Placing the initial settlement on a high-value central intersection maximizes starting resource production and diversity.


Extend the initial road toward open settlement spots to secure future expansion.


Settlement 1 is typically on a high-probability number hex (6 or 8) providing strong early resource access.


Road to node 6 expands towards a potential settlement with access to rare resources.


Choose a central open intersection to maximize access to strong production numbers and future expansion.


Build toward the more direct expansion route from settlement 30.


Vertex 33 likely offers high-probability number access and a strong central position.


Build road to 34 to expand away from opponents toward new potential high-probability vertices.


Settle at 35 to expand from existing road and target high-yield numbers.


Building to new vertex 36 expands reachable settlement spots, whereas (34,35) only connects existing points.


Settlement 24 is a strong central expansion point likely to provide broad access to high-probability production and future roads.


Extend from 24 toward the open 53 branch to secure the best expansion route and future settlement opportunity.


Node 8 likely provides good resource diversity with high probability numbers.


Building road (8,9) opens expansion towards potentially high-probability numbers and a new settlement.


Settling on node 41 secures strong hex diversity and resource generation for the mid-game.


Expanding road along edge (41, 42) to open up valuable settlement locations.


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

Block Orange's central resource tile and steal from them since they hold the most cards.


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

Block Orange, whose recent settlement and card count indicate the most immediate competing production, while gaining a possible steal.


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

Steal from White who is currently holding the most cards.


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

Steal from BLUE who has 6 cards to reduce their hand and gain resources.


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

Block BLUE, one of the tied leaders with five cards, to disrupt their production and potentially steal a resource.


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

Trade four sheep for wheat to enable a development card with your ore and advance toward victory points.


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


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

Steal from ORANGE holding 5 cards to disrupt a tied opponent and gain resources.


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

Trading four excess wood for wheat reduces hand size below eight and enables purchasing a development card.


Buying a development card advances victory progress and safely converts resources into valuable cards.


Playing a knight allows moving the robber, stealing a useful resource, and progressing toward Largest Army.


Stealing from Orange targets the player holding the most cards to maximize resource gain.


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

Block White, who has the most cards, and steal a resource to improve our hand.


Steal from Orange who has the most cards (6) to disrupt and gain a resource.


Holding onto the ore is better for building towards a city rather than making an inefficient 4:1 trade without an immediate purchase.


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

Block Orange, who has the most cards and is tied for the lead, while targeting a hex where they can be robbed.


I will hold onto my resources to accumulate wheat for a city upgrade rather than making an inefficient 4:1 trade.


Target Blue, who has the most cards, to steal a resource and reduce their advantage.


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

Block and steal from RED, one of the opponents holding the most cards.


Trade four sheep for wheat to move toward a city with the two ore already held.


Holding onto four ore is better for building a future city rather than taking an inefficient 4:1 trade that does not enable an immediate build.


Steal from BLUE (most cards) to get wheat for a city upgrade.


We lack 4 sheep for any maritime trade and have no wood or brick to build, so we must end turn.


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


Play Monopoly on wheat to secure the key resource needed for cities and progress toward 10 VP.


Block Orange's central resource tile and steal from their remaining hand.


Keep the 4 ore towards a future city upgrade rather than making an inefficient 4:1 trade without an immediate purchase.


Trading 4 Wood for 1 Wheat reduces our hand size below 8 while setting up resources to buy a development card.


Buying a development card puts resources to good use and advances development points or knight power.


Play a knight card to steal a resource from an opponent and progress towards Largest Army.


Target Red with the robber since they hold the most cards and represent the biggest immediate resource advantage.


Steal from Blue who holds most cards and block his resource production.


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

Trade 3 brick for ore to reach the 2 ore needed for a future city.


Insufficient resources to build; end turn to await production.


Holding 5 cards is safe from the robber, so save the Ore towards a future City upgrade instead of making an inefficient 4:1 trade.


Hold ore for city and end turn since no useful build available.


Keep the ore to save towards future city upgrades while staying safely under the hand limit.


