Initial placement, choosing settlement 0 as a reasonable starting point.


Road to intersection 1 likely leads to high-probability resources.


With no board-resource details available, choose a central legal intersection likely to offer flexible future expansion.


Build toward the open expansion route at intersection 7 to secure a future settlement spot.


Settlement 31 secures prime resource production and high-probability hexes for initial setup.


Extend the initial road network toward the next viable settlement location.


Settle at node 24 to access high-probability numbers and keep flexible second-settlement options.


Expand to open node 25 to secure future settlement spot away from opponents.


Build at 26 to expand from my road at 25 and secure a strong central position.


Connecting both settlements unifies our network for expansion and longest road potential.


Placing the second settlement on a high-yield intersection maximizes initial resource income.


Build the free starting road from settlement 10 towards vertex 9 to expand towards future settlement spots.


Choose a central, high-connectivity settlement location to maximize access to productive future resources.


Extend from settlement 14 toward the likely open expansion route and preserve access to a future settlement site.


Settlement at 8 has high probability for resource generation.


Building road to 27 extends towards unclaimed territory and potentially good numbers, using available resources.


Build road to node 28 to create a legal settlement location two edges from our settlement at 8, positioning us to expand and secure resources.


Build a road from settlement 10 to expand toward your next settlement location and utilize excess wood and brick.


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

Trade sheep for ore to start saving for a city, as we have wheat but no ore.


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

Block RED on the central high-probability hex and attempt to steal from the tied leader.


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


Play the Knight to gain another robber action, block the leader, and potentially steal a needed card.


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

Block WHITE, the opponent with the largest hand and likely strongest development potential.


Build a road now to use surplus brick and expand toward a future settlement.


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

Block WHITE who has the most cards to disrupt their progress and potentially steal a resource.


Buying a development card could give a victory point or a knight to disrupt opponents.


Playing the knight can steal a card from an opponent and disrupt their progress, while we have no other useful actions.


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

Block ORANGE who just built a road and has a decent hand, to disrupt their progress.


Holding six cards keeps us safe from the robber limit while preserving wood for future road building and settlements.


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

Trade four brick for wheat to enable a development card with the two ore and advance toward victory points.


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

Trade excess wheat for brick to get under the 7-card limit and secure road-building materials.


Build a road to expand towards a new settlement location and efficiently use current resources without trading at high cost.


Holding four wood keeps our hand safe under the robber limit while preserving flexible trading options on future turns.


Holding 6 cards is safe from the robber, so it is better to save resources rather than make an inefficient 4:1 trade without an immediate build.


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

Orange has the most cards (7) and is tied for the lead, so robbing them best hinders opponents.


Build a road to expand network using available wood and brick.


Building a settlement at node 28 will increase our victory points from 2 to 3, and we have the resources.


Build a road to expand toward a new settlement spot while keeping your hand size safely below the discard limit.


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

Trading sheep for wheat to progress toward a settlement.


Buy a development card using surplus ore, wheat, and sheep to pursue a hidden point or knight while reducing hand size.


Play the Knight to block the current 4-VP leader and begin competing for Largest Army.


Block the leading WHITE player on the likely high-production central hex and steal a card.


Trade four excess brick for wheat to improve the critical city-building resource balance while reducing discard risk.


Buy a development card while holding the exact ore-wheat-sheep cost, preserving the chance of a hidden victory point or useful knight.


Use the available wood and brick to extend the road network toward another settlement opportunity rather than ending with buildable resources.


Target the closest competitor RED who has 3 cards and 3 victory points at the central hex.


Build a road to spend resources, expand the road network, and drop below the 7-card robber limit.


I will save my wheat to build towards a city or settlement rather than trading at a steep 4:1 loss without an immediate build.


Roll to generate resources while retaining the knight for a more valuable robber block or largest-army progress.


Play the Knight to move the robber onto the current leader and advance toward Largest Army.


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

Block the 4-VP leader WHITE on a hex where a card can be stolen.


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

Block a productive hex and steal from Red, who holds the most cards.


Building a road reduces card count below eight to avoid discard risk and extends the road network.


Holding resources is better than an inefficient 4:1 maritime trade that does not enable an immediate build.


No build actions available, so end turn with safe wood hand.


Block White, the opponent with the most cards and VPs, to reduce their advantage.


Building a road towards a promising settlement location to increase our expansion options.


Block a key hex and steal from Orange, who is tied for the lead with 4 victory points.


Trading four surplus wheat for a brick allows building another road toward a new settlement spot.


Build a road to expand towards a viable settlement spot while spending resources.


