Placing the first settlement on a central vertex maximizing access to balanced, high-yield resource hexes.


Building a road towards vertex 19 points toward promising future settlement locations.


Placing settlement on high-probability numbers for resource generation.


Build road towards the interior to access more resource hexes.


Settle on a high-probability number intersection to maximize resource income.


Build road to vertex 2 to expand settlement options toward potential high-probability numbers.


Settlement 9 is a strong central-looking expansion point with good future connectivity.


Build toward the open 10 intersection to maximize future expansion options from settlement 9.


Establish a second settlement at a central, flexible location to improve future access to strong production and expansion routes.


Extend from settlement 12 toward the open intersection at 13 for the best chance to secure another settlement spot.


Settlement 17 likely sits on high-probability number tiles (6/8) to maximize resource income.


Road to 15 opens a new settlement site away from opponents.


Build settlement at node 14 to secure high-probability resources and expand our road network.


Building toward red's territory blocks his expansion and opens a path to contest high-value central hexes.


Placing the second settlement on a high-value intersection to secure balanced resource production.


Build road towards spot 31 to expand towards future settlement locations.


Extend road from settlement 14 towards node 15, a promising location for a future settlement.


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

Block WHITE, who has the most cards among the tied leaders, while gaining a steal opportunity.


Build toward the contested frontier at 13–34 to expand while denying Blue access and advancing the road network.


Build the available settlement to gain an immediate victory point and improve resource production while reducing your hand.


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

Trade 4 sheep for wood to reduce hand size and gain a needed resource.


Building a road extends our network towards a promising settlement location, using our wood and brick efficiently.


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

Trade excess sheep for ore to work toward a city and reduce card count below 8.


Buying a development card uses our sheep/wheat/ore efficiently for potential VP or knight to block leader RED.


Play knight to block leader RED with robber and steal a card


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

Block current leader RED by placing robber on their hex to steal and disrupt production.


Building a city increases resource production, awards a victory point, and protects against the robber discard limit.


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

Block co-leader RED and steal from their 4-card hand to slow their progress.


Holding four wood is safe from the robber and preserves flexibility to build roads once brick is acquired or trade later.


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

Block co-leader ORANGE to slow his progress and attempt to steal brick or ore.


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

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


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

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


Buy a development card for a chance at a victory point or powerful knight while converting excess sheep and ore.


Play the Knight to move the robber onto Orange, the current leader, and steal a card while advancing toward Largest Army.


Block the current leader Orange on a likely high-production hex while taking a possible card.


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

Trade sheep for brick to enable building a settlement.


Expand towards high probability numbers to secure resources.


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

Trade excess wheat for brick to reduce hand size and enable future roads/settlements.


Build road to expand toward high-probability resource tiles.


Build a road now while preserving four wheat for a future settlement or city.


Trade four wheat for brick to pair with your wood for another road and pursue expansion toward a settlement.


Extend the existing road network from 11 toward 32 to pursue the longest-road advantage and future expansion.


Build road (3,4) to expand towards a new settlement location and increase resource access.


Move robber to RED's hex to block a tied leader and steal a card, slowing their expansion.


Trade excess sheep for brick to enable future road or settlement building.


Build road towards high-probability number 6 to expand resource potential.


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

Target Blue who holds the most cards (5) and block a central resource tile.


Extend road towards a promising intersection for a new settlement.


Build a road to extend the established network and improve access to future settlement sites while using the available wood and brick.


Build another connected road to expand toward future settlement opportunities while using the available wood and brick.


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

Target the current leader Blue and steal a resource to slow their progress.


Block the leading BLUE player on the central hex and attempt to steal a card from their five-card hand.


Extend the existing road toward the likely settlement route while using the available wood and brick.


Target the current victory point and resource leader, Blue, to slow their progress and steal a card.


Holding 6 cards is safe from the robber and keeps valuable wheat and ore to build towards a city.


Block the current victory point leader Blue and steal a resource to help rebuild toward a city.


Buying a development card uses surplus resources to build toward knights or victory points while keeping a low hand size.


Save the knight card to play before the roll on a future turn.


Block leader BLUE with robber and steal a resource.


Build a road that extends the central network toward an expansion point and preserves your remaining wood for future development.


Roll the dice to gain resources for the turn before considering playing the knight card.


Playing a Knight card allows us to disrupt leader Red and steal a needed resource.


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


Holding resources without a concrete purchase this turn preserves card value under the seven-card discard limit.


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


No build action available and trading sheep removes settlement materials, so end turn.