Block Orange, tied for the lead and holding the most cards, at the central hex while taking a steal opportunity.


Steal from BLUE tied at 2 VPs with 6 cards to disrupt their build


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

Trade ore for wheat to advance city building with ore surplus.


Cannot build or trade useful resources, so end turn.


Holding 4 ore keeps us close to building a city when we acquire wheat, and our total hand size is safe from the robber.


Steal from RED who has the most cards to increase resources.


Build road to expand reach using wood/brick while preserving ore for future cities.


Buying a development card uses spare sheep/wheat/ore and may yield victory points or useful action.


Keep the four ore towards future cities rather than trading at an inefficient 4:1 ratio.


Trade four sheep for wheat to secure a crucial city resource and improve future development options.


Block BLUE who has most cards and is tied for lead.


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


Trade excess wood for wheat to work toward city and development card requirements while staying safe from robber discards.


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

Steal from BLUE who has 4 cards to hinder progress and try to gain a resource.


Trading ore loses needed settlement resource; end turn to keep options.


ORANGE holds the most cards at 7, making them the best target to steal from while blocking key production.


Build a road to expand towards a new settlement location using available wood and brick.


Cannot build anything; preserve ore for future city and end turn.


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


With zero ore after the trade, no builds or buys are possible, so ending turn is the only viable move.


Holding 7 cards is safe from the robber and preserves ore to build a city once wheat is obtained.


Need wheat for building; trade excess sheep for wheat.


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

Trading 4 ore for wood provides the missing resource to build a settlement, gaining a victory point.


Building a road to expand and secure future settlement spots.


All opponents tied at 2 VPs, so rob ORANGE who holds 5 cards to disrupt and steal.


Buying a dev card offers a chance at a VP or useful progress card while preserving ore needed for future city/settlement builds.


Playing the knight lets us move the robber again to steal a needed resource (e.g., wheat/wood) and work toward largest army.


All tied at 2 VP but Orange expanded; block Orange by moving robber and stealing.


Steal from BLUE who has most cards to hinder their progress.


We cannot build roads or settlements with only SHEEP, WHEAT, and ORE; buying a development card offers a chance for a Victory Point or a useful Knight.


Playing knight can steal a resource from an opponent, helping us build towards a settlement or city, and we have no other beneficial actions.


Steal from RED to gain resources and hinder a competitor with many cards.


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

Trade four sheep for ore to begin securing the scarce ore needed for future cities and development progress.


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


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

Trading 4 ore reduces my hand size below the 7-card discard limit while securing resources for future builds.


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


We have 3 ore and need wheat for a city; trading 4 sheep for 1 wheat reduces hand size and brings us closer to building a city.


We have the resources to buy a development card, which could give us a victory point or a knight to disrupt the current leader, and it reduces our hand size from 7 to 4, avoiding discard risk.


Block Orange, the likely current leader after buying a hidden victory point, on an adjacent productive hex and steal from them.


Trade four sheep for wheat to secure the scarce resource needed alongside your ore for future cities or development cards.


Buy a development card for a chance at a victory point or useful knight while spending the available ore, wheat, and sheep.


Play the Knight to advance toward Largest Army and keep pressure on the leader.


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

Block Orange on a productive hex while stealing a card from the opponent with a hidden victory point.


Keeping resources avoids wasting ore and awaits a full build combo.


Block a likely productive hex owned by BLUE, who has six cards and is tied for the lead.


Block BLUE who holds most cards to disrupt their resource gain.


Trade excess ore for wheat to progress toward a city upgrade.


Cannot buy development card without ore, so end turn.


Holding cards is safe under the robber limit and avoids an inefficient 4:1 trade that provides no immediate builds.


Buy a development card using the exact sheep, wheat, and ore set to improve the path to 10 VP.


Take wheat and ore to advance toward the strongest city-building path and improve access to 10 VP.


Buy development card to reduce hand size and possibly gain a victory point or knight.


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

Trade surplus brick for wheat to advance toward cities/settlements and reduce hand size safely.


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

Stealing from Orange who holds the most cards gives a good chance to gain resources while blocking their production.


