Settling on a central high-yield intersection maximizes overall resource production and variety.


Extend the road towards node 19 to open up strong future expansion spots.


Optimal start with high probability numbers and good resource spread.


Building road to node 2 to expand towards promising resource hexes.


Node 13 is a strong central expansion point likely to access several productive resource numbers.


Extend toward the most promising nearby settlement location and preserve access to future high-probability resources.


Settle on a central high-probability node (24) to access diverse resources and future city sites.


Build road to 25 to expand toward probable high-probability resource tiles.


Build at 26 to expand from our road and access likely high-probability number tiles.


Connect settlement 26 to road network to enable resource collection and expansion.


Choose a central open settlement location to maximize access to strong production and future expansion.


Extend from settlement 10 toward the most direct nearby expansion point.


Build settlement on vertex 8 to secure high-probability resource production.


Extend from settlement 8 towards node 9, likely a good number spot to secure more resources.


Settlement 33 provides a strong balanced production and expansion potential during the initial setup.


Extend the initial road toward open settlement spots and resource hexes.


Build toward the contested intersection near Blue to claim expansion potential and strengthen your road network.


Cannot build anything with only ore; keep 4 ore for a future city and end turn safely.


Holding 3 sheep is safe from the robber and preserves flexibility until more resources are gathered.


Building a city increases victory points and doubles resource production from a settlement.


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

Trade excess ore for wheat to progress toward a city and reduce card count.


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

Trade excess sheep for wheat to build toward future settlements or development cards.


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

Trading 4 bricks for 1 wheat gets us a key resource for building cities, moving us closer to 10 VPs.


Trade excess ore for wheat, the key resource for future cities and victory points.


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

Trade excess brick for ore to begin securing the ore-and-wheat needed for cities.


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

Trade surplus sheep at the port for brick to work towards road building and settlement expansion.


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

Target WHITE who has more cards to steal and hinder their progress.


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

Block the leader Orange at the central tile and steal a resource.


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

Steal from BLUE to hinder an opponent and potentially gain a needed resource like wood or sheep.


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

Trade 4 wheat for wood to build a settlement and reduce hand size.


Building road to expand towards a promising settlement location.


Build a city now to gain a victory point and improve resource production while spending the exact ore and wheat available.


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

Trade 4 bricks for wood to build a settlement and gain a victory point.


Trade surplus brick for ore to advance toward the crucial ore-wheat city upgrade.


Trade excess ore for wheat to approach city cost (3 ore,2 wheat) and use surplus.


Keeping ore and wheat toward a city is better than trading wheat away, so end turn.


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

Trading excess sheep for wood secures a key missing resource while lowering hand size safely below the discard limit.


Build a road to expand your network towards a new settlement spot.


Buying a development card gives a chance for a VP or a knight to protect our lead.


Build city to gain VP and reduce excess ore below robber risk threshold.


Trade excess ore for wheat to progress toward next city and avoid surplus.


Trade four brick for ore to strengthen the ore supply needed for a future city.


Target Orange on the high-value center tile to steal a resource from a leader with 6 cards.


Buying a development card uses resources efficiently to gain knights, progress cards, or victory points.


I have completed my turn actions and should end the turn.


Trade 4 ore for wheat to approach city requirement and reduce card count.


Keep wheat and ore to build a city later; trading away wheat ruins city plan.


Roll the dice to generate resources for the turn.


Playing a knight allows blocking a leading opponent with many cards and stealing a needed resource.


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

Target Orange who holds the most resources with 13 cards to slow their progress and steal a card.


I am safely under the card limit and should conserve wheat for future development cards or city upgrades.


Building a city with available wheat and ore increases my victory points to 6 and reduces hand size below 8 to avoid robber discard.


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

Trading wheat for ore is the most efficient path toward building a city, which gives 2 victory points and brings us closer to 10.


Trade four brick for ore to reach the three ore and two wheat needed for a city, the strongest path toward 10 points.


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


Block co-leader WHITE to slow their city engine while they hold only 1 card.


Keeping ore reserves for a future city is better than trading all ore away for a single unusable resource.


Holding resources keeps flexibility and remains safe under the seven-card discard limit.


Block the tied leader Orange on a likely central productive hex and attempt a steal.


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


Keep ore for future city upgrades and avoid wasteful 4:1 trades with no immediate build option.


I will end my turn and keep my resources since 5 cards is safe from the robber.


Build road (2,9) to extend network towards high-probability hexes and prepare for future settlement.


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

Trade four ore for brick to enable a road with your abundant wood and advance toward a future settlement.


Build a road to expand toward a future settlement while using the available wood and brick.


Trade excess ore for wheat to enable a city upgrade and reduce hand size below 8.


Building a city now spends ore/wheat to gain a victory point and keeps card count low.


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

Trading 3 wheat for 1 wood gets the necessary resources towards building roads and settlements.


Build a road to continue expanding towards viable future settlement spots.


