Initial settlement placement should prioritize high-probability numbers like 6 and 8 for optimal resource production.


Building road to node 1 is a standard initial expansion towards the center, likely leading to high-probability resource hexes for future settlements.


Settle on an available vertex with high-probability numbers and resource diversity away from White.


Build road to expand towards potential second settlement away from opponent.


Settling on intersection 21 secures strong resource diversity and high pip frequency for the opening setup.


Building road towards vertex 19 sets up expansion towards key adjacent settlement locations.


Choose a central open intersection with strong potential access to multiple resource-producing hexes.


Extend toward the central expansion route with the best chance of reaching a strong future settlement spot.


Node 35 extends your existing road while likely providing strong access to additional resource intersections.


Extend the road directly from your newest settlement toward a fresh expansion route.


Settlement 28 offers strong resource yields and balances resource production for the early game.


Extend the road from settlement 28 along edge (28, 29) towards future expansion spots.


Choose central vertex 24 to access high-probability number tiles for future growth.


Expand from settlement 24 to vertex 25 to access new resource spots.


Settlement 8 is likely on a high-probability number like 6 or 8.


Extends from our settlement to a new area, potentially leading to a good settlement spot.


Unable to build roads or settlements with current resources, buying a development card is the only way to progress towards victory points.


Play knight to move robber and start building largest army, while blocking blue who has the most cards.


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

Block Orange who has the most cards to slow their progress and potentially steal a resource.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', None, 'WOOD')

Trading three sheep for a wood will enable road building alongside the brick in hand.


Build a road to expand towards your next settlement location.


Build a road to expand toward new settlement sites and lower card count below 8.


Extend road from vertex 4 to improve access to high-yield spots.


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

Need wheat to build a city, have excess sheep.


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

Steal from RED who has the most cards (5) to gain resources while all players are tied at 2 VPs.


Trade excess sheep for wood using the 3:1 port to enable road construction.


Build a road to expand towards your next settlement location using the traded wood.


Buying a development card could yield a victory point or a useful ability to accelerate progress.


Play knight card to move robber and disrupt opponents, increasing knight count.


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

Block ORANGE as they have the most cards, and steal a resource to improve our hand.


Build road to block red's expansion and claim a central location near recent red activity.


Holding resources without an immediate build is better than trading at a loss.


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

Trade excess brick for ore to reach 3 ore, leaving only 1 wheat needed for a city.


Holding resources keeps flexibility to build roads and settlements without prematurely losing card count to unfavorable trade ratios.


Block Orange, who has the most cards and is actively accumulating resources, while stealing from them.


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


Rolled 7, move robber to steal from RED who holds 4 cards to disrupt tied opponent.


Dev card is affordable and may give VP or utility since no builds possible with no brick.


Holding bricks keeps resource flexibility with no discard risk under seven cards.


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

Trade surplus wheat for ore to advance toward the high-value city resource combination.


We have the resources (1 ORE, 1 WHEAT, 1 SHEEP) to buy a development card, which could give us a victory point or other advantages, and we have no other profitable moves.


Playing the knight card allows moving the robber to block the leading opponent (Orange) and steal a card, while ending turn provides no benefit.


Block Orange who likely has a victory point card, and steal a card to gain a needed resource.


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

Block the current leader WHITE by moving the robber onto their tile and stealing a card.


Trading 3 brick for 1 single card doesn't enable an immediate build, so it's better to save resources.


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

Need wheat to pair with ore for future city upgrades.


Holding resources is safe from the robber and preserving bricks is better than an inefficient 3:1 trade right now.


End the turn and preserve four wheat toward a future city rather than making a trade that still cannot enable an immediate build.


Buying a development card may yield a victory point or a useful card, and we have the resources to spare without risking a discard.


Playing the knight can disrupt opponents and potentially steal a needed resource.


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

Block the opponent with most cards (BLUE, 6 cards) to set back their progress.


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

Trade excess brick 3:1 for wheat to work towards buying development cards or future settlements.


