Placing first settlement on a high-probability intersection for resource production.


Building towards the center of the board increases access to high-probability resources for future expansion.


Choose a central open intersection to maximize access to high-probability production and future expansion.


Extend from settlement 32 toward the nearest open expansion point at 33.


Placing the initial settlement on an advantageous high-pip intersection balances core resource generation.


Building road (16, 21) opens up expansion toward valuable adjacent hexes.


Pick settlement 24 to target high-probability numbers 6 and 8.


Build road towards central nodes to access high-probability numbers for future settlements.


Vertex 27 is centrally located and likely adjacent to high-probability numbers (6/8) and ore/wheat for city development.


Building road (27,28) expands to open territory for future high-probability settlements.


Settling on vertex 39 provides strong production and resource balance for the second settlement.


Placing a road toward intersection 38 opens up strong expansion paths along favorable hexes.


Vertex 22 is a central open location with strong potential for diverse high-probability production.


Build toward the open 49 branch to preserve the best expansion route for a future settlement.


Settle 19 offers strong resource potential with likely access to high numbers like 6/8 and a balanced resource spread.


Build road towards node 20 to avoid contesting ORANGE's area and open new settlement options.


Extend from settlement 19 towards node 46 to claim a new area for future settlement.


Extend from your existing road toward the open expansion route at 23, preserving a strong path to a future settlement.


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

Steal from RED who holds the most cards (3) to gain a resource and disrupt the tied game.


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

Block WHITE who has the most cards, and steal a card to hinder them.


Extend the existing road toward a new settlement opportunity while spending the available wood and brick.


Build the connected road from 52 to 53 to extend the existing network toward expansion.


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

Trade 4 brick for 1 wheat to reduce hand to 7 cards and obtain wheat needed for settlement.


We have enough resources to buy a development card, which could give a victory point or useful effect, and reduces hand size to avoid robber discard.


Two bricks enable building a road and a settlement to increase victory points.


Building road to expand network towards a promising settlement location.


Extend road from current path to secure future settlement on high-probability numbers.


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

Trading excess sheep for wood enables building a road to expand toward new settlements.


Build a road to expand toward high-probability numbers using available brick and wood.


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

Trade two brick for one ore at the 2:1 port to lower hand size to seven and prepare resources for a city upgrade.


Building a city increases victory points and doubles resource yields from that settlement.


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

Block Orange, the current leader, to hinder their progress.


Save the wood and brick for a future settlement while preserving the ore and wheat needed for a city.


Build a road to reduce hand size from 9 to 7, avoiding discard risk, and expand network.


Acquire wood from sheep trade to build road next turn and reduce hand size.


Extending road from our newest road to reach a future settlement location.


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

Block the 4-VP leader on the central hex and steal a card from Blue.


Build a road while resources allow, extending toward the available expansion route.


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

Trade excess wheat for wood to pair with brick for building roads towards new settlement spots.


I will build a road to expand towards a valuable new settlement spot.


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

Trade three wheat for ore to reach three ore and set up a likely city once more wheat is gained.


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

Trade three ore for wood to enable another road and preserve expansion potential.


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


Holding four wheat is safe from the robber and preserves flexibility for future turns.


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

Convert excess sheep into wheat, a scarce resource needed for settlements and cities, while reducing dead cards.


Buy development card to use spare resources and possibly gain a VP or knight to hinder leader Blue.


Playing knight lets us move robber to block leader BLUE and progress toward largest army.


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

Block the current leader BLUE by moving the robber to their hex to steal and disrupt their production.


Holding 4 wheat and 1 ore puts us closer to a city without risking a discard to the robber.


Build a road along the central expansion route to improve access to a future settlement site and preserve tempo.


Holding five cards is safe from the robber and preserves the wheat needed for building cities or development cards.


Trade sheep for wheat to keep ore for building a city, moving toward 10 VPs.


Holding onto 4 ore for future city is better than trading it away for a single resource that doesn't enable immediate building.


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

Trade three wood for wheat to reach the ore-and-wheat threshold for a city while preserving all three ore.


Build a city now for an immediate victory point and stronger production, likely at the recently expanded 32 settlement.


