Settle on a vertex adjacent to high-probability numbers 6/8 with diverse resources for strongest start.


Build road to 15 to open expansion toward interior vertices for future settlements and cities.


Central open intersections are generally most likely to provide strong access to high-probability production.


Road toward 22 likely preserves the strongest expansion route from settlement 20.


Choose settlement 10 for balanced resource access near high probability numbers.


Road to node 12 likely leads to high-probability numbers and future settlement opportunities.


Placing the initial settlement on a high-yield central intersection provides strong resource diversity and production.


Building road towards 31 extends expansion towards future settlement spots.


Settling at intersection 24 secures critical high-yield resources to balance our starting economy and provide immediate starting cards.


Building road (24, 25) expands toward open settlement locations on the board.


Settlement 16 likely provides access to high-probability resources and expands our network.


Building road (16,21) expands towards the center and potential high-probability numbers.


Settlement placement is the only available path to gain resources and expand toward 10 points.


Extend from settlement 8 toward the likely open expansion route at node 27.


Settle on vertex 33 to access high-probability number tiles for resource production.


Build road to 34 to expand reachable settlement spots.


Spend the available sheep, wheat, and ore on a development card for a chance at a point or strategic knight.


Play Monopoly on ore to maximize the chance of gaining enough for a city and accelerating toward 10 VP.


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

Need ore for city; trading excess brick for ore is a good move.


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

Trade excess wood for wheat to progress toward a city (need 2 wheat, already have 2 ore).


Trading away wheat loses resources needed for a city, so hold cards and end turn.


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

Block RED, the opponent with the largest hand, while gaining a steal.


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

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


Buy a development card with the available sheep, wheat, and ore to pursue a progress card or hidden victory point.


Play the Knight to move the robber again, disrupt RED, and build toward Largest Army.


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

Block RED, who has the largest hand among the tied leaders, while stealing a card.


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

Block the opponent with the most cards (BLUE) and steal a card to hinder their progress.


Building road 10-11 connects to a promising settlement location with high-probability numbers.


All opponents tied at 2 VPs; steal from RED who holds the most cards (3) to disrupt and gain resource.


Keep wheat and ore to save for city; no beneficial trade available.


Build road towards a potential settlement spot to secure high-probability resources and expand our network.


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

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


Keep ore for cities; trading all ore for one resource hurts long-term city plans.


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


Take brick and wheat to complete the resources for an immediate settlement, the fastest path to another victory point.


Build a road now to expand toward another settlement site and maintain pressure for future victory points.


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

Steal from RED who holds the most cards (6) to disrupt a tied opponent and potentially gain resources.


Trade surplus wood for wheat to progress toward a city (need 2 wheat with 3 ore).


Cannot afford any build; preserve ore for city and end turn.


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

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


Buy a development card using the exact sheep, wheat, and ore cost, improving your chance of gaining a hidden VP or a powerful tempo card.


Play the Knight to move the robber onto a leading opponent and gain a useful steal while advancing toward Largest Army.


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

Block RED, who has the most cards and is tied for the lead, while gaining a steal opportunity.


Building road towards a potential settlement location to secure wheat, and reducing hand size to avoid robber discard.


Keep ORE for future city and avoid trading away all ore; ending turn retains resources.


Move robber to block Blue, who had many cards and is a potential threat.


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

Trade four wheat for brick to complete the wood, brick, sheep, and wheat settlement cost and pursue an immediate expansion.


Build the available settlement at 23 to gain an immediate victory point and improve future resource production.


No build possible with current resources; keep wood and end turn safely.


Building road to reduce hand size and expand towards a high-probability wheat hex.


Upgrading to a city increases victory points and resource production while safely spending cards below the discard limit.


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

Trade excess wood for ore to reach 3 ore (closer to a city) and reduce hand below 8 cards.


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

Block the leading player at a likely high-production hex and steal from White.


Spend the exact sheep, wheat, and ore combination on a development card for a chance at a hidden victory point or powerful progress.


Play the Knight to advance toward Largest Army and potentially disrupt White, the joint leader.


Keep the robber disrupting the leader by moving it to a likely productive adjacent hex without giving another opponent a steal.


Trade excess wood for wheat to progress toward a city (need ore+wheat).


Trade four sheep for ore, enabling a development card purchase with the remaining sheep and wheat.


Buy a development card for a chance at a victory point or to build toward Largest Army.


Play the Knight to advance Largest Army and disrupt the leading opponent while gaining immediate strategic value.


Block the leading opponent on a likely high-probability hex and steal from WHITE.


Need wheat to build settlement; trading excess sheep reduces hand size and secures a key resource.


Build road to expand network towards new settlement locations.


