Placing the initial settlement on a central vertex maximizes access to high-probability resource hexes.


Building a road towards vertex 19 expands toward viable future settlement spots.


Settle at intersection 33 to access high-probability number 8 tiles for best early resource yield.


Build road from settlement 36 to open expansion options for future settlements.


Secure a central open intersection with strong expected access to diverse resources for rapid expansion.


Extend toward intersection 29 to preserve the best nearby expansion route.


Settlement 8 likely has high-probability numbers and good resources, not adjacent to opponents.


Building road to (9,10) opens up potential for a good settlement location near high-probability numbers.


Node 11 likely provides good ore and wheat access with high probability numbers.


Building road to 12 extends from settlement 11 towards a promising intersection for a future settlement, likely on good numbers.


Choose a central open settlement location to maximize access to diverse, high-probability resource intersections.


Extend toward vertex 13 to preserve access to a nearby expansion site.


Settle on vertex 33 to target high-probability ore and wheat tiles for future cities.


Extend from settlement 33 toward existing road at 35 to link settlements.


Settling on node 24 provides strong resource diversity and high hex pip yields for mid-game expansion.


Building road (24, 25) expands toward valuable neighboring settlement locations.


Extend from your settlement toward the nearest open expansion route to set up another settlement and future victory points.


Extend the existing road toward 17 to secure the next settlement location and advance expansion.


Building a road toward a high-probability hex for future settlement.


Building road from 11 to 32 extends our network toward potential new settlement spots.


No build possible and 4:1 trade wastes wood, so end turn.


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

Rob WHITE who has the most cards to slow their progress.


Buying a development card efficiently uses sheep, wheat, and ore to gain knights, progress cards, or victory points.


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

Block leader WHITE with robber to steal and hinder their VP lead.


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

Trade excess wood for ore to start accumulating city resources.


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

Trade three wheat for ore to begin accumulating the ore needed for a future city.


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

Move robber to block ORANGE on a probable high-yield hex to hinder their progress.


Extend road towards a high-probability intersection to enable future settlement.


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

Block Red's productive resource hex and steal a card since Red holds the most cards.


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

Block RED, the only opponent holding five cards, on a tile where a steal is available.


I have the exact resources (ORE, WHEAT, SHEEP) to buy a development card and advance my game.


Play a knight card to steal a resource from Red who holds seven cards and disrupt their production.


Target Red with the robber since they are holding 7 cards.


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

Trade 4 wheat for sheep to enable buying a development card for a chance at a victory point.


Spare resources allow buying a dev card to increase VP chance and reduce hand size below 8.


Play knight to move robber off our wheat hex and steal a needed resource.


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

Block ORANGE who has the most cards to slow their progress and possibly steal a needed resource.


Building a road reduces hand size and positions for future settlement.


Build road (12,13) to extend toward a likely high-probability settlement spot, improving future expansion.


Build road to extend network and reduce hand size to avoid robber discard.


Buying a development card reduces hand size below the discard limit while preserving wood and brick for future settlements.


I will build a road toward a new settlement location using my wood and brick.


Save the monopoly card for a later turn when opponents have accumulated more of a targeted resource.


Orange holds the most cards (6), stealing from them best disrupts the closest threat.


Trade excess wood for ore to approach city requirement of 3 ore and 2 wheat.


Keep ore to build a city later; trading ore away hurts city plan.


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

Trade three brick for ore to reach two ore and two wheat, advancing toward a city with the strongest available resource conversion.


Hold the Monopoly card for a more impactful turn when opponents accumulate more resources or when an immediate build is enabled.


Cannot build with current resources and trading ore loses needed ore for a city, so end turn.


Block the leader on a central hex and steal one of RED’s seven cards.


End the turn while preserving the three wheat and two ore needed for a future city.


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

Trading 4 wheat for 1 ore starts securing the ore needed for a city, which is a high-value victory point path.


Buying a development card utilizes the available ore, wheat, and sheep to build development power and VPs.


Save the Monopoly card for a more decisive turn when opponent resource holdings are clearer or a key build is immediately enabled.


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

Block the current leader WHITE by moving the robber to their tile.


Use exact ORE and WHEAT to build a city for +1 VP and increased resource production.


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

Block BLUE, the current leader who just built a city, while gaining a chance to steal from them.


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

Trade three surplus wheat for sheep to enable a development-card purchase with your ore and wheat.