Preserve resources rather than doing an inefficient 4:1 trade without an immediate build available.


Buying a development card may yield a victory point or knight to hinder opponents.


I have 8 cards and need to avoid the robber penalty while working towards a city by trading excess wood for wheat.


Trading four ore for one brick reduces hand size below eight to prevent robber discards and sets up road building with excess wood.


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


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

Orange has the most cards (6) and is tied for the lead, so robbing them hinders the most likely threat.


Holding resources without an immediate build is better than an inefficient 4:1 trade.


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

Steal from BLUE (most cards) to hinder their progress and possibly gain resources.


Buy a development card to potentially gain a victory point or a knight to block opponents.


Playing the Knight card can disrupt an opponent and steal a resource we need (wood, wheat, or ore) while moving us closer to the Largest Army.


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

Steal from BLUE to maintain pressure and potentially gain a needed resource.


Building road to expand towards a valuable settlement location.


Block Orange, the most threatening opponent, on an occupied central hex and attempt a steal.


Spend the exact ore, wheat, and sheep cost to buy a development card for a chance at a knight or hidden victory point.


Play the Knight to advance toward Largest Army while blocking an opponent’s productive hex.


Block Blue on the productive hex recently targeted by Orange and steal from the tied leader.


Build the road toward the promising central expansion junction at 24, preserving a route to a future settlement site.


Steal from Blue who holds the most cards and move robber to a new hex to disrupt opponents.


Playing road building yields two free roads to expand our network without spending scarce wood/brick.


Use free road building to expand network towards potential high-yield settlement spots.


Extend network from 32 to new intersection 11 for future settlement options.


Build road to expand network towards potential settlement sites.


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

Trading sheep for wheat to start building towards a city or settlement, as wheat is a key resource we lack.


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

Steal from ORANGE who likely holds wheat to aid our city builds.


Buying a dev card could yield a victory point or useful progress with our spare ore/sheep/wheat.


Taking two ore accelerates city building, the scarcest resource needed for victory points.


Trading ore for wheat progresses toward a city (needs wheat and ore) to reach 10 VPs faster.


Trade four sheep for wheat, the key resource needed alongside your brick for future expansion and victory points.


Trading 4 ore for a brick allows pairing with our wood to work toward building roads and expanding.


I will build a road to expand towards a viable settlement spot.


We have 8 cards and no wheat; trading 4 sheep for wheat reduces hand size and gets a critical resource.


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


Target the current game leader, Red, to slow their progress and steal a resource.


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

Block the 4-VP RED player while gaining a card from them.


Block the game leader RED and steal a resource.


Invest wood and brick to expand the road network toward new settlement locations.


Block the leader (RED) by moving the robber to their hex to reduce their resources and potentially steal a card.


No trade yields immediate build; ending turn preserves ore for city and avoids wasteful 4:1 trade.


Trade four sheep for ore to advance toward the valuable ore-wheat city combination.


Trading four ore for brick reduces hand size below the discard limit and pairs with wood to build roads and settlements.


Build a road to expand toward a valuable settlement location while keeping hand size low.


Block the current leader RED by placing robber on his hex and stealing a card.


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


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


Block Orange, who has the largest hand and is most likely to benefit from the robber disruption.


Trade 4 sheep for wheat to reduce hand size from 10 to 7 (avoiding discard risk) and progress toward a city (needs 3 wheat, have 3 ore).


Keep ore for city upgrade; trading away ore reduces city potential.


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

Trading 4 brick for wheat gives us the needed wheat to build a city, gaining 2 victory points and reducing hand size below the discard limit.


Building a city gives 2 VPs, putting us in the lead.


Trading away ore reduces city-building potential; ending turn preserves resources for a city.


I will hold onto my resources since I cannot build anything this turn and do not need to do an inefficient 4:1 trade.


Trade ore for wheat to progress toward city building and stay below 8 cards.


Preserve ore to build city; trading ore for wheat leaves too little ore.


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

I should trade 4 wood to reduce my hand size below the 8-card robber threshold and acquire brick.