Trade four wood for ore to advance toward the critical ore-and-wheat city combination.


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

Trading 4 wheat for a sheep reduces hand size below the 7-card robber limit and prepares resources for a settlement.


Buying a development card safely reduces hand size while offering potential knights, progress cards, or victory points.


Build a road to expand toward the next settlement location while utilizing available wood and brick.


Target leader RED with the robber to steal a card and hinder their progress toward 10 VPs.


Block the current leader Orange and steal a card from their productive hex.


Trade 4 sheep for ore to start building toward a city, while reducing hand size to avoid discard.


Trade excess wheat for brick to enable future road/settlement and reduce card count safely.


Build road to expand network using available wood and brick.


Buy a development card for a chance at a victory point or useful knight with no other available build.


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


Block the leading ORANGE player while stealing a card from their settlement.


Expand the road network toward new settlement locations using available wood and brick.


Block the leader RED and steal a card to hinder his progress.


Buying a development card gives a chance for a victory point or a knight to block the leader RED.


We need ore to build cities, and we have wheat, so monopolizing ore will help us catch up and hinder opponents.


Keeping sheep preserves flexibility to build settlements later since trading all sheep would leave none for settlement costs.


Target the current point leader Red to slow their production and steal a card.


No build is possible and trading away sheep loses a needed settlement resource, so end turn.


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

Trade four wheat for ore to pursue the city path and diversify resources toward a high-value victory point.


Hand has 9 cards (risky discard), buying dev card reduces to 6 and may yield VP or knight to block leader Red.


Use knight to block the leader RED from his high-probability tile or steal a card.


Block leading Red's productive tile and steal a card.


Trade excess sheep for wood to enable a settlement and reduce card count.


Build road (6,7) to expand network toward high-frequency 6/9 tiles with available wood/brick.


Need to use resources effectively; buying a development card can provide a knight or victory point.


Acquire ore to pair with wheat for future city upgrades, as ore is scarce and cities yield more victory points.


Trade four wood for ore to reach three ore and enable a city using two wheat, gaining two victory points.


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

Target the current game leader RED to slow their production and steal a needed resource.


Build a road to expand toward a high-value settlement spot and reduce hand size below the discard threshold.


We can afford a development card to potentially gain VPs or a knight to hinder RED.


Play knight to move robber onto leader RED and steal a resource to slow their progress.


Move robber to RED's hex to block the current leader.


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

Trading 4 wood for 1 brick allows us to build a settlement next turn, increasing our VP count and catching up to Red.


RED leads with 5 VPs; move robber to RED's hex to block and steal a card.


Buying a dev card uses our spare sheep/wheat/ore for potential VP or knight while keeping cards safe.


Monopolizing ore grabs scarce city resource and hurts leader RED.


Block the current leader, ORANGE, at a likely high-value hex while gaining a chance to steal a card.


Build a settlement at 32 now to gain an immediate victory point and expand toward future resources.


Block RED's ore hex and steal from the leader.


Block the leading RED player by placing the robber on his tile to hinder his progress to 10 VPs.


Build city to gain a VP and spend exact resources, reducing card count.


Block the game leader Red and steal a card to hinder their progress.


Building a settlement at node 40 gives a victory point and additional resource income, helping catch up to RED's lead.


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


Buying a dev card gives chance for a knight to block the leader RED, or a VP to catch up.


Playing ROAD_BUILDING grants two free roads, accelerating settlement expansion without resource cost.


Building road from 40 to 42 extends our network towards a potential settlement on a high-probability hex or port, helping us catch up to Red.


Extend road towards a potential settlement spot with good resource access.


Extend road network from node 41 to node 39 to secure a promising settlement location.


Build the available settlement to gain a victory point immediately and convert excess cards into board position.


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


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

Trade two ore for wheat to preserve the key ore-wheat engine for a future city or development card.


Building a city increases victory points and production while reducing hand size below the discard limit.


Block Red, the current leader with 7 VPs, by moving robber to a tile they likely control and stealing a card.


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

Trade two wood for ore to advance toward a city using your abundant wheat.


Holding five ore leaves me in a strong position to build another city once wheat is rolled, avoiding an inefficient four-to-one trade.


Trade two wood for ore to reach the three ore and two wheat needed for a city, advancing toward the final three VP.


Trade two wood for one ore to reach the resources needed for a city and gain a victory point.


Build a city now to gain an immediate victory point and maximize ore/wheat production toward the remaining goals.


I need to reduce my high card count to avoid the robber while expanding my road network.


Spending wood and brick to build a road helps reduce hand size while expanding infrastructure.