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

Block the leading WHITE player on a productive hex while denying them a potential resource card.


Buy a development card using the available sheep, wheat, and ore to pursue a point or knight.


Play the Knight to advance toward Largest Army and further disrupt the leading White player.


Block the current leader WHITE at the central hex to suppress their production and potentially steal a card.


No trade produces enough resources for an immediate build, so preserve the wheat and end the turn.


Trade excess sheep for wood to pair with brick and enable road building toward new settlement spots.


Building a road towards high-value settlement spots expands future building opportunities.


Trade three wheat for ore to begin converting the surplus wheat into the ore needed for a city.


You cannot complete a useful build this turn, so preserve your remaining wheat and ore for a future city.


Target the leader White to slow down their progress and steal a valuable resource.


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

Block the leading WHITE player on a likely productive tile to suppress their resource generation.


Trade three wheat for ore to build toward a city with the strongest available resource conversion.


Keep the three ore and wheat toward a city rather than sacrificing ore for a single resource.


Steal from BLUE who likely has wheat, which we need for a city, and block a hex that may be productive for multiple opponents.


Buying a development card gives a chance at a victory point or a knight to gain VPs, and I have the resources without exceeding 7 cards.


We have no resources to build, playing Knight can steal a needed resource and disrupt opponents.


Block Red who has the most cards and steal a resource to build towards a city.


Trade surplus sheep for wood to complement our bricks for road building.


Build a road to expand towards your next settlement location using your wood and brick.


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

Trade three ore for wheat to advance toward a city and convert excess ore into the most valuable development resource.


Block orange who has most cards and steal a resource.


We have the exact resources for a development card, which can yield a victory point or useful progress/knights.


Use knight to move robber and steal a resource from ORANGE (who has most cards), aiming to get wheat for a city.


Block the current leader ORANGE who has 4 cards to disrupt their resource production.


Block leader WHITE with robber to slow their victory point gain.


Block and steal from White, the current game leader with 4 victory points.


Build a road to expand toward new settlement sites and use wood/brick before ending turn.


Block Orange who has 6 cards to reduce his resource income and potentially steal a card.


Buying a development card could yield a victory point or a useful card, advancing us toward 10 VPs, while ending turn wastes resources.


Taking wheat and ore brings us closer to building a city (needs 3 ore and 2 wheat) since we already have 1 ore.


Build a road to expand network toward future settlement sites while using spare wood/brick.


Target the current leader White to slow down their lead and steal a resource.


Trade the surplus wheat for ore to move toward the valuable ore-wheat city strategy.


We have the exact resources to buy a development card, which could give a victory point or a knight to improve our position.


Play knight to move robber off our hex and steal a card, improving resource income.


Steal from RED who has 6 cards to hinder their progress and gain a resource.


Target leader WHITE to steal a card and block their production.


Keep ore for future city and avoid low-value trades; end turn safely with 5 cards.


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

Convert excess ore to brick to enable road building and expansion toward needed resources.


Use available wood and brick to build a road expanding our network toward future settlement sites.


Extend our newly built road at 53 to 52 to expand our network toward new settlement sites.


Trading excess sheep at the port for wood prepares resources to build roads and settlements while keeping the hand safe from the robber.


Build a road to expand towards a viable settlement spot using the traded wood and brick.


Build road (23,52) to expand from existing network at 52 toward new settlement spots using our only wood+brick.


Block the leader White and steal a resource to slow their progress.


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

Target leader WHITE with robber to steal and block their production.


Trading all bricks yields a single unusable resource, so ending turn preserves building material.


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

Trade excess brick for wheat to approach city build and reduce card count below 8.


Build settlement 23 to gain a guaranteed victory point while using exact resources.


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

Trade three wheat for brick to obtain the scarce resource needed for a road and future expansion.


Build a road now to expand toward a future settlement while you have the required wood and brick.


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

We need wheat to build a city; trading 4 ore for wheat is a step toward that goal.


We have the exact resources to buy a development card, which could give us a victory point or a knight to disrupt the leader ORANGE.