Build a road now while you can spend the wood and brick toward a future settlement and expansion.


Build road towards a promising settlement location to expand.


Opponents hold very few cards right now, so it is better to save the Monopoly card for a larger haul later.


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


Play the Knight to block the 4-VP RED leader and advance toward Largest Army.


Block the current leader RED on a likely productive hex and steal a card if possible.


Opponents currently hold very few cards in total, so it is best to save Monopoly for a more impactful turn.


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

I need to trade down my excess wheat to avoid discarding to the robber while picking up brick for future road and settlement building.


Build a road to expand towards a viable settlement spot using the brick just traded for.


Opponents have very few total cards in hand, so save the Monopoly card for a higher yield later.


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

RED leads with 4 VPs, so place robber on RED's hex to steal and block their production.


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


Block the current leader RED on the most central available hex and steal a card if possible.


Use the available wood and brick to extend the road network toward another settlement location rather than ending without progress.


Opponents currently hold very few total cards, so saving the Monopoly card for a bigger payoff later is optimal.


Block RED, the current leader, on a hex where a card can be stolen.


Steal from WHITE who has 4 cards to gain resources, likely ore or brick, to build a city and increase victory points.


Save the Monopoly card for a more impactful turn when opponents hold more target resources.


Keep the three wheat and two ore toward a city rather than making a trade that cannot enable an immediate build.


Block Red's productive hex and steal a card since Red is tied for the lead.


I will hold the Monopoly card for a more opportune turn with higher card counts and clear target resources.


Trade three wheat for ore to reach the three-ore requirement for a city and strengthen the fastest VP path.


Keep the three ore for a future city rather than making an unproductive 3:1 trade.


Trade excess wheat for brick to reduce hand size below the 7-card discard limit and prepare for road building.


Build a road to expand network towards new settlement locations.


Opponents have relatively few cards in hand, so it is better to save the Monopoly card for a larger haul later.


Block leader RED with robber and steal a card.


Block the current leader RED on an occupied hex to reduce their production and potentially steal a card.


Build a city now for an immediate victory point and stronger production using the exact ore-and-wheat resources available.


Opponents have relatively few cards in hand, so saving the Monopoly card for a bigger haul later is optimal.


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

Block leader RED with robber to hinder their resource gain and steal.


Convert excess wood to ore to advance city prerequisites (ore+wheat).


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

Block and steal from BLUE, who recently acquired ore, to slow down a close competitor.


Save the Monopoly card for a later turn when opponents hold more resources of a specific type.


Block the leading RED player and take a potential card from one of their adjacent settlements.


Hold the Monopoly development card until opponents accumulate more resources or a specific resource is heavily rolled.


Build a road while preserving wheat, extending the existing network toward future expansion and potential victory points.


Trade three wheat for ore to advance toward an ore-wheat city engine.


Block the leader Orange by moving robber to a hex he settles and steal a card.


Build road towards an ore hex to enable future settlement.


Save the Monopoly development card for a critical turn when opponents have accumulated more resources to immediately finance cities or settlements.


Trading away all wood yields no immediate build and leaves insufficient resources, so ending turn preserves options.


Block the leading opponent with the most cards and attempt to steal a resource.


Hold Monopoly until opponents accumulate more resources or until it directly funds a crucial settlement or city.


Block BLUE, the current leader, while taking a potential card from them.


Build a road now using the available wood and brick to expand toward another settlement and advance the road-building race.


No trade enables an immediate build, so preserve the wheat and end the turn.


Save the Monopoly card for a future turn when it can guarantee key city or settlement builds.


Convert excess wood into ore to progress toward city building.


Keeping ore is vital for future cities; no useful trade exists.


Block BLUE, the closest opponent, while taking a card from them.


Build a road extending the existing network toward a new settlement opportunity while preserving ore and wheat for a future city.


Trade three wheat for ore to reach the three-ore requirement for a city and accelerate from 5 VP.


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

Trade three ore for wheat to pursue the ore-wheat city path and maximize near-term victory-point potential.


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

We need brick to build a settlement, and we have excess wood.


Play Monopoly on Ore after multiple rolls on resource-producing hexes to drain opponents' hands and build towards cities.


Upgrading a settlement to a city increases victory points and resource production.


I cannot complete any builds this turn, so ending the turn preserves resource flexibility.


Blocking the leader ORANGE and stealing a card.


Buying a development card efficiently utilizes available sheep, wheat, and ore to work toward victory points.