Holding 4 Wheat and 2 Ore keeps us close to a city upgrade if we get one more Ore.


Building a road reduces hand size to avoid robber discard and positions for a settlement near high-probability numbers.


No beneficial trade; ending turn to keep resources for future city.


Build a road now using the available brick and wood to expand toward another settlement location.


Trade the three wood for wheat to advance toward another ore-and-wheat city.


Target the current leader Blue and steal a resource to help build toward a city.


Upgrading to a city immediately increases victory points and resource production while utilizing excess wheat and ore.


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

Block co-leader ORANGE by moving robber and stealing to hinder their city expansion.


Block ORANGE, the tied leader who just upgraded to a city, while taking a potential card.


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

Steal from White who holds the most resource cards while blocking their production.


Move robber to the wheat hex (0,1,-1) to block production and steal from co-leader BLUE, hindering their lead.


Build road (26,27) to expand network toward high-probability numbers using spare wood/brick.


Steal from Red who holds the most cards while disrupting a key productive hex.


Holding resources keeps flexibility without risking robber discard since hand size is only four.


Block the co-leader Orange who has 4 VPs and 6 cards to deny resources and potentially steal a card.


Block BLUE at the central productive hex and steal from a tied leader with five cards.


Trading 2 brick for 1 ore gives the exact resources needed (3 ore, 2 wheat) to build a city.


Block co-leader ORANGE by moving robber to their tile and stealing to slow their city plans.


Steal from RED (6 cards) to reduce their hand and gain a resource, disrupting the current leader's closest competitor.


Need wheat to build cities; trading 4 brick reduces hand size and secures a needed resource.


Build a road now to use excess wood and brick, advance expansion, and reduce the risk of losing cards while preserving ore and wheat for a city.


Block the leader ORANGE and steal a resource.


Buy a development card to reduce hand from 8 to 5, avoiding discard, and potentially gain a victory point.


Playing the knight card allows us to move the robber to disrupt the leader (ORANGE) and steal a needed resource like wheat or ore, improving our hand.


Steal from ORANGE who is tied in VPs and has many cards, to slow them down.


Trade brick for wheat to progress towards a city and reduce hand size.


Keep the three wheat and two ore toward a city rather than trading away the wheat without an immediate build.


Holding 7 cards avoids the robber discard limit while keeping resources to build a city or settlement on subsequent rolls.


Trade three wheat for ore to reach the three-ore threshold for a city on a future turn.


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

Trade the three ore for wheat to move toward the essential ore-and-wheat city resource combination.


Trade excess wheat for wood to reduce hand size below the discard limit and work towards a settlement.


Building a road spends wood and brick, expanding your network while safely reducing your hand size below the 8-card robber discard limit.


Keep the ore and wheat to build a city soon without exceeding the hand limit.


Trade excess sheep for wood to reduce card count and enable future expansion.


Build a road to expand toward new settlement sites using excess brick and wood.


Block the leading opponent (ORANGE) with 4 VPs and 6 cards to potentially steal a card and slow their progress.


We have enough ore, wheat, and sheep to buy a development card, which could give a victory point or a knight, moving us closer to 10 VPs and reducing hand size.


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

Trade three wood for ore to secure a key city-building resource and improve future development prospects.


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

Trading two brick for a sheep enables buying development cards with existing wheat and ore.


Buying a development card utilizes current resources effectively without risking robber discard.


Playing a knight allows moving the robber off my hex and stealing from the leading opponent with 7 cards.


Target the leading opponent BLUE who holds 7 cards and block a key hex.


Build road to reduce hand from 8 cards below discard threshold and expand towards a settlement location.


Build a road now to use the available wood and brick while expanding toward another settlement site.


Trading 2 brick for 1 ore puts us at 3 ore and 1 wheat, leaving us just one wheat away from upgrading to a city.


Trade brick for wheat to avoid robber discard and progress towards a city.


We have resources for a dev card, no other builds possible, and it could yield a VP or useful cards to advance our lead.


Playing the knight card allows us to move the robber to block Orange, the nearest competitor with 4 VPs and a large hand, and possibly steal a resource.


Block Orange, the closest opponent with 4 VPs and 7 cards, to hinder their progress and protect our lead.