Cannot build without brick or more wheat; trading ore wastes city resources, so end turn.


We have spare resources to buy a development card without risk of robber discard, which could yield a victory point or helpful card.


Trade excess wood for wheat to enable a city upgrade (3 ore+2 wheat) and reduce card count below 8.


Build city to gain VP and boost production using 2 wheat and 3 ore.


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


Buy a development card with the exact sheep-wheat-ore cost for a chance at a victory point or useful progress.


Playing road building card grants two free roads, accelerating expansion to compete with Orange's lead.


Extend road network towards high-probability resource hexes.


Extend our road towards a promising settlement location to secure more resources.


Continue extending road network to reach a settlement spot on high-probability numbers.


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

Block leader ORANGE with robber to slow their progress and steal a card.


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

Block the current leader ORANGE with the robber and steal from them.


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

Convert excess ore into wheat to progress toward cities and shrink hand size


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

Trade excess wood for brick to enable a future settlement and reduce hand to 7 cards.


Buying a dev card best uses ore/sheep/wheat to potentially gain a VP or road-building for expansion.


Playing Road Building yields two free roads to expand toward new settlements without spending scarce resources.


Extends road to intersection 15, opening paths to new settlements and lengthening our network.


Extend network from newly built road to reach potential high-value settlement sites.


Extend road from newest endpoint to access new settlement sites.


Trade excess ore for wheat to progress toward city upgrades.


We need brick and wheat for a settlement; trading wood for brick gets one missing resource and reduces hand size from 9 to 6 to avoid robber discard.


Building a road now uses spare wood and brick to improve future settlement placement.


Buying a dev card spends sheep/wheat/ore for a chance at a knight to block leader ORANGE or a VP card.


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


Monopolizing ore offers the best chance to pair with your two wheat for a city and advance toward 10 VP.


Build a city now for two guaranteed victory points and move to 8 VPs.


Trade four ore for wheat to improve the strongest remaining path toward another city and victory points.


No immediate profitable road; saving resources for a settlement when wheat and ore are available.


Trade excess wood for needed ore to preserve wheat for city upgrades.


Trading two wheat for ore brings us closer to affording a city (3 ore, 2 wheat) for victory points.


Cannot build with current resources; safely end turn to avoid discarding and await production.


Steal from leading opponent ORANGE to hinder their progress.


Build road towards a promising settlement location to increase VP potential.


Trade excess wood for ore to get 3 ore 2 wheat for a city


We have exactly 3 ore and 2 wheat to build city 33 for +1 VP and shed cards safely.


Block RED, who has the most cards and is the strongest immediate threat, while stealing a card from them.


Trade four sheep for ore to begin securing the ore needed for a city and the final victory points.


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

Move robber onto a hex hitting leader ORANGE and steal to slow their path to 10 VPs.


Keep wheat for future city and end turn safely with low card count.


Return the robber to the productive red sheep hex and steal from RED while denying them another resource.


Build a road to extend your existing network and pursue the longest-road victory point.


Block ORANGE's ore hex at (2,-2,0) to disrupt their city production and steal a card from the leader.


Trade 4 sheep for wheat to progress towards building a settlement or city, as wheat is critical.


Trade wheat for ore to approach city build requirement and boost VP chance.


Trade four sheep for ore to preserve the scarce city resource and improve the path toward a 10-point finish.


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

Trading brick for wood enables building a settlement immediately, gaining a victory point.


Building a settlement gives an immediate victory point, moving closer to 10 and using up the resources we have.


Trade four wood for ore to get needed ore for a city and reduce hand to 7 cards below the robber threshold.


Keep wheat and ore for a future city; no build action available and trading wastes resources.


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


Play the Knight to block the leading opponent and work toward Largest Army while denying a resource.


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

Block RED, the closest opponent to victory, on a hex where a card can be stolen.


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

Block the leading opponent Orange by moving robber to their settlement and stealing a resource.


No build action available; keep wheat and ore to upgrade a settlement to a city on a later turn.


Buy a development card for a chance at an immediate victory point while converting surplus wheat, sheep, and ore.


Play the Knight to advance Largest Army and block RED, the current leader.


Block RED, the closest opponent to victory, on a productive hex and steal a card.


No build actions available, keep 7 cards safe and end turn.


Buy a development card for a chance at the victory point needed to reach 10.


Play the available Knight to advance Largest Army and potentially secure the final victory points while disrupting an opponent.


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

Block RED’s productive hex and steal from the closest opponent to victory.


Build a road now using the available wood and brick to advance toward another settlement and a potential victory point.


Trade four sheep for ore to preserve a path toward the ore-and-wheat needed for a city.


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


Build a road to expand towards a wheat hex for future settlement.