Play the knight card to move the robber, steal a resource, and work towards largest army.


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

Block Orange, the co-leader with 5 victory points, and steal a needed resource.


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

Block current leader ORANGE with the robber to slow their progress.


Preserve the three ore and wheat toward a future city rather than making an unproductive trade.


Buying a development card reduces my hand below the 8-card robber limit while building towards victory points or Largest Army.


Buy another development card to build towards Largest Army and hidden victory points.


Play a knight card to steal a resource from the leader and advance towards Largest Army.


Targeting Orange blocks the strongest opponent and allows stealing a resource from their hand.


Block the leading WHITE on a likely high-probability hex and gain a chance to steal a card.


Trade three ore for wheat to improve access to the crucial ore-wheat city path.


Play the knight card before rolling to unblock my hex and steal a needed resource.


Block Orange, the closest competitor, and steal a needed card to disrupt their production.


Block co-leader WHITE with the robber and steal a card to hinder their path to 10 VPs.


Build a road to expand toward another settlement and pursue the extra victory point rather than pass.


Steal from orange leader and block their productive hex.


Build a road to reduce hand size and expand towards high-probability hexes.


Hold resources for city build next turn; trading would waste wheat needed for city.


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


Build road to expand network toward new settlement spots despite limited resources.


Trade 4 wheat for 1 ore to build a city, gaining a victory point.


Upgrading settlement on number 9 doubles production from this high-probability hex, increasing resource income.


Use the available wood and brick to extend the road network toward another settlement opportunity rather than ending the turn.


Build road from city at 9 to vertex 2 to expand towards a new settlement spot.


Steal from Blue who has the most cards in hand.


Buying a development card reduces hand size to avoid robber discard while providing chances for victory points or knights.


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

Convert surplus wood into wheat to approach a development card or settlement purchase.


We can afford a development card with our sheep/wheat/ore, potentially gaining a VP or knight to hinder the leaders.


Play knight to move robber onto RED's resource hex and steal from card-rich leader.


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

Steal from RED, a co-leader with 12 cards, to block them and force a discard.


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

Trade 4 brick for 1 ore to enable building a city, gaining a victory point.


Build a city to gain a victory point and reduce hand size to avoid robber discard.


Building a city increases victory points to 9 and improves resource generation.


Buying a development card at 9 victory points gives an immediate chance to draw a winning victory point card.


Taking two wheat allows upgrading another settlement to a city to reach 10 victory points and win.


Buying a development card offers an immediate chance to draw a victory point card for the win.


Buying a development card gives a direct chance to draw a victory point card and win the game at 10 VPs.


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

Block the leader WHITE by placing robber on a productive hex near their settlement and steal a card to gain a needed resource.


Only legal action is to end turn as we lack resources for trade.


Play the knight card before rolling to unblock our resource hex and steal a card.


Block Red, the closest competitor with the most cards, and steal a resource to help finish the game.


Block the leading opponent RED and attempt to steal a resource needed to win the game.


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

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


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

Trade wheat for wood to reduce hand size and gain needed resource for road/settlement.


Building road 4-5 extends our network towards a potential settlement spot.


Playing Year of Plenty for two wheat provides the exact resources needed to build a city and reach 10 victory points to win the game.


Build the city at 14 to gain a victory point and improve production using the available ore and wheat.


Build a road from your city to expand toward another settlement and advance your path to 10 VP.


Extend road from existing road to improve position for future settlement.


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

Trade wheat for sheep to buy a development card and potentially draw the winning victory point.


Buying a development card at 9 victory points gives an immediate chance to draw a victory point card and win the game.


Play the knight card to disrupt the leading opponent and potentially secure the largest army for the win.


Target the leading opponent Red to steal a resource while blocking their production.


No build is possible and trading 4 wood at 4:1 wastes resources; end turn to keep hand for future turns.


Build a road to advance toward future settlement sites and improve the chance of securing longest road.


Extend the road network toward a future settlement location rather than ending the turn.


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

Trade wood for an ore to get 3 ore and 2 wheat, allowing a city upgrade for the winning 10th victory point.


Trade excess wood for ore to advance toward a city (needs ore+wheat).


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

Trading 4 wheat for ore reduces hand size to avoid robber discard and gets us one step closer to building a city worth 2 victory points.


Trade excess wheat for a sheep to buy a development card for the winning victory point.


Buying a development card gives a direct chance to draw the final victory point needed to win the game immediately.