Keep the ore to work towards building a city rather than trading it away at an inefficient 4:1 ratio.


Keep ORE and WHEAT to build a city later; trading away ORE wastes our city resources.


I should build a road to reduce my card count below 8 and expand toward a new settlement spot.


I am safe from the robber with 6 cards and should save the ore rather than making an inefficient 4:1 trade.


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

Block the leading RED player and steal a card from them.


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


Trade surplus ore for a brick to enable road building towards expanding our settlement network.


Continue expanding the road network from node 21 towards a new settlement location.


Trade four sheep for ore to advance toward an ore-wheat city, the strongest path to new victory points.


Keep 3 ore for a future city; no build is possible now, so end turn without sacrificing ore.


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

Trade 4 ore for wheat to reduce hand size from 9 to 6, avoiding robber discard, and acquire a much-needed resource for both settlements and cities.


Keep ore for city upgrades; trading away ore hurts city plan and no useful resource gained


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

Trade excess wood for wheat to work towards upgrading to a city with our ore.


Buying a development card reduces hand size to 7 to avoid discard risk and could give a victory point.


Playing knight can steal a resource from a leading opponent and progress toward largest army.


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

Target WHITE who has the most cards and is tied for lead, to steal a resource and block their hex.


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


Keep ore for a future city and no useful build is possible via trade now.


I will hold onto my resources since I am under the card limit and need ore for upcoming cities.


Trading 4 sheep for wheat enables buying a development card, which has a chance to directly give a victory point and bring us closer to 10.


Buy a development card to reduce hand size and potentially gain a victory point.


Playing knight steals a card from leader BLUE (7 cards) to disrupt and gain resources, while we lack building materials.


Moving the robber to Red's hex to disrupt the current leader's resource production.


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


Play Monopoly on ore to gain scarce city-building resources and accelerate toward the 10-point target.


Trade four ore for wheat to reach the two-wheat requirement for a city and leverage your strong ore supply.


Build a city immediately for a guaranteed victory point and stronger resource production.


Trading 4 ore for wheat is the best move as it enables building a city for 2 victory points, advancing towards 10 VPs.


Block the game leader Orange and steal a resource to slow their progress and build our own hand.


Buying a development card spends resources safely and offers progress or victory points to help catch up.


Playing a knight allows us to steal another resource from the leader Orange and work toward the Largest Army.


Target the leader Orange to block their production and steal a card.


Block the current leader on an occupied hex to reduce Orange’s production and steal a card.


Block the current leader ORANGE by moving the robber to their hex and stealing.


Keep 4 ore to work towards building a city while staying at the safe 7-card limit.


Need wheat for cities; trading 4 ore for 1 wheat progresses towards building a city.


Buying a dev card spends our sheep/wheat/ore for a chance at a VP or knight to hinder leader Orange.


Play knight to rob leader Orange and progress towards largest army.


Block the current leader ORANGE by moving the robber to their hex and steal a card.


Trading four ore for one brick reduces hand size below eight to avoid the robber while acquiring a key resource for expansion.


Building a road helps expand towards available settlement locations and utilizes our excess wood and brick.


Buying a development card reduces hand size to avoid robber discard and could yield a victory point.


Playing the knight card allows us to move the robber to block the leader (RED) and potentially steal a resource, hindering their progress.


Steal from White, who holds 8 cards, to increase our resource pool and potentially get wheat or ore needed for a city.


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

Need ore for a city; trading brick for ore brings us closer to 3 ore.


Holding 4 ore for future city building is better than trading for a single resource that doesn't enable an immediate build, and we have no discard risk.


Trade four sheep for wheat to set up the ore-and-wheat needed for a future city.


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


Play the Knight to move the robber onto Orange’s strongest production and gain progress toward Largest Army.


Block the 5-VP Orange player on a likely high-probability tile and steal a card.


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

Trade excess wood for ore to avoid the robber discard penalty and build towards a city.


Trading 4 ore for wheat brings us closer to building a city, which is the most direct path to victory.


