Board production details are unavailable, so I choose the first legal settlement location.


Build a road toward the most direct expansion route from settlement 0.


Settlement 2 typically offers high-probability numbers and balanced resources.


Building road to (2,3) opens a new direction away from WHITE, potentially to high-value hexes.


Settlement 22 offers strong initial resource diversity and pip count near the board center.


Build a road toward node 23 to secure an open expansion path along the hexes.


Choose a remote settlement site away from opponents to secure high-probability numbers.


Expand from settlement 53 to vertex 52 to build future settlements.


Building at 51 connects via road 51-52 to our existing settlement at 53, enabling flexible expansion toward ore/wheat spots.


Building road (51,52) connects your two settlements into a contiguous network, enabling future expansion.


Settlement 31 secures strong central resource production to balance initial yields.


Extending the road from settlement 31 toward vertex 32 opens up the best expansion pathway for future settlements.


Node 8 likely offers high-probability resource hexes for future growth.


Build road to connect settlements for longest road potential.


Choose a central open settlement location with strong odds of accessing multiple productive hexes and future expansion routes.


Build toward the central junction at 37 to maximize access to a strong expansion settlement.


Building road to node 9 expands towards a potential settlement spot with good numbers.


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

Trade four wood for wheat to improve access to the essential wheat needed for future settlements and cities.


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

Trading 4 ore for 1 wheat to progress toward building a city, which requires 2 wheat.


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

Trade brick for ore to reduce risky hand size and progress toward a city.


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

Steal from Orange who holds the most cards while blocking a key central tile.


Buying a development card efficiently uses resources and builds toward victory points or knight power while keeping hand size safe.


I already moved the robber this turn after rolling a 7, so I will save the knight card and end my turn.


Build city to use exact ore/wheat and gain a victory point toward 10.


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

Block Orange, who holds the most cards, while maximizing the chance to steal a resource.


保留砖和麦以优先建造城市，避免消耗稀缺的砖用于道路。


Roll first to gather resources since we are not at risk of discarding on a 7.


Steal from Orange who holds 7 cards while blocking a key resource tile.


I have the exact resources (Sheep, Wheat, Ore) to buy another development card to build towards Largest Army and victory points.


With no resources left to spend and the robber already moved this turn, ending the turn is optimal.


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

Move robber to RED's hex to steal a card and block the leader.


Building road reduces hand from 8 to 7 to avoid discard, and may expand towards a favorable settlement spot.


Roll the dice to generate resources for the turn.


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


Steal from Orange who holds the most cards (5 cards) while blocking a central production hex.


Block the 3-VP leader on the known RED wheat hex and steal a card if possible.


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

Target White who holds the most cards to potentially gain a needed resource while blocking a key tile.


Build road to expand towards a high-probability wheat/ore hex to enable city construction.


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

Trade four excess sheep for ore to begin securing the ore needed for a future city.


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


Monopolizing ore offers the best chance to secure scarce city-building resources and convert your wheat into a strong VP path.


Trade four ore for wheat to reach the resources needed for a city, the strongest VP-building upgrade.


Build a city now to convert the exact ore-and-wheat resources into a victory point and stronger production.


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

Block the leader White by stealing a card.


Build road towards a high-probability number hex to set up a future settlement.


Block tied leader WHITE by moving robber to central hex and stealing a card.


Block the tied current leader RED on an occupied hex and steal a card.


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

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


Reduce hand size and get one step closer to building a city by acquiring the missing ore.


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

Block co-leader WHITE by moving robber to their hex and stealing to slow their progress toward 10 VPs.


Cannot build a city or settlement this turn; better to hold ORE for future city.


We have 3 ore and 3 wheat, enough to build a city for +1 VP and progress toward 10.


Trade 4 ore for wheat to get closer to building a city, which gives 2 VPs.


Keep ore reserve to build a city soon; trading 3 ore loses city potential for no immediate gain.


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

Trade four sheep for wheat to secure the most valuable bottleneck resource toward future settlement or city progress.


Target the current leader RED to slow down their resource generation and steal a card.


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

Trade excess sheep to avoid discarding to the robber and acquire brick for future road and settlement building.


Build a road to expand toward a valuable new settlement spot.


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

Block the current leader RED with the robber to reduce their scoring and development potential.


