains a victory point and increases production.


Holding four bricks is safe from the robber and trading 4:1 without an immediate build wastes resources.


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

Block the tied leader RED while stealing a card to slow their path to 10 VP.


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

Trade four wheat for wood to complete the resource set needed for a future settlement.


Build a road now to use the available wood and brick while advancing toward a future settlement and potential longest road.


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

Trade excess brick for scarce ore to reduce hand below 8 cards and progress toward cities.


Cannot build due to missing brick/wood, so use spare sheep/wheat/ore to buy a development card for potential VP or knight.


Play knight to steal from card-rich White and block opponents while advancing largest army.


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

Steal from tied leader RED and block a hex that also hampers WHITE.


We have the resources to buy a development card, which could give us a Victory Point or a knight to disrupt opponents, and we are behind in VPs.


Play knight to move robber to block ORANGE (current leader with 6 cards) and potentially steal a card.


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

Move robber to center hex (0,0,0) and steal from ORANGE, who is tied for lead, to disrupt their production and potentially gain a needed resource.


Block the co-leader Orange to limit their resource production and steal a card.


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

Trade four sheep for wood to enable building a settlement and gain a victory point.


Build a road to expand toward a future settlement and convert the available wood and brick into progress.


Buying a development card may yield a victory point or useful card, while ending turn does nothing to advance.


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

Trade excess brick for wood using the 4:1 maritime trade to enable future road and settlement building.


Build a road to expand towards a viable settlement spot using the traded wood and brick.


Holding onto two wheat is better than trading down to a single card since no purchases can be made this turn.


Holding excess wheat is safe and trading 4:1 loses value with no build available.


Building road towards a likely high-probability number to expand settlement options.


Building road (7,8) opens access to a promising settlement location near high-probability numbers.


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

Trade surplus wheat at the 2:1 port for brick to work towards road building and expansion.


Extending the road network from intersection 32 towards the next settlement location.


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

Trade excess wheat for ore to reduce card count and progress toward cities.


We can afford a development card with sheep, wheat, and ore, potentially gaining VP or useful cards while reducing hand size.


Play knight to move robber and steal from RED, blocking the opponent leader.


Block co-leader RED to hinder their progress


Build a road to expand network toward potential settlement sites while using spare brick/wood.


Build a road to expand towards potential settlement spots and secure future resources.


Trade wheat via 2:1 port for brick to safely reduce hand size below 8 cards and prepare to build roads.


Build a road to expand towards a new settlement site and reduce hand size safely below the discard limit.


Holding 5 cards safely without enough resources to complete a settlement this turn.


Block Orange, a current leader with recent Knight momentum, on a likely productive hex.


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

Convert surplus wheat into scarce brick to enable future road or settlement building.


Build road to expand towards a potential settlement location with good numbers.


Trade wheat via port for brick to start assembling materials for a settlement.


Build a road to expand toward a valuable settlement location.


Keep the remaining wheat to save towards a future settlement or city rather than trading it at a loss.


Build a road now to expand toward another settlement and convert surplus wood and brick into progress toward a victory point.


Cannot build with current options, so keep resources (only 7 cards, safe) and end turn.


Extend the road network from intersection 29 towards the next settlement location.


Continue building along the planned road network from node 30 towards node 31 to reach a settlement spot.


Holding three wheat maintains full flexibility for future 2:1 maritime trades without risking robber discard.


Block the current 5-VP leader and attempt to steal from RED.


Trade four wheat for ore to build toward the high-value city requirement.


Trade excess brick for wood to enable future road/settlement expansion.


Build a road to expand our network toward new settlement spots while we have the resources.


Block the leader RED by placing robber on a high-probability hex and steal a card.


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


Play the Knight to block the 5-VP RED leader and steal a card while advancing toward Largest Army.


Block the leading RED player on another productive hex to slow their path to 10 VP.


Block the leader RED by placing robber on the same hex as before and stealing their resource to slow them down.


Buying a development card uses spare ore/wheat/sheep, reduces card count to avoid 7 discard, and could yield a victory point or knight to disrupt RED's lead.


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

Trade four sheep for brick to gain the resources needed for a settlement.


Build the available settlement now for an immediate victory point and improved resource production.