Block the 5-VP Orange player on a likely high-probability hex and steal from them.


Retaining brick keeps building flexibility; trading now doesn't enable an immediate city or settlement.


Holding 7 cards avoids the discard limit while preserving 4 ore needed for an upcoming city upgrade.


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

Block Orange on a productive tile and steal a card to slow the current leader.


Buy a development card with the exact ore, wheat, and sheep cost to pursue a hidden victory point or powerful knight.


Move robber to ORANGE hex to block closest rival and steal a card.


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

Trade excess brick for wheat to build toward a settlement or city requiring wheat.


Holding four ore and one wheat keeps us just one wheat away from upgrading a settlement to a city.


Orange is the current leader (5 VPs), so block them with the robber by stealing.


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

Target the game leader Orange and block their resource generation at the central hex.


Holding four ore toward a future city is more valuable than making a costly 4:1 trade with only five total cards in hand.


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Move robber to RED's tile to hinder the closest competitor and steal a card.


Holding seven cards avoids robber discard risk while preserving ore for future city construction or better trades.


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

Trade surplus brick for scarce ore to progress toward city upgrades (need 3 ore, 2 wheat).


Keep ore for future city build; trading ore away loses city potential, so end turn.


Reduce hand size below the robber limit by trading excess wood for wheat toward future cities or settlements.


Holding 7 cards avoids robber discard risk while preserving ore needed for a city upgrade.


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

Trade sheep for wood to build a settlement, gaining a VP and reducing hand from 10 cards.


Building a settlement gives 1 VP, moving from 6 to 7, and we have the required resources.


Trade four sheep for wheat to secure the most important resource for future cities and development.


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

Trade two ore for wheat to approach city requirements and keep hand small.


Trade excess ore for wheat to reach the resources needed for building a city.


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


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

Trading 4 sheep for wheat brings us closer to building a city, which is the fastest path to 10 victory points.


Block the 6-VP leader on the central hex and attempt to steal a card from Orange.


Trade excess wood for ore to build towards another city while keeping hand size safely low.


Block the leading player RED and steal a card to get ore for a city.


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

Trade 4 sheep for ore to get closer to building a city and reduce hand size from 8 to 5, avoiding robber discard.


Building a city with available ore and wheat increases my VP to 9, getting closer to 10, and reduces hand size to avoid robber discard.


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


Play Road Building to extend toward the longest road and create the strongest immediate path to victory points.


Build the connected road at 6–7 to extend the network toward a potential longest-road route.


Extend the newly built road to maximize connectivity and improve the chance of claiming the longest road.


Extend the existing road network from settlement node 6 toward a likely expansion site.


Trade excess wood for wheat to reduce hand size below the 7-card limit and build toward cities.


Keep the ore to save towards upgrading a settlement to a city while staying under the robber card limit.


Trading sheep for ore gets me one step closer to a city and reduces my hand to avoid robber discard.


Trade four sheep for ore to preserve wheat and move toward the ore-wheat needed for a city or development card.


Block the current leader ORANGE with the robber to slow their progress toward 10 VPs.


Trade surplus wood for a brick to obtain the materials needed to build a road.


Build a road to expand towards new settlement locations and utilize current resources efficiently.


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

Block the leader Blue and potentially steal a resource.


Block leader ORANGE on their known ore hex to stall their growth and steal a card.


Trading 4 sheep for 1 ore gives us 3 ore and 2 wheat, enabling a city to reach 10 VPs.


We have exactly 3 ore and 2 wheat to build a city and reach 10 victory points immediately.


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

Block the leader ORANGE with the robber to slow their approach to 10 VPs.


We have exact resources to build a city for a victory point.


Steal from the leader BLUE to block their progress and hopefully gain a needed resource.


Block the 8-VP orange leader on a likely high-production hex and attempt to steal a card.


With only 2 ore and no build options, keeping ore and ending turn is safest.


Holding 5 cards is safe from the robber and preserving 4 ore is crucial for building a future city.


Trade 4 sheep for wheat to reduce hand to 6 cards and get closer to building a city for the win.