Target the current leader RED and steal a resource.


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

Trade four wheat for brick to complete the wood, brick, sheep, and wheat needed for a settlement and gain a victory point.


Build a road to expand toward an additional settlement site while converting the surplus wood and brick into progress toward 10 VP.


Extending road towards a promising junction for future settlement.


Extending our road from (11,12) to (12,13) is a natural step towards a potential settlement spot, and we have the resources to build it.


Trade four sheep for brick to pair with your three wood and create the best immediate road-building potential while reducing your 8-card hand.


Extend the existing road toward a likely expansion point while avoiding direct overlap with Orange’s route.


Trade excess wheat for ore to work toward city upgrades for victory points.


Trade four sheep for brick, giving the needed settlement resource alongside your wood and remaining sheep.


Build a connecting road from the recently extended network to pursue another settlement and improve the path toward the Longest Road.


Trade excess sheep for ore to begin securing the ore needed for future city upgrades.


Block the co-leader Red and potentially steal a needed resource like ore or wood.


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

Trading 4 wheat for ore is the best step toward building a city, which is key to reaching 10 VPs.


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

Trade ore for wheat to approach city build requiring 2 wheat and 3 ore.


Trading 4 ore for 1 wheat enables buying a development card to reduce hand size safely below the robber limit.


Buying a development card spends resources productively while reducing hand size safely below the discard threshold.


Block tied leader ORANGE and steal to hinder their progress.


Keep ore to build city later and maintain safe card count.


Block co-leader ORANGE with robber to slow their VP progress.


Trade excess ore for wheat to approach city building requirements.


Trade four sheep for brick to obtain the missing settlement-building resource and enable immediate road or future expansion progress.


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


Block the current leader RED to hinder their resource production and potentially steal a card.


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

Trade surplus ore for sheep to drop below 8 cards and gain a missing settlement resource.


Trading 3 wheat for ore gives 3 ore to build a city next turn for +1 VP toward 10.


Keep the 3 ORE for a future city and avoid wasting resources on low-value 3:1 trades.


Block the co-leader RED to prevent them from gaining resources and maintain pressure as we are tied in victory points.


Buying a development card is affordable and can yield a victory point or useful effect to progress toward 10 VPs.


Play knight to move robber, steal from Red (tied leader), and gain a resource to build.


Steal from RED to hinder the current leader and gain a resource.


Move robber to ORANGE's hex to block the co-leader and steal a card.


Keep ore for future city and end turn safely since robber is on opponent.


Target ORANGE, one of the co-leaders, to slow their progress and steal a resource.


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

Trade excess ore for wood to pair with brick for a future road expansion.


Build road to expand network toward high-probability hexes and secure ore/wheat for city upgrades.


Trade four surplus sheep for brick to enable a road and pursue expansion with your three wood.


Build a road that opens two further connected extensions, maximizing expansion and future settlement access.


Current hand has 4 ore but only 1 wheat, and trading 4 ore for 1 wheat would leave 0 ore, preventing a city; no other resources allow building, so ending turn is best.


Trade excess sheep to avoid discarding to the robber and gain a brick to pair with wood for building roads.


Use the brick just traded for along with wood to expand our road network toward new settlement locations.


Buy a development card using the available sheep, wheat, and ore while reducing the risk of holding too many cards.


Play the Knight to advance toward Largest Army and disrupt the leading opponent.


Block the tied leader Orange and potentially steal from their large hand.


Buy a development card for a chance at a victory point or powerful progress while you can afford it.


Building a city immediately increases our VP to 5, moving us closer to 10.


Take two ore to approach a city while preserving the scarce wheat needed for its cost.


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

Trade four wood for wheat to strengthen the ore-and-wheat city engine and advance toward additional victory points.


Steal from RED, the opponent with 4 VPs, to hinder their progress and gain a random card.


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

Trading 4 brick for ore reduces hand to safe size and brings us closer to a second city, which is key for victory.


Keep wheat for future city and avoid wasteful 3:1 trade; end turn safely.


Buy a development card using the available ore, sheep, and wheat to pursue a hidden victory point or strong strategic card.


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


Trade surplus wheat for ore to progress toward a city (needs 3 ore+2 wheat) and boost VP potential.