Trade excess brick for wood to work toward building roads with your remaining brick.


Build a road toward prospective settlement locations to expand board presence.


Build road towards vertex 8 to access high-probability number 8 for future settlement.


Having already built road (8,27) this turn, wood and brick are spent, so only END_TURN is feasible.


Block the leader RED by moving the robber to a hex that likely has high production and is adjacent to their settlements.


Use Road Building card to quickly expand and secure key positions.


Build road towards a promising settlement spot for wheat.


Extend road from existing path to secure future settlement spot.


Build road (3,4) to extend our network towards a potential settlement spot.


Build a road to expand and reduce hand size below 8 to avoid robber discard.


Buying a development card can give a knight or VP to catch up to red.


Play knight to block the leading opponent Red and potentially secure largest army.


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

Block the leading player Red to hinder his resource gain.


Buy a development card using the available ore, sheep, and wheat to pursue a knight or hidden victory point while reducing the oversized hand.


Play the knight to move the robber onto RED and hinder the current leader.


Block the current leader RED on a contested hex while taking a possible card from them.


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


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

Trade four wood for wheat to pair with your ore and maximize access to a city upgrade.


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


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

Trade 4 sheep for ore to reduce card count below 8 and start accumulating ore for cities.


Build road to expand network and prepare for new settlements on high-probability numbers.


Extend road network from newly built road to access new settlement spots


Building road (28, 29) expands the network and blocks Orange from expanding further along that path.


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

Trading two wheat for a sheep puts us one wheat away from a full settlement cost.


Keep wood, brick, and sheep in hand so a single wheat roll enables a new settlement.


Play the knight to disrupt the 5-VP leader and advance toward Largest Army.


Block the tied leader RED and steal a card from one of their settlements.


We have 7 cards and risk robber discard, buying a development card reduces hand size and could yield a victory point or knight to block leaders.


ValueError('no action JSON in reply: \'{"action_index": 1, "reason": "Playing the knight lets us move the robber to block the\'')


Playing knight can steal a resource from a leader and block a productive hex.


Move robber to a hex adjacent to RED to steal a card and hinder the leader.


No beneficial trade available; ending turn to keep wood and avoid losing resources.


Buy a development card with the available sheep, wheat, and ore to pursue an immediate VP or useful Knight.


Trade 4 wood for wheat to reduce hand size and enable a development card next turn.


We have the resources to buy a development card, which could give a victory point or a knight to block leaders, and we cannot build anything else.


Playing the knight card can disrupt the leader (RED or BLUE) and potentially steal a valuable resource like ore or wheat.


Move robber to RED's hex to steal a card and block their production, as RED is tied for lead with 7 cards.


Building a settlement directly increases victory points and expands our resource generation.


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


Play the Knight to block the 6-VP RED leader and potentially advance toward Largest Army.


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

Block the 6-VP RED player on a tile where you can also steal a card.


Build a road to expand toward a future settlement and improve your path toward the longest road.


Trade excess brick for ore to progress toward a city (needs 3 ore, 2 wheat).


Cannot afford any build with current resources, so end turn.


Building a road helps expand toward new settlement spots while keeping hand size below the discard limit.


Holding resources safely below the discard limit to accumulate for future builds.


Block the 6-VP RED player on the contested productive hex and attempt to steal a card.


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


Trade surplus wheat at the 2:1 port for sheep to secure resources needed to build a settlement.


Building a settlement increases victory points to 7 and expands resource income.


Block the 7-VP RED player on a productive hex and steal a card if possible.


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

Target Blue who has the largest hand (7 cards) and block a productive hex.


Expand from the newly built settlement at vertex 11 toward future settlement locations.


Trading 2 wheat for sheep gives the exact materials for a settlement while keeping hand size safe under the robber limit.


Extend the road network from vertex 12 towards a new settlement location.


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

Block the leading RED player on a hex adjacent to their settlement.


No build is possible now, so keep wheat and brick rather than waste them in a trade.


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

Need ore to build cities for victory points.


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

Trade wood for ore to secure the resources needed to purchase a development card.


I have the exact resources (sheep, wheat, ore) to buy a development card and push toward 10 victory points.