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

Trading 4 ore reduces hand size from 8 to 5 to avoid robber discards while collecting resources for a settlement.


Block co-leader WHITE who holds road building and is closest to winning.


Trade 4 wood for wheat to get the needed resource for a city, gaining a victory point and reducing hand size to avoid robber.


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

Trade three wheat for ore to build toward a city while preserving one wheat and two brick.


Trade wheat for ore to reduce hand size and secure resources for a city, avoiding robber discard.


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

Trade ore for wood to reduce hand below 8 and acquire wood needed for settlement.


Building a road expands our network towards new settlement spots, helping us get closer to 10 VPs.


Trade excess wood for scarce ore to progress toward a city and reduce card count.


Keep ore and wheat for a future city; no useful build or beneficial trade available now.


Build a road to spend wood and brick, reduce the oversized hand, and advance toward a future settlement.


Trade three wheat for ore to reach three ore and set up a future city when wheat production arrives.


Keep the three ore for a future city rather than trading away the full city resource set without wheat.


Steal from leading opponent WHITE to hinder their progress.


Need ore for a city to reach 10 VPs, so trading excess wheat for ore is a strategic step.


Keeping ore preserves city-building potential; trading it away hurts long-term VP gain.


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

Trade surplus wood for ore to strengthen the ore-wheat city path and reduce vulnerable hand size.


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

Trade three ore for sheep to enable a development card while preserving four wheat for future cities.


Trade three wheat for ore to enable buying a development card and pursue a point or knight toward 10 VPs.


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


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


Block the tied leader RED and attempt to steal a card while denying their likely wheat production.


Trade excess wood for ore to approach city requirement (3 ore, 2 wheat).


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

Trade two ore for wheat to reach city resource requirement (2 wheat) and stay safe from robber.


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

Trade surplus brick for wheat, the critical resource needed to convert your ore into a city or enable future expansion.


Trade three brick for wheat to reach the two-wheat requirement while preserving three ore for a city.


Keep the three ore and two wheat to preserve the ability to build a city rather than trading away the key city resource.


Trading 4 wood for 1 wheat gives the 2 wheat needed to build a city, adding 2 victory points.


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

Target the closest opponent Red with the robber to slow them down and steal a resource.


Buying a development card gives a direct chance to draw a Victory Point card and win the game at 10 VPs.


Playing a knight can secure Largest Army to immediately reach 10 victory points or disrupt the strongest opponent.


Block the closest competitor Red and steal a card to get closer to our final victory point.


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

Trade surplus wheat for sheep while preserving ore and enabling a development card.


Build a settlement now for a guaranteed victory point and stronger production base.


Keep the three ore needed for a future city rather than trading away a key victory-point resource.


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

Rob RED on the hex shared with ORANGE to block both close opponents and steal from the 7-card leader.


Trade three wheat for ore to reach the key three-ore threshold for a city and accelerate the strongest VP path.


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

Trade excess wood for wheat while preserving four ore toward a future city.


Build the city immediately for a guaranteed victory point and stronger ore-wheat production.


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

Block Orange's key resource tile and steal a card to push for our final victory point.


Buying a development card offers an immediate chance to draw the final victory point needed to win the game.


Trade excess wood for ore to approach city requirement and increase VP potential.


Cannot build with current resources, so end turn.


Trade three wheat for ore to build toward another city and preserve a strong wheat supply.


Trade 4 wheat for sheep to prepare for building a settlement and reduce hand size from 12 to 9, mitigating robber risk.


Building a settlement reduces hand size and gives a VP, bringing us to 7.


Cannot afford any build and trading away ore hurts city plan, so end turn.


Buy a development card for a chance at an immediate victory point or a powerful progress card while preserving your abundant wheat.


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

Trade three wheat for brick to complete a settlement with your wood and sheep, advancing toward 10 VP.


Build a settlement now for an immediate victory point and strong progress toward 10.


Trade three wheat for ore to progress toward a city and secure the strongest remaining path to 10 VP.


Trade three wheat for ore to strengthen the fastest path to a city and the final victory points.


Trade surplus wheat for ore to build toward a city and secure the final victory points.


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

Trade the three ore for wheat to advance toward a city, the most valuable remaining victory-point path.


Buying a development card offers a direct chance to draw a victory point and win the game immediately.


At 9 victory points, buying another development card gives an immediate chance to draw the winning victory point.