Trade four sheep for ore to reach three ore and prioritize a future city despite the current wheat shortage.


Keep ore for future city upgrade; no build possible with only ore and no 7 to block leader


Trading 4 ore for 1 wheat reduces the hand below the 7-card limit and builds toward a city.


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

Trade 4 ore for 1 wood to then build a settlement and reach 10 victory points.


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Trading 4 sheep for 1 ore reduces hand size and gets closer to a city for the winning point.


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

Trading 4 wheat for ore reduces hand to 7 cards, avoiding robber discard, and adds ore needed for a city to reach 10 VPs.


Building a road to extend our network toward a settlement spot, as we cannot build a settlement or city this turn and need to prepare for next turn.


Trade ore for wheat to accumulate wheat needed for a city (3 ore+2 wheat) toward 10 VPs.


Keep ORE for city and lack WHEAT, so end turn.


Block the game leader ORANGE and steal a resource to slow their path to victory.


Block the 8-VP Orange player on an occupied tile and steal a card to slow their imminent win.


Keep ORE for city (need 3 ORE+2 WHEAT); trading loses needed ORE and no build possible, so end turn.


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

Trade excess wood for brick to get the exact resources needed to build a road.


Build a road to expand towards a viable settlement spot with available resources.


Steal from WHITE who has most cards to get wheat needed for a victory point building.


Keeping ore for a city upgrade is best since no build is possible and trading away ore hurts city plans.


Cannot build a settlement or city with current resources; no immediate VP gain possible.


Trade excess ore for wheat to reach city build requirement (3 ore,2 wheat) and advance toward 10 VPs.


Build city to gain a victory point and reduce card count below 8.


Keeping 3 ore for a future city and unable to build now, end turn to avoid wasting ore.


Upgrading to a city at node 41 directly gains a victory point and increases resource production.


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

Trade brick for wheat to enable building a settlement and reach 10 victory points.


Trade 4 sheep for wheat to get the second wheat needed to build a city and win.


Trade 4 ore for wood to enable building a settlement next turn, moving to 10 VPs.


Build road to potentially claim longest road and win immediately.


Block the leading ORANGE player by moving robber onto their hex.


Trade excess ore for wheat to advance toward a city and more victory points.


Trading four surplus wood for an ore consolidates resources toward building a city.


Trade 4 wheat for ore to afford a city, securing the 10th victory point.


Trade sheep for wood to reduce hand size below 7 and acquire a resource needed for a settlement, bringing us closer to 10 VPs.


Trade four sheep for wheat to enable a development card and improve the path toward 10 VP.


Keep 3 ore for a future city and avoid wasting resources since no build is possible this turn.


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

Trading 4 ore for wheat works towards city requirements while keeping hand size safely low.


Steal from Blue to potentially gain wheat and block the leader's resource production.


Trade four sheep for ore to build toward an ore-wheat city and improve your path to 10 VPs.


Cannot build now; keep ore for a city and end turn safely.


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

Move robber to hex adjacent to BLUE to block leader and steal a card, increasing chance to get brick or ore for victory point.


Block the current leader ORANGE by moving the robber to their hex to hinder their progress.


Build settlement to gain a victory point with exact resources available.


Keep ore for city and avoid wasteful trade; end turn safely.


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

Trade 4 brick for wood to reduce hand size and get one of the two resources needed for a settlement, aiming to build next turn.


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

Trading 4 sheep for brick gives us wood and brick, leaving us only needing wheat to build a settlement and win.


No immediate VP actions available; ending turn to await resources.


Keeping ore preserves city-building potential and no build is possible, so ending turn is best.


Block and steal from Orange, who is in the lead with 8 victory points.


No resources to build a settlement or city, so end turn to wait for resources.


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

Block the 8-VP Orange player on another Orange-occupied hex to slow their winning push.


Need wheat to build cities for VPs; trade excess ore for wheat.


Keep ore for city and end turn since trades reduce needed ore.


Reduce hand from 10 to 7 to avoid robber discard, and acquire wheat needed for both a settlement and a city.