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

Trade wood for brick to enable building a road next turn for expansion.


Build a road to expand our network and avoid holding cards, using our only wood and brick.


Continue expanding road network from node 12 towards a prospective settlement location.


Building settlement at node 2 gives immediate victory point and reduces hand to below discard threshold.


Build a road from our new settlement at node 2 to node 3 to expand towards a possible settlement spot.


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

Trading surplus brick for wood enables immediate settlement construction, gaining a victory point and increasing production.


Trade excess wood for brick, the key resource missing for future roads and settlements.


Build road to expand network toward high-yield hexes.


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

We need ore for a city, and trading excess sheep for ore is the most efficient path.


Use excess sheep, wheat, ore to buy development card for potential victory point or knight to block opponent.


Playing knight can steal a resource and block a leader, helping us progress.


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

Steal from ORANGE who has the most cards and is tied for lead, and block a productive hex.


修路可扩展可达区域，为下一个定居点做准备，并可能争夺最长道路。


Build a road to expand towards key settlement locations and spend resources to avoid robber loss.


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

Trading 3 sheep for brick enables building a settlement with our wood, wheat, and remaining sheep to gain a victory point.


Building road (20,22) extends from our existing road at (0,20) to a promising area for a future settlement.


Block the tied red leader on the central hex while preserving the chance to steal one of their cards.


Extending our road from node 22 toward node 23 to prepare for a future settlement.


Block the leading RED player on a tile they occupy, maximizing disruption to their path to 10 points.


Buy a development card for an immediate chance at a victory point or a knight while preserving ore for future cities.


Play the Knight to gain progress while moving the robber onto RED, the current leader.


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


Target ORANGE to steal a card and hinder the closest rival after RED is unavailable.


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


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

Trade ore for wheat to preserve the strongest path toward a future city and victory points.


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


Cannot build with only wood; end turn to await better rolls.


Trade 3 sheep for wheat to gain needed resource and reduce hand size below 7.


Build settlement to increase VP from 6 to 7 using available resources.


Extend road from new settlement at 22 to node 49 for future settlement.


Trading wood for brick enables building roads/settlements to expand from our wood-only hand.


Build a road to expand network toward new settlements while resources allow.


Extend road from existing settlement at 22 to node 48, which may lead to a good settlement spot for wheat/ore.


Block the leading RED player on a central hex while stealing a card if possible.


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


Play the Knight to further disrupt the 7-VP leader and advance toward Largest Army while gaining a possible card.


Block the leading RED player on a productive hex and steal a card if possible.


RED is in the lead with 7 victory points, so blocking their key hex and stealing their card is the best move.


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

Trade excess wheat for wood to pair with brick and reduce hand size safely.


Building a road expands our network towards valuable settlement locations and uses resources efficiently.


Trading three sheep for wheat provides a critical resource needed for both settlements and cities, moving us closer to 10 victory points.


Trade four brick for wheat to begin building the ore-wheat engine while retaining two sheep for a future development card.


Block Orange's high-probability hex and steal a card from the opponent with most VPs and cards to slow them down.


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


Building road towards a potential settlement spot helps expand our reach for the next settlement.


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


Play the Knight to block the 7-VP leader and advance toward Largest Army.


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

Block the leading RED player on a likely productive hex.


Building a road extends reach toward new settlement locations while utilizing current brick and wood resources.


Target leader RED with robber to block his production and steal a card.


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

Trading wheat for ore helps accumulate the ore needed to build a city and gain 2 victory points.


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


Play the Knight to advance toward Largest Army and keep the robber disrupting the 7-VP leader.


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

Block the leading RED player on the central hex to suppress their production and deny their push to 10 VP.


I will build a road to expand towards a viable new settlement location.


Trade excess wood for brick to enable future road and settlement expansion.


Build a road to expand network and use resources efficiently while RED leads.


Expand towards a high-probability settlement location.


Extend road towards a promising settlement spot to build next turn.


We need brick to build a settlement and progress towards 10 victory points.


Building road to 43 from our settlement at 21 to expand to a new settlement location.


Trade four brick for wheat to secure the wheat needed for a development card and improve access to ore-wheat progress.


Buy a development card to pursue a hidden victory point or knight while converting surplus resources.


Take the scarce ore and wheat to build toward a city and improve the path to 10 VP.


Buy a development card for a chance at a victory point or a knight to pressure the leading Red player.


Build a road to expand towards a settlement location while keeping hand size safely low.


Holding cards preserves flexibility without risk of discarding on a seven since our hand size is only five.


Build road to reduce hand size and expand towards ore/wheat hexes.


Block the leading RED player on a likely productive tile and steal a card from them.