Build a road with the available wood and brick to expand toward another settlement opportunity.


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

Trading four wheat for one ore prevents discarding on a 7 and prepares resources for city building.


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

Trade excess sheep for ore to build toward cities and avoid 8-card robber risk.


We need to slow down the nearest opponent ORANGE by stealing a card and blocking their productive hex.


Block the leading Blue player and steal one of their cards while disrupting their production.


Buy a development card using the exact sheep, wheat, and ore available to pursue a hidden VP or useful knight.


Play the Knight to advance toward Largest Army and disrupt the leading opponent’s resource production.


Block the tied leader BLUE and steal a card while denying production on the central hex.


Building a road advances my expansion towards a settlement location.


Build a road while you have exactly the required wood and brick, advancing toward another settlement and possible Longest Road progress.


Holding onto four ore keeps the resources needed to upgrade to a city once another wheat is acquired.


Buy card reduces card count risk and may yield VP or progress to catch up.


Trade surplus wood for ore to advance toward a city with your two wheat.


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

Trading 4 wheat for 1 sheep enables purchasing a development card with existing resources.


Buying a development card uses resources to lower hand size below 8 and provides useful abilities or points.


I will save the Monopoly card for a more opportune moment and end the turn.


Trading away all 4 brick loses essential building material; keep brick for future settlement/road.


Build the city for an immediate victory point and stronger ore-wheat production.


Opponents are holding 23 cards total, making Monopoly extremely lucrative to gain resources for building cities and settlements.


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

Trading four ore for a sheep allows buying a development card while reducing hand size below the discard limit.


Buying a development card uses our excess resources and protects our hand below the 8-card robber limit.


Steal from tied leader ORANGE to gain resources and hinder their ore advantage.


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

Trade 4 wood for wheat to progress towards a settlement or city, as wheat is needed for both and we have a sheep and wood.


Trade three wheat for ore to pursue the ore-wheat engine needed for cities and future victory points.


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

Trade 4 sheep for wood to enable a future settlement and reduce hand size below 8 cards.


We can afford a settlement (1 brick,1 wood,1 sheep,1 wheat) to gain a victory point and new resource production.


Building a settlement immediately increases victory points, progressing toward 10.


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

Trade three brick for wheat to improve access to the ore-and-wheat needed for a future city while retaining enough resources for a road.


Build a road to expand toward an additional settlement and advance toward the longest-road bonus.


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

Trade excess brick using the 2:1 port for ore to work toward building a city while reducing hand size below the discard limit.


Trading two brick for one ore secures the three ore needed to upgrade a settlement to a city while reducing hand size.


Trade four wheat for an ore to reduce hand size to 5 cards and prevent discarding to a 7.


Holding 4 ore and 1 brick keeps me safe under the 7-card discard limit while saving ore towards a city upgrade.


Trade excess brick for wheat to progress toward a settlement and reduce card count.


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

Trade 4 brick for wheat to reduce hand size and get one of the missing resources for a settlement, moving closer to 10 VPs.


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

Trading brick for ore to progress towards a city victory point.


We have the exact resources to buy a development card, which could give us a victory point or other advantage.


Playing the knight card allows us to steal resources from the leader (Orange) who holds 7 cards, potentially gaining needed ore or wheat for a city.


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

Block ORANGE who has 7 cards and is most threatening to our lead, stealing a card to hinder their progress.


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

Block the 7-VP leader on a blue-controlled hex and steal a card if possible.


Build a settlement now for an immediate victory point and stronger resource production while racing the leader.


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

Trading excess brick for wheat via the 2:1 port reduces hand size under 8 and builds towards a city.


Trade two brick for a second wheat to get the resources needed to build a city next.


Cannot build a settlement or city due to missing wheat; ending turn preserves resources for next roll.


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

Block the 7-VP BLUE player on a likely productive hex and steal a card while advancing toward the lead.


Build a road directly from the newly established settlement to expand toward another settlement site and pursue development momentum.


Block the game leader Blue on a central hex and steal a card to hinder their progress.


Trading two brick for a sheep enables buying a development card with existing wheat and ore.


Buy a development card to build towards knights or victory points using surplus sheep, wheat, and ore.