Play knight to move robber to block ORANGE (highest VP and holds 7 cards) and steal a card, possibly gaining largest army.


Move robber to Orange's tile to block their production and steal a card from the current leader.


Construct road to expand reach toward valuable hexes for future city upgrades.


Trade excess ore for wheat to advance toward city upgrade without exceeding card limit.


Block the leading player by placing the robber on a productive White-occupied hex and steal from White.


Build a road to expand toward another settlement site and advance territorial control.


Steal from RED who has the most cards among stealable opponents to hinder their progress.


Trade three wheat for ore to reach three ore and prioritize a future city for efficient victory points.


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


We have exact resources to build a city, increasing victory points and production.


Block ORANGE, the current leader, and possibly steal a card.


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

Robber blocks our ore, so trade wood for ore to stock up for city.


Trade 3 brick for 1 wheat to enable purchasing a development card with your ore and sheep.


Buying a development card utilizes the available resources to gain victory points or useful progress cards.


Playing the knight allows moving the robber to block a leader and stealing a useful resource.


Target leader White to slow their resource generation and steal a needed card.


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

Trade three wood for ore to reach three ore, positioning for a city with the next wheat.


Keep the three ore and wheat to preserve the strongest path toward a city on a future turn.


Block leader WHITE by moving robber to their hex and stealing to slow their VP climb.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', None, 'WOOD')

Trade surplus sheep for wood to pair with brick for building roads.


I will build a road to expand toward a valuable settlement location.


No trade enables a build now, so preserve the ore and end the turn.


Trade excess ore for wheat to drop below 8 cards and gather missing resource for cities.


Build settlement to gain a victory point and expand to potentially high-yield numbers.


Building road from new settlement 39 expands reach to new intersections for future high-yield settlements.


Trade surplus sheep for wood to build toward a new settlement while keeping hand size safely below the discard limit.


Build a road to expand toward a new settlement location.


Keep the three ore needed for a city and end the turn while seeking additional wheat.


Buying a dev card offers a chance for a victory point or a knight to hinder the leader.


Playing the knight card allows us to move the robber to block Orange's best hex and potentially steal a card from the leader, increasing our chance to catch up.


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

Block the leading player Orange by moving the robber to a tile adjacent to their settlement and steal a card.


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

Trade sheep for brick to prepare for building a road and eventually a settlement.


Building road to expand towards a new settlement location.


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


Cannot build city or settlement now; preserve resources and wait for ore to reach 10 VP via city upgrade.


MARITIME_TRADE ('BRICK', 'BRICK', 'BRICK', None, 'WOOD')

Trade surplus brick for wood to prepare for building roads and settlements while reducing hand size.


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


I do not have enough resources to build anything this turn, so I will save my sheep and end the turn.


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

Block the 7-VP Orange player on an occupied hex to hinder their progress.


Build a city now to convert the available ore and wheat into a crucial victory point and stronger production.


Build a road to expand network since city/settlement are unaffordable and road uses excess brick/wood.


Holding 3 sheep keeps flexibility until more complementary resources are rolled.


Trade brick for wheat to enable city upgrade and reduce overflowing cards.


Buying a dev card uses excess ore and may yield a VP or useful progress toward 10 VPs.


You already bought a victory point card reaching 10 VPs, so ending the turn secures the win.


I will end the turn to keep my trade flexibility open until I accumulate enough resources to build.


Keep all four wheat since no trade enables an immediate build and preserving resources is more valuable.


Block Orange's center hex to disrupt their production and steal a card from the leader.


Keep 3 ORE to build a city later; trading away all ORE loses our win path.


Trade excess sheep via the 3:1 port for wood to combine with brick towards building roads and settlements.


Use brick and wood to build a road and expand toward a new settlement spot.


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

Trade three wheat for ore to advance toward the crucial ore-wheat city resource combination.


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

Trading 4 sheep for wheat brings us closer to building a city (need 3 wheat, have 2 ore).


Build a city to reach 10 victory points and win immediately.