Play Monopoly on wood to capitalize on opponents’ likely road-building resources and gain cards for expansion.


Build a road now while preserving four wood for future expansion and development opportunities.


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

Trade excess wood for scarce ore to begin securing the ore needed for future cities.


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

Trading four wheat for one sheep sets up the exact resources needed to build a settlement as soon as another wheat is rolled.


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

We have excess wood and desperately need ore for a city; trading 3 wood for 1 ore is the most valuable conversion to progress toward a victory point.


Buying a development card can provide a victory point or a useful card like a knight, and we have the required resources.


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

Block the current leader on a productive hex and steal from RED while also hindering WHITE.


Move robber to central hex and steal from leader RED to hinder his progress.


Building a settlement gains victory points, expands production, and reduces hand size below the robber limit.


We desperately need ore to build a city for victory points, and we have excess wood to trade.


Buying a development card can potentially grant a victory point or provide a knight to block opponents.


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


Holding 6 cards is safe from the robber and preserving resources keeps future building options flexible.


Trade 3 sheep for ore to reduce hand size from 7 to 5, avoiding robber discard risk, and gain a crucial resource for future cities or development cards.


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

Trade surplus brick for wheat, the key resource needed to progress toward cities and victory points.


Block key resource hex and steal from RED who is tied for first with 6 cards.


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

Trading four surplus wood for a wheat brings us closer to building another settlement.


Buy a development card to reduce hand size from 9 (avoid robber discard) and potentially gain a victory point or knight.


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

Trading 3 wood for 1 wheat brings us closer to building a settlement, which gives 1 VP.


Target the co-leader Red on the central hex to restrict their production and steal a card.


Building a settlement increases victory points and expands production immediately.


Trade sheep for ore to start building a city, which gives 2 victory points and brings you closer to 10.


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

Trade excess wood at the 2:1 port for brick to work towards another settlement and reduce hand size below the discard limit.


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

Trading two wood for an ore reduces hand size to limit discard risk and helps gather ore for future cities or development cards.


Buying a development card reduces hand size to avoid robber discards while providing victory points or knights.


I just bought the Monopoly card this turn, but if legal rules permit playing it, ending the turn or saving it until more resources accumulate is preferred, so I will end the turn.


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

Trade 3 wood for sheep to enable building a settlement, gaining a victory point and reaching 8 VPs.


Buying a development card consumes resources to potentially gain a victory point, advancing us toward 10 VPs without discarding risk.


Play Knight to block WHITE who has 6 VP and many cards, potentially stealing a resource.


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

Block White who has 6 VPs and 10 cards to hinder their progress and potentially steal a card.


Trade surplus wood for ore to work towards cities and dev cards while reducing hand size.


Buy a development card to spend resources, lower hand size below the 7-card discard limit, and work towards victory.


I will end my turn and hold the Monopoly card until I can immediately spend the collected resources.


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

We need wheat to build a settlement and increase VP, so we trade 3 sheep for 1 wheat.


We need ore for cities and trading wood for ore reduces hand to 6 cards to avoid robber discard.


Buying a development card reduces hand size to avoid robber discard and gives a chance for a victory point or a knight to block White (the leader).


This gives the missing wheat for a settlement and one ore toward a city, maximizing immediate VP gain.


Buying a development card reduces our hand from 9 to 6, protecting against a possible 7 roll, and gives a chance to draw a Victory Point or a useful Knight.


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

Block WHITE, the current leader, while targeting a likely productive hex.


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

Trade the excess brick for ore to improve access toward a city and future victory points.


Buy a development card for a chance at an immediate victory point and to advance toward 10.


Play the knight before rolling to unblock your hex, steal a needed card, and advance toward the Largest Army.


Target the leading opponent, RED, and steal a resource to slow their progress.


Trading 3 sheep for 1 wheat will allow building a settlement (needs wood, brick, sheep, wheat), gaining 1 VP toward 10.


Monopolizing Ore gains critical resources for building cities and development cards while taking advantage of opponents' accumulated cards.


Buying a development card reduces my hand size below the 7-card discard limit while seeking victory points or knights.


Buying a development card spends sheep, wheat, and ore to gain progress toward victory points while reducing hand size.


Block the current leader WHITE by moving robber onto their hex.


Building a road expands our network and spends excess wood/brick safely.


We need ore for a city to reach 10 VPs, and trading 3 wood for 1 ore reduces our hand size to avoid robber discard while progressing toward victory.


Buying a development card is the only way to potentially gain a victory point or useful card to secure the win.


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

Trade four sheep for wheat to begin securing the critical wheat supply needed for future cities.