Opponents hold few cards right now, so it is better to save the Monopoly card for a higher-yield turn.


Need 2 more VPs; buying a development card gives a chance for a VP point or useful card to secure win.


Playing Year of Plenty for sheep and wheat allows buying a development card, potentially drawing a victory point.


We have exactly the resources (1 ore, 1 wheat, 1 sheep) to buy a development card, which could give us a victory point or other advantage to reach 10 VPs.


Build the city to gain a victory point and improve ore-wheat production toward the finish.


Trade excess wood for ore to advance the ore-and-wheat city strategy while reducing the risk of a large hand.


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

Trade for wheat, the key resource needed for a future city and currently absent from your hand.


Monopoly on ore will give the final ore needed to build a city and deplete opponents' resources.


Build road to expand board presence and reach new resource tiles.


Rolling is the only legal action and may provide needed resources while being safe from robber discard.


Playing knight could give largest army for 2 VPs and win, or steal a card from leader RED.


Steal from ORANGE who has 10 cards to obtain ore/wheat for city.


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

Trade three brick for ore to improve access to a city, the strongest route from 6 VP.


Trade excess wheat for sheep to enable buying development cards with existing ore.


Buying a development card uses sheep, wheat, and ore while reducing the hand to safe card limits.


Play a knight to move the robber off our hex, disrupt leader Blue, and steal a needed resource.


Block the game leader BLUE on the center hex and steal a card.


Holding 5 ore is safe under the 7-card limit and preserves resources needed for building upcoming cities.


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

Convert excess sheep into ore to start accumulating resources for city upgrades.


Lack of sheep prevents buying development card, so end turn.


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

Trade 4 ore for wheat to progress toward building a city (2 VP) next turn.


We need to save wood for a settlement, and building a road would consume it, so end turn to gather resources.


Trade three excess wood for wheat, enabling an immediate city with your three ore and two wheat.


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

Trade three wood for ore to strengthen access to an ore-wheat city and advance toward the final victory points.


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

Trade ore for wheat to maximize access to a city and secure the fastest path from 6 to 8 victory points.


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

Trade three wheat for ore to advance the strongest path toward a city and secure victory points.


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

Trade surplus ore for wood to match my brick and work towards building a road.


Use the wood and brick to expand road network towards new settlement locations.


Buying a dev card can give a VP or knight to block the leader while dropping hand below 8 cards.


Build a road to expand network towards potential settlement spots while lacking wheat and ore.


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

Trade 4 bricks for sheep to reduce hand size and secure a resource needed for a settlement.


Building settlement gives sure 1 VP to reach 9, closest to winning.


Trade three wood for wheat to address the critical wheat shortage while preserving brick for future roads.


Trade three brick for ore to reach three ore and position for a city while preserving scarce wheat.


Keep the three ore toward a city rather than trading away a key resource for a marginal gain.


Trade surplus brick using the 2:1 port for wheat to work towards upgrading a settlement to a city.


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


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

Trade brick for wheat to advance toward a city using our ore reserves.


Buy dev card to use sheep/wheat/ore for potential VP and reduce card count


Play knight to move robber onto leader Blue and steal a resource, slowing their path to 10 VPs.


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

Block the current leader BLUE with the robber to slow their progress and steal a card.


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

Move robber to block RED's high-probability hex and steal a card from RED to slow them down.


Cannot build settlement or city; best to end turn and hope for resources.


Build a settlement now for an immediate victory point and stronger future resource production.


Trade three excess wood for wheat to advance toward an ore-wheat city and the winning points.


Build the settlement to gain an immediate victory point and reach 8 VPs, while preserving ore for a potential city.


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

Trade two wood for wheat to assemble the ore-and-wheat needed for a city and reach 10 VP.


Trade excess ore for wheat to build toward the ore-and-wheat city cost next turn.


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

Trade excess sheep for wheat to progress toward a city and lower card count.


After trading away all sheep, only END_TURN is legally possible to conserve resources and await next turn.


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

Trading 4 wood for wheat gives the resources needed to build a settlement next turn, pushing us to 10 victory points.


I have resources to build a settlement at node 45, which will give me the 10th victory point and win the game.