Keep ore for city upgrade and end turn safely with 7 cards.


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

Trade excess wood for wheat to work towards building cities and reduce card count.


Trade surplus ore for wheat to reduce hand size to 7 cards, avoiding the robber discard limit.


Block BLUE's high-probability hex and steal a card to get ore or wheat for a city.


Trade four sheep for wheat to enable buying a development card with your ore and remaining sheep.


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


We have enough ore and wheat to build a city, gaining a victory point toward 10.


Trading four wood for brick prevents robber discard risk and completes materials for a potential settlement.


Building a settlement increases victory points and expands resource production.


Trade 4 brick for wood to build a settlement and reach 10 VPs.


Building a road reduces hand size from 10 to 8, lowering the risk of robber discard, and may connect to a settlement spot for the winning point.


Trade ore for wheat to progress toward a city (3 ore, 2 wheat) for the final victory points.


Trade surplus ore for wheat to reach city cost (3 ore,2 wheat) and keep card count low.


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

Need ore to build a city for victory points; trade excess wood for ore.


Keep ore toward a city build; no beneficial trade available.


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

Trade surplus wood for ore to reduce hand size and build toward a city.


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

Trade 4 sheep for wood to get the missing resource for a settlement, reaching 10 victory points.


Trade 4 wheat for ore to reduce hand to 6 and get closer to a city for the winning VP.


Cannot build a settlement or city now; ending turn preserves resources for next roll to get needed wheat.


Trade four sheep for ore to reach the ore needed for a city with your wheat, accelerating a guaranteed VP upgrade.


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

Trade 3 wheat for 1 ore to get 3 ore/3 wheat, enabling a city and reducing card count below 8.


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

Trade ore for wheat to progress toward city build needing 2 wheat and 3 ore.


After trades only 2 wheat remain, so 3-wheat trades are impossible and no build is possible; must end turn.


Building a city increases victory points to 8, upgrades resource production, and safely reduces hand size below the discard limit.


Trade wood for wheat to get the exact resources needed for a development card.


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

Trade sheep for ore to get the missing ore needed for a city, which can be built next turn to reach 10 victory points.


Build road to enable a new settlement, then trade ore for wood and build settlement to win.


Trading 4 sheep for wood will allow us to build a settlement and reach 10 victory points.


Build road (3,4) to extend network towards a settlement spot, then build settlement to reach 10 VP.


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

Block co-leader BLUE who holds 5 cards by moving robber to their hex to steal and disrupt.


Trade two ore for wheat to reach 2 wheat and 2 ore, one ore short of building a city for a victory point.


You lack enough ore for a city and trading away ore would hurt that goal, so ending turn is best.


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

Block the leader BLUE and try to steal a card to slow them down.


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

Block ORANGE, a tied leader, with robber to hinder their resource gain.


Keep ORE toward city (need 3) and end turn to preserve resources.


Move robber to block BLUE, the current leader, and steal a card to potentially get needed resources for victory.


Trade 4 sheep for wood to build a settlement and reach 10 victory points.


Building a road may secure the longest road and win the game.


Trade four sheep for ore to reach three ore and position for a city on the next wheat gain.


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

Trade surplus ore for brick to enable a settlement and reduce hand size.


Keeping ore and wheat preserves ability to build a city later; no trade improves winning odds.


Trading 4 ore for 1 wheat reduces hand size below 8 to avoid discarding while gaining a resource for future city or dev card builds.


Trade excess ore for brick to enable road building toward settlements and reduce hand size.


Build road to reduce card count and expand toward a new settlement.


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

Trade wheat for wood to enable a road build toward expansion for needed victory points.


Extend road from 13 to open a new settlement site for the final VPs.


Keep ORE for a future city and avoid wasteful 2:1 trades; end turn safely with low cards.


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

Trading 4 excess wood for a sheep balances resources for development card purchases while reducing hand size below 8 cards.


Trade 4 brick for wood to build a settlement and reach 10 victory points.


Building a settlement on node 4 gives the 10th victory point to win the game immediately.