Play the knight before rolling to move the robber off my hex and steal from Red.


Target Red, who is the leading opponent with 5 victory points and 5 cards, to steal a resource and slow their progress.


Trading 4 sheep for wheat reduces hand size and brings us closer to building a settlement for the final VP.


Buy a development card for a chance at a victory point or knight while preserving brick for future building.


Play the Knight to move the robber onto White, the current leader, and disrupt their progress.


Block the 6-VP leader on a hex where White has a settlement and steal from them.


Build a road to expand toward future settlements while converting your surplus brick into progress toward the longest road.


Play the knight card before rolling to remove the robber placed on our hex and steal a resource.


Block the closest competitor RED and steal a resource to help rebuild our hand.


Block white's productive hex and steal a resource, as white is the nearest opponent with 6 VPs.


Cannot build a settlement or city this turn; ending turn to roll for resources next turn.


Block the current leader, WHITE, at the central tile while gaining a possible steal.


Trade four brick for wheat to complete a development-card resource set with ore and sheep, advancing the best path to 10 VP.


Trade surplus wood at our 2:1 port for ore to build towards cities and stay safe under the hand limit.


Trade sheep for wheat to build a settlement and reach 10 VPs


Trade excess wood for ore using the 2:1 port to progress towards building a city.


Trading two wood for one ore secures the third ore needed to build a city and reduces hand size.


Upgrade a settlement to a city to gain a victory point and boost resource generation.


Keep the wood for flexible 2:1 trading on a future turn when more resources arrive.


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


Use 3 sheep to trade for wheat, which is needed for both settlement and city upgrades, moving closer to the final victory point.


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

Trade four sheep for ore to build toward the ore-and-wheat cities that provide the fastest path to victory points.


Trade excess wheat for sheep to progress towards a settlement while lowering hand size safely.


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

Trade sheep for brick to complete settlement resources, aiming to build and win next turn.


Trade wood for ore to progress towards a city and reduce hand size from 8 to 6 to avoid robber discard.


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

Trade sheep for ore to move towards a city and reduce hand size to avoid robber discard.


Trade excess brick for wheat to strengthen the ore-and-wheat city plan.


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

Block WHITE (leader) and steal a card to potentially get needed resources for final VP.


Trade sheep for wheat to set up building a settlement, needing only one more resource from dice.


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

Block Red's key production hex and steal from the main competitor.


Trading sheep for ore brings us closer to building a city (need 2 more ore, 1 wheat).


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

Trade four sheep for wood to enable a settlement with your existing brick, wheat, and remaining sheep.


Play Road Building to place two roads while preserving wood and brick for a future settlement or city.


Build the road that most likely advances toward a new settlement location and converts the Road Building card into immediate expansion.


Extend the existing road network from intersection 15 toward the likely open settlement route.


Extend the existing road network from 15 toward 17 to improve your longest-road prospects and future settlement access.


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

Trade wood for wheat using our 2:1 port to lower hand size to 7 and prepare resources for building a settlement.


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

Trade surplus wood for brick to approach a settlement (need brick+wheat) and keep hand small.


Build road to expand network using available brick and wood since no settlement is possible now.


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

Trade brick for ore to get closer to a city; need one more wheat next turn.


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

Trading 3 ORE for WHEAT gives us 2 WHEAT, enabling a city upgrade to reach 10 victory points.


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

Target RED who is in second place with 5 victory points while taking a resource from a key hex.


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


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

Trading 3 brick for wheat brings us closer to having the resources needed for a settlement, which would give us the 10th victory point.


Trading 3 wood for brick allows building a settlement (needs wood, brick, sheep, wheat) to reach 10 VPs.


Trade excess sheep for ore to reduce hand size below 8 cards and build towards cities.


Trade wood for brick to enable future road or settlement building.


Building a road uses our brick and wood to expand our network and improve access to resources while we are behind at 2 VPs.


We need ore for a city to reach 10 VPs, and trading sheep reduces our hand below 8 to avoid robber discard.


Trading 3 sheep for 1 wheat gives the needed resource to build a settlement and win the game.


Build the city on location 6 to upgrade a high-probability production source and gain a crucial victory point.


Trade sheep for ore to get closer to a city for the winning point.


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

Trade 3 wood for wheat to get 3 wheat and 2 ore, enabling a city win next turn if possible.


Trading 3 brick for 1 ore will give me the required ore to upgrade to a city on my next turn, reaching 10 VP while reducing hand size from 10 to 8 cards.


We have exactly 3 ore and 2 wheat to build a city, which gives us 10 VPs and the win.