Holding Year of Plenty keeps resources safe from the robber and monopoly until they can be used immediately to build.


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

Move the robber onto an orange-occupied tile to disrupt the opponent holding seven cards and gain a steal.


No trade creates an immediate build, so preserve the wheat and sheep for future city or development-card progress.


Playing Year of Plenty for two Ore gets us closer to upgrading a settlement to a city or building toward the win.


Build a road to expand towards a new settlement spot or contest the longest road.


Keep the two wheat and two ore so only one more ore is needed to build a city.


Trade four surplus sheep for ore, preserving five wheat toward a city and advancing the fastest likely path to 10 VP.


Buy a development card now to convert surplus wheat and secure a chance at a victory point or strongest-army progress.


Play the Knight to block the 7-VP RED leader and advance toward Largest Army.


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

Block the 7-VP RED player on a tile where you can also steal a card.


Buy a development card while you have the required sheep, wheat, and ore, preserving your path to a surprise victory point or useful knight.


Trade excess wheat for scarce ore to build toward a city and drop below 8 cards.


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

Trade 4 wood for brick to reduce hand to 7 and get closer to building a settlement (need only sheep).


Trading 4 wheat for ore moves us closer to building a city, which provides 2 victory points and accelerates our progress toward 10.


Building a road expands our reach towards potential settlement spots and uses our spare wood and brick, progressing towards more VPs.


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

Block and steal from Blue, who is in second place with 6 victory points and 6 cards.


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

Trade excess wheat for ore using the 2:1 wheat port to prepare for a city upgrade and reduce hand size.


Trade excess wheat for a third ore to get closer to building another city while keeping hand size safely under eight.


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

Trading three ore for a sheep gives the exact resources needed to build a settlement on a future move or trade.


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

Trade surplus wheat for ore to progress toward a city, the strongest path from 8 VP.


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

Trade excess brick for wood to enable road building and expansion.


Build a road to expand towards new settlements and use wood/brick efficiently.


Block and steal from Blue, who is the closest competitor at 6 victory points.


Preserve resources for future settlement or city building without inefficient port trades.


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

Block the 7-VP RED player on a productive hex and deny their likely path to victory.


Buy a development card for a chance at an immediate victory point or a knight toward the win.


End the turn while keeping the knight, since the robber already blocks the 7-VP leader and playing another knight offers no immediate gain.


We have exact resources for a dev card, which may give VP or a knight to hinder leader RED.


Gain ore and wheat to work toward city upgrades and close the VP gap.


Play the Knight to strengthen your army and keep the robber targeting the 7-VP RED leader.


Block RED, the current leader, on another hex where they have a settlement.


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

Block RED on a nearby productive hex while attempting another steal from the leading opponent.


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

Trade excess brick for ore to approach city cost (2 wheat, 3 ore) and reduce card count.


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

Block the closest competitor Blue and steal a card to slow their progress.


Holding resources keeps flexibility for future cities or development cards while staying safe under the hand limit.


Play Road Building to gain two roads at no resource cost and maximize progress toward the final settlement or Longest Road point.


Build the road at 33–34 to extend a likely connected route toward the longest-road bonus.


Extend the existing road at 34 to maintain and strengthen the route toward a potential settlement or longest road.


Extend the existing road chain to improve access toward a future settlement and preserve longest-road potential.


Only viable action is buying a dev card as we lack wood to build and need possible knight or VP.


Block the leader Red by moving robber to a hex they occupy to reduce their production and possibly steal a needed resource.


Trade two wheat for one ore to enable buying a development card with sheep, wheat, and ore.


Buy a development card to work towards victory points or useful cards with the available resources.


Build a city to gain the two points needed for an immediate victory.


Build a city to gain a victory point and increase resource production, catching up to opponents.


Preserve resources for future turns to afford development cards or cities.


Buy a development card for the chance of an immediate victory point and a winning tenth point.


Play the Knight to potentially secure Largest Army and immediately reach 10 VP while disrupting the leader.


Block the 7-VP RED player on a shared hex and steal a card to slow their race while preserving our winning position.


Trade four wood for brick, enabling a settlement with your existing wheat and sheep while preserving key resources.


Build settlement 36 to reach 10 victory points immediately.