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

Trading 4 ore for 1 wheat reduces hand size from 7 to 4 to avoid robber discard, and brings us to 2 wheat and 2 ore, just 1 ore short of a city.


Trade surplus wheat for ore to advance toward a city and reduce hand size.


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

Block the 5-VP leader on an orange-occupied hex, prioritizing a likely high-probability production spot.


Keep ore for city; need wheat later, avoid wasteful 3:1 trade


Keeping wheat and ore preserves city-building capacity; no useful trade exists.


Trade four sheep for brick to enable a settlement and gain a crucial victory point.


Build a settlement now for an immediate victory point and improve the chance of reaching 10 before the leader.


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

Steal from RED (4 VPs, 7 cards) to get resources and block their production, aiming to get wheat for a city.


Trading 4 ore for wheat gets us the missing wheat to build a city, bringing us to 7 VPs.


Trade excess wheat for ore to drop below 8 cards and stockpile for city upgrades.


Keep ore and wheat to build a city next turn as you have exact city resources.


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

Trade two wheat for ore to advance the crucial ore-and-wheat city development path.


Buy a development card using the exact ore, wheat, and sheep cost for a chance at a VP or largest army.


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


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

Block the current leader Orange on a productive hex while they hold eight cards.


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

Trade four wood for ore to assemble ore, wheat, and sheep for another development card toward the victory-point race.


Buy a development card for a chance at a victory point or another knight while holding the needed resources.


Extend towards unblocked high-probability hex to build a settlement and reach 10 VPs.


Trading 4 sheep for 1 wheat reduces hand size below 8 to avoid robber discards while progressing toward a city.


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

Trade excess ore for brick to reduce hand size and gain building resources while preserving wheat for a city upgrade.


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

Trade excess wheat for ore to progress toward city builds (3 ore+2 wheat) and avoid card waste.


Trade excess ore for wheat to progress toward a city (needs ore+wheat) and increase VP potential.


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

Trade the surplus sheep for wheat, the key resource toward future cities and victory points.


Buying a development card uses the exact resources available while keeping the hand safe from robber discards.


Playing a knight moves the robber to block the leading player and grants a stolen resource while advancing towards largest army.


ORANGE is in the lead with 5 victory points and 5 cards, making them the best target to block and steal from.


Trade surplus wheat for ore to progress toward city upgrade.


Block the leading player Orange on the central high-production tile and steal a resource.


Building a city increases victory points and boosts resource production while bringing card count below the discard limit.


Block leader ORANGE by moving robber to their hex.


Trade excess wheat for ore to approach city cost and lower card count below 8


Any 3:1 trade would strip needed ore/wheat for a future city, so just end turn.


Trade excess wood for wheat, the most valuable scarce resource for future development and cities.


Trade wheat for ore to begin securing the ore supply needed for future cities.


Build road to expand towards high-probability wheat/ore hex for future settlement.


Target Orange as the current victory point leader and steal a resource from them.


Block leader ORANGE by moving robber to their hex and stealing a card.


Trade 3 ore for brick to reduce to 6 cards and keep wheat for a future city while gaining needed brick.


Keep wheat for city and no useful build available, so end turn.


Trade four sheep for wheat to build toward a city using the ore already held.


Trade excess wheat for ore to stock city materials and drop to 8 cards avoiding robber discard.


Keep ore for a city and avoid trading away key resources while at 8 cards.


Buy a development card using the exact sheep, wheat, and ore set to pursue a hidden victory point or useful progress toward 10.


Play the Knight to advance toward Largest Army and block the leading opponent.


Block the current leader, Orange, on the central hex while taking a potential card from them.


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

Trade excess sheep to safely reduce hand size below the discard limit and accumulate ore for future city upgrades.


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

Trade surplus wheat for wood to enable future roads/settlements and reduce card count below risky threshold.


Trade excess ore for wheat to prepare for a city upgrade and reduce card count.


Build road from 7 to 24 to expand our network towards new settlement sites.


Trade excess ore for wheat to safely reduce hand size and prepare for city or development card purchases.


Trade excess wheat for wood to enable a road toward expansion while preserving ore for a future city.


Extend road from existing endpoint to open new settlement spots while using spare brick/wood.


Cannot afford any build with only ore and no other resources, so keep ore for a future city and end turn.