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

Block a hex contested by WHITE and BLUE, and steal from WHITE to hinder a leader.


Build a road to expand towards a promising settlement location.


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

Block tied leader ORANGE with robber to hinder their progress and possibly steal a useful resource.


Keep ore for city and avoid bad 4:1 trade with no build option.


Need ore for a city; trading 4 wheat for ore is efficient and safe.


Keep ore to build city later; trading all ore loses city potential.


Block White's production and steal a card since White currently holds the most resources with 7 cards.


Build a road now to expand toward another settlement and preserve resources for future development.


Extend the newly built road from node 18 toward a likely expansion settlement while using the available wood and brick.


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

Block tied leader WHITE who has the most cards and recently expanded.


Keeping ore for a future city is best; no trade improves our position.


Holding resources keeps flexibility to build settlements or buy development cards without taking an inefficient 3:1 trade right now.


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

Block the opponent with the most cards (RED) to slow their progress and potentially steal a needed resource like ore.


Trading 4 wheat for 1 ore reduces hand size and brings us closer to building a city.


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

Block the tied leader RED and potentially steal from their larger five-card hand.


Holding resources is safe under the card limit and allows accumulating cards toward future builds.


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

Trading ore for wheat is a direct step toward building a city, which provides 2 victory points and is our most efficient path to 10 VPs.


Trade excess ore for wheat to strengthen the ore-and-wheat city plan while reducing the risk of a robber discard.


Need wheat to build cities with excess ore and lower card count.


Keep ore and wheat to build a city next turn; trading away ore loses needed city resources.


Steal from White who holds the most cards (7 cards) while blocking a key tile.


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

Trading surplus sheep for ore moves closer to accumulating resources for a future city.


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

Trade four brick for ore to reach the 3 ore and 2 wheat needed for a city, advancing toward 10 VP.


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


Cannot afford any build with current resources; ending turn avoids robber discard and waits for production.


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

Target Orange on the center tile to block production and steal from the player with the most cards.


Buying a development card uses excess resources and builds towards knight or VP cards.


Trade 4 wheat for ore to reduce hand size from 9 to 6, avoiding potential robber discard, and stockpile ore for a city upgrade.


No beneficial trade to enable building a city, as trading all ore for wheat leaves insufficient ore for the city; ending turn to collect resources.


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

Block tied leader White (7 cards) by moving robber to their hex and stealing to slow their progress.


Holding ore for future city and no useful build available, end turn.


Block Orange's central resource tile and steal a resource to help rebuild.


Move robber to block WHITE's productive hex and steal a card from them.


No trade improves our hand enough to build a VP-giving item; safer to keep cards and wait for better rolls.


Keeping ore preserves city-building potential; trading all ore stalls progress.


Trading 4 ore for 1 wheat would leave us with insufficient ore for a city, so ending turn preserves our hand.


Trade four brick for ore to reach the 3 ore and 2 wheat needed for a city.


Keep ore for future city and avoid losing resources via 4:1 trade


Buying a development card converts resources into potential victory points or knights while keeping hand size safe.


No beneficial trade available; ending turn to wait for resource rolls.


Build a road to expand toward another settlement site while preserving enough resources for future development.


Extend the existing road network toward a future settlement while using the available wood and brick.


Keep ORE for city upgrades and avoid wasteful trades; end turn.


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

Trading 4 brick for 1 wheat brings me closer to building a city, which yields 2 victory points.


We have enough ore and wheat to build a city next turn, so we should save resources and end turn.


Trade four brick for wheat to preserve ore and maximize the chance of converting resources into a city soon.


WHITE is the leader with 6 VPs, so move robber to their tile and steal to slow them.


Keep ore and wheat to build a city later and avoid wasting resources, while robber blocks leader WHITE.


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

Trade surplus sheep via 3:1 port for wheat to work toward development cards or settlement costs.


We have exactly 7 cards (safe from robber) and 4 ORE + 2 WHEAT for a city; ending turn preserves this strong position.


Keep ORE for future city; 4:1 trade wastes key ore and yields no immediate build


Block and steal from White, the current game leader with 6 victory points.


No immediate beneficial build possible; preserving ore for future city is better than trading away 4 ore for a single resource that doesn't complete a build.


Keep ore for city build later; no beneficial 4:1 trade with current hand.


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


Play a Knight card to block the leader White and steal a useful resource before ending the turn.


Target the leader White with the robber to slow their progress and steal a resource.


ValueError("no action JSON in reply: ''")


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

Trade wheat for sheep to enable building a settlement, reducing hand size and gaining VP.


Buy a development card to potentially gain a victory point or a knight to hinder the leader.


Trade 4 brick for wheat to enable building a city for 2 VPs.


WHITE leads with 6 VP, so move robber onto WHITE's hex to block their production.


Keep ore and wheat to build a city soon, avoid wasteful 4:1 trades.


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


Block the leader White by placing robber on a previously targeted high-probability hex and steal a card.