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

Trade excess wheat for sheep to enable future dev card buys and reduce hand size while keeping ore for cities.


Buying a development card spends excess resources, reduces hand below 8, and may yield a VP or knight to hinder leader Orange.


Taking two wheat with Year of Plenty gives us 3 ore and 2 wheat, the exact cost to upgrade a settlement to a city for 2 more VPs.


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

Trade excess wheat for brick to reduce hand size and enable future building.


Build a road to expand toward new settlement spots using spare wood/brick and lower card count before a possible 7.


Only ore remains and not enough for 4:1 trades, so must end turn.


Play the knight to advance Largest Army potential and place the robber on a strong opponent resource.


Block RED, the closest opponent at 5 VP, on a tile where you can steal a card.


Buy a development card using the available sheep, wheat, and ore for a chance to gain the final victory point.


Upgrading settlement 24 to a city increases resource generation and victory points.


Trade excess wood for needed brick to reduce hand size and enable future building.


Build a road to spend wood/brick, preserve ore/wheat for a city, and reduce hand size below 8.


No beneficial trades available; end turn to keep cards safe and await city build.


Roll to seek the wheat or other resources needed for a decisive build toward 10 VP.


Trade four sheep for ore to build toward an ore-and-wheat city and the winning 10 VP.


Play the Knight to move the robber and hinder the strongest opponent while pursuing Largest Army and the win.


Block the current leader RED and steal a card to slow their path to 10 VPs.


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


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

Trade ore for wheat to secure a critical resource for building a city or settlement, as we have no wheat.


Keep the ore to work towards building a city rather than making an inefficient 4:1 trade.


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


Only 1 wheat remains after discard so 2-wheat trades are impossible; end turn to await resources.


Building settlement 43 gives an immediate victory point and may block Orange's expansion near a key junction.


Holding onto four ore keeps us within reach of upgrading to a city once we obtain more wheat and ore.


Reduce hand to 7 cards to avoid robber discard and gain needed brick for future construction


Keep ore and wheat to build a city later; no trade improves position without sacrificing city resources.


Block the leading RED player on a likely high-production hex and attempt a steal.


Trading four ore for one wheat reduces hand size below discard limits and prepares resources for a future city upgrade.


Block the leader ORANGE by placing the robber on their hex and stealing a card to hinder their progress.


Keep ore and wheat for a city; trades waste city resources and ending turn maintains blocker on leader.


Orange is leading with 7 VP, so we move the robber to a tile where they have a settlement to steal a card and hinder their progress.


Trading 2 wheat for 1 ore would leave no wheat for a city, so ending turn preserves resources.


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

Trade four sheep for brick to complete the wood-brick-sheep-wheat requirement for a settlement and reach 9 VP.


Use the traded brick and wood to extend the road network toward another settlement opportunity.


Building a settlement immediately increases our VPs to 7, tying with the leader ORANGE, and secures new resource production.


Holding cards is safe under 8 cards and keeps resources close to building a city.


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

Trade excess wood for wheat to secure city resources (3 ore,2 wheat) and drop below 8 cards to avoid robber discard.


Keep wheat and ore for city upgrade, avoid wasteful 4:1 trades.


Buy a development card to reduce the oversized hand and give the best immediate chance of drawing a victory point card.


The purchased victory-point development card should bring ORANGE to 10 points, so end the turn to secure the win.


Trading ore for wheat enables building a settlement next turn, crucial to catch up to Orange's 8 VP.


Build a road from our new settlement at 46 to 45 to expand towards a potential settlement location.


Target leader Orange to disrupt their resource generation and steal a card.


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

Trade two wheat for ore to reach 3 ore, enabling a city upgrade for a victory point.


Block ORANGE who is tied in VP and may steal a useful resource.


Block co-leader Red who holds 5 resource cards and steal from them to slow their progress.


Buying a development card advances victory point potential and optimizes resource management without risking a robber discard.


Ending the turn preserves the Knight card to reactively unblock vital resource tiles before rolling next turn.


Cannot build anything now; keep wheat for a future city and avoid wasteful 2-for-1 trade.


Building road (11,32) likely expands towards a new settlement spot to secure a victory point.


Roll the dice to generate resources for the turn before considering development cards.


Playing the Knight allows blocking a leader's resource hex and stealing a useful card while advancing toward Largest Army.


Target co-leader ORANGE to slow their progress toward 10 points while stealing a needed resource.


Buying a development card spends cards safely towards Victory Points and Largest Army.


Move robber to hex with both leaders and steal from RED to slow the tied leader.


Keeping 4 ORE preserves city-building potential; trading away all ore hurts more than a single resource helps.


Buy a development card for the chance of a victory point and immediate win at 10 VP.