Trade four sheep for wheat to improve access to a city or development card while retaining useful wood and ore.


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


Play the Knight to pursue the final victory point and disrupt the leading opponent.


Block the leading Orange player at an occupied robber location.


Purchasing a development card utilizes the exact resources available to build towards victory points or army strength.


Play the knight to steal a resource from the leader White and disrupt their production.


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

Target the game leader White who currently has 6 victory points and 8 cards in hand.


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

Block leader WHITE by moving robber to their hex and stealing a card to slow their progress.


No immediate build possible; keep ore for city and end turn safely.


Buying a development card advances victory points or army potential while keeping hand size safely low.


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

Trade excess ore for wheat to enable city upgrades and reduce card count.


End turn as no build available and further ore trades weaken city prospects.


Trade four sheep for ore to improve access to the ore-wheat city path toward the final two victory points.


Building a city increases my victory points to 6 and uses my ore and wheat efficiently.


Retain 3 ore and 2 wheat for a city and avoid discarding by not trading away key resources.


Buy a development card for the best immediate chance to gain the two points needed to win.


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


Block the current leader on the central productive hex while taking a chance to steal from Orange.


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

Trade two wheat for brick to complete the resource set for a likely game-winning settlement.


Build a road now using the available wood and brick, advancing toward a potential two-point Longest Road finish.


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


Target Orange, a co-leader with 6 cards, by blocking their key resource tile.


Keep ore and wheat to build a city later; trading away ore loses city capability.


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

Block the leading ORANGE player on a likely productive hex while preserving the chance to steal a card.


Buy a development card for a chance at an immediate victory point or a powerful endgame card.


Steal from leading opponent WHITE to hinder their progress and gain a card.


No build actions are available, so keep ore and wheat for a future city instead of making wasteful 3:1 trades.


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

Trade excess wheat for brick to drop below 8 cards while keeping ore and wheat for cities.


Keep ore for future city and no useful build available, so end turn


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

Trade four wood for wheat, the most broadly useful resource toward a winning build.


Trade 4 wood for 1 wheat to build a city and reach 8 VP.


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

Trading 4 ore for brick reduces card count from 10 to 7, avoiding robber discard, and provides a needed resource for building.


Building a road towards a high-probability settlement spot to secure sheep and advance toward 10 VPs.


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

Block co-leader Orange who holds 5 cards and steal a resource to slow them down.


Buying a development card leverages my current sheep, wheat, and ore resources to gain progress towards victory points or knight control.


Save the Monopoly card for a future turn with richer opponent hands to maximize value.


Keep ORE for future city build; no beneficial trade available.


Trade four sheep for ore to enable a development-card purchase with your sheep and wheat, the best route to the final victory point.


Block White, the co-leader, to hinder their progress.


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

Trade excess ore for wheat to diversify resources for future city or development card purchases while keeping hand size safe.


Calling Monopoly on Ore can harvest a significant number of cards from opponents holding heavy hands to help build cities.


Trade 4 ore for 1 wheat to get the 2 wheat and 3 ore needed to build a city.


Building a city increases victory points and boosts future resource production.


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


Build road to expand network and utilize spare wood/brick before discarding risk.


Trade wheat for ore to start accumulating ore needed for city upgrades.


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

Trade two wheat for ore, enabling a development card with your abundant wheat and sheep for the fastest chance to reach 10 VP.


Buy a development card for the best immediate chance of gaining the final victory point.


Play the Knight to advance toward Largest Army and disrupt Orange, while no trade creates an immediate victory point.


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

Block the 6-VP leader on the central hex while gaining a chance to steal a card.


Trade two wheat for brick to complete the resources needed for a likely game-winning settlement.


Build a road to pursue the final victory point through a potential Longest Road claim.


Move robber to hex (-1,0,1) to steal a random card from white, who is tied for the lead, and block their production.


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

Trade wheat for ore to start building cities and reduce hand size.


Cannot afford any build; preserve cards and end turn.


Play Road Building to maximize the chance of taking Longest Road and immediately reaching 10 VP.


Build the road that extends the promising connected route through vertex 39, setting up a strong two-road Road Building extension toward a settlement or longest road.


Extend the road just built to maximize the chance of securing the final victory point through longest road.


Extend the existing road network toward a potential longest-road point with the connected 41–42 segment.