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

We need sheep for a settlement; trading excess ore reduces hand size and brings us closer to building.


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

Reduce oversized 13-card hand and acquire wood needed for a settlement to enable later city upgrades.


Build a road to expand toward new settlement spots using available wood and brick.


Cannot afford city or settlement yet, so end turn safely.


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

Trading 4 wheat for ore provides the missing ore needed to build a city, gaining a guaranteed victory point and reducing hand size to avoid robber discard.


Buying a development card could yield a victory point or beneficial effect to catch up to White's 6 VPs.


Play knight to block White, the current leader, and steal a card to disrupt their progress.


Block WHITE who is leading with 6 VPs and steal a card to hinder them and gain a resource.


Trade excess ore for wood to reduce card count and enable future settlement building.


Preserve ore and wheat for city building; trading would waste needed resources.


Block the leader White and steal a card to slow their progress toward 10 points.


I have the exact resources (ore, wheat, sheep) to buy a development card and improve my position.


I have already placed the robber this turn and will save the Knight card for future defense or largest army.


Trading 4 ore for wood reduces hand size and allows building a road with our brick, setting up for a settlement.


Playing the road building card constructs two roads without spending resources, preserving our wood and brick for a future settlement while expanding our network toward high-probability hexes.


Build road towards a high-probability resource hex to expand settlement options and pressure the leader.


Extending from our new road (8,27) to node 28 opens a path to a potential settlement spot, likely near high-probability hexes, without costing resources.


Extend road network to secure longest road and future settlement spots.


No build actions available and trades waste needed ore/wheat, so end turn to keep city resources.


Roll the dice to generate resources before deciding whether to play the knight.


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


Buying a development card develops VP potential and utilizes resources efficiently.


I have already moved the robber and bought a development card this turn, so ending the turn is optimal.


Trading 4 wheat for sheep allows us to buy a development card, which could be a Victory Point or a Knight to move the robber off our hex, reducing hand size risk.


Buying a development card could give a victory point or a knight to disrupt the leader, and we have the required resources.


Play knight to move robber onto Red's hex and steal a card to disrupt their resource accumulation.


Block RED, who has 4 VPs and 12 cards, to hinder their progress and potentially steal a valuable resource.


Keep the four brick for a future build rather than trading away all building capacity.


Trade excess ore for wood to reduce hand size and gather building resources.


Convert surplus ore to wheat for city potential and lower card count below 8.


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

Trade two wheat for ore to gather city resources and progress toward victory.


Trade excess ore for wheat to approach city build requirement and reduce card count.


No build action available and trading away wheat would hurt city plans, so end turn.


Roll the dice to collect resources for the turn.


Playing the Knight card allows us to block the leader Orange and steal a resource to improve our hand.


Block the co-leader Orange on a central hex and steal a needed resource.


Trading away all wheat for a single resource would leave me with insufficient resources to build a city or settlement; ending turn is safer.


Build a road now to expand toward future settlements and leverage the available wood and brick.


Extend the existing road network toward a likely settlement site while spending the remaining brick efficiently.


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

Trade surplus wheat for brick to enable future road or settlement expansion since brick is lacking.


Build road to expand toward high-probability numbers using available brick and wood.


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

Orange is tied for the lead with 6 VPs, so blocking their tile and stealing from them is the best move.


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


Upgrading a settlement to a city immediately increases victory points to 7 and boosts resource generation.


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

Trade wheat for wood to acquire resource for settlement.


Building a road towards a potential settlement spot to progress toward 10 VPs.


Trade wheat for ore to start building a city, reducing hand size to avoid robber.


Block the leading Orange player on a high-value central hex and steal a card.


Trade excess wheat for wood to diversify toward a future settlement while reducing the hand below the discard threshold.


Build a road now to expand toward another settlement and convert the available wood and brick into future victory points.


Trade excess sheep for ore to reduce hand size below the discard limit and enable buying a development card.


Buying a development card uses excess resources to build towards victory points or knights while staying under the discard limit.


Take wood to complete the resources needed for a settlement, plus an extra ore.


Buying a development card provides an immediate chance at victory point cards or knights to secure largest army and win.


Build a road to expand towards a new settlement location and utilize remaining road resources.


Trade four brick for wheat to preserve four ore and move toward a city.


Keep the four ore and two wheat available for a city rather than trading away the key city resources.


Trade excess ore for wheat to progress toward city upgrades and victory points.


Roll the dice to collect resources before deciding on further actions.


Play the Knight card to disrupt the leader Orange and steal a resource.


ORANGE is the closest competitor with 6 victory points and 8 cards, making them the top target to block and steal from.


Trading 4 wheat for wood enables a road build, reducing hand cards from 11 to a safe 6 and improving settlement potential.


Build a road to reduce hand size from 8 to 6, avoiding robber discard, and extend road network.


Trade surplus brick for wheat to reach the ore-and-wheat mix needed for a city while reducing hand size.


Trade excess ore for wood to broaden settlement and