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

Trading 4 ore for 1 sheep reduces hand size below the 8-card robber threshold while diversifying resources.


Buying a development card spends cards safely while searching for knights or victory points to contest RED's lead.


Play the knight card to block the leader Red and steal a needed resource.


RED is in the lead with 8 victory points, so blocking their resource hex and stealing from them is essential.


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

Trade 3 wheat for brick to enable building a settlement, reducing hand size and gaining a victory point.


Build settlement to gain a victory point, increasing from 3 to 4, while RED is at 8 and close to winning.


Trade two wood for ore to begin securing the ore and wheat needed for a decisive city upgrade.


Trading four excess wood for an ore secures three ore, allowing a city upgrade with my wheat while cutting down hand size.


Trade excess wheat to bring the hand size below 8 to avoid the robber while acquiring useful resources.


Buying a development card puts resources to immediate use and can provide helpful progress or victory points.


Play a Knight card to block the leader RED and steal a resource.


Target the leader Red with 8 VPs to slow their victory progress and steal a resource.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', None, 'BRICK')

Trading sheep for brick to enable building a road or settlement, crucial for catching up to Red.


Use road building to build two roads, accelerating toward a settlement and possible longest road.


Building road from node 17 to 39 extends our network towards a potential settlement spot, helping us expand and compete for victory points.


Extending road towards an unoccupied settlement spot to increase expansion.


Build road to extend network and prepare for settlement placement.


No build possible and trading away all sheep hurts future settlements; just end turn.


Trade two wood for ore to move toward the ore-and-wheat city upgrade needed for the final victory points.


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

Trade two wood for brick to preserve the ore-wheat reserve while gaining the key resource for a road or future expansion.


Build a road to advance toward the longest-road bonus and preserve the immediate path to 10 VP.


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

Trade two ore for brick to pair with your wood and preserve a path toward another road or settlement.


Build a road to pursue the longest-road bonus and move from 8 toward the final victory points.


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

Trade excess sheep for wood to reduce hand size and enable future roads.


Build road to access settlement vertex 7 for future expansion despite lacking sheep.


Trade four wheat for ore to reduce hand size and build toward the ore-and-wheat city needed for the final victory points.


Extend the newly built road toward the likely settlement site to maximize the chance of gaining the final victory point.


Building a settlement immediately adds 1 VP and helps secure resources, pushing us toward 10 VPs while Red is close to winning.


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

Trade 3 wheat for ore to progress towards building a city.


Trade the two wood for ore to advance toward the ore-and-wheat city needed for the final 2 VP.


Keep the two ore and two wheat toward a city rather than trading away essential resources.


Trade excess ore for sheep to reduce hand size and work towards buying development cards or settlements.


Buying a development card keeps hand size safe under 8 while hunting for victory points.


Buying a development card could yield a Victory Point or a Knight to block the leading opponent (RED).


Playing Year of Plenty for sheep and wheat enables buying a development card, potentially a victory point, to catch up to RED.


We can afford a development card and need to increase victory points or gain an advantage.


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

Block the 6-VP leader on a productive hex and steal from Orange to slow their approach to victory.


Trade two wood for ore to reach the resources needed for a city and secure the winning 10th VP.


Build a city immediately to reach 9 VP and strengthen the ore-wheat engine; location 34 is the best available upgrade.


Build a road to expand towards key settlement spots while using wood and brick resources.


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

Move robber to a hex adjacent to RED's settlement to block their production and steal a card from the leader (9 VPs).


Need ore for a city to increase VPs and catch up to Red.


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

Trade four wheat for brick, then use the wood port to obtain sheep and build the settlement needed for the winning point.


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

Trade two wood for wheat to restore the key city resource and preserve flexibility toward the winning tenth point.


Build a road now to advance toward the final victory point and strengthen the route before opponents can claim it.


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

Trading 3 wood for wheat gives us the resources for a development card (wheat, sheep, ore) and keeps sheep flexible for future trades.


We have exactly the resources for a development card, which could provide a victory point or a knight to hinder Red's lead.


Play knight card to move robber onto Red's best tile, potentially stealing a card and hindering their progress.


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

Red is leading with 9 VPs and has many cards, so blocking and stealing from Red is critical.


Trade two wood for ore to build toward the ore-and-wheat city needed for the final victory point.


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

Trade four wheat for ore to reach the three ore and two wheat needed to build a city and win.


Trade two wood for ore to reach the three ore and two wheat needed for an immediate city and the winning tenth VP.


Build a city immediately to gain the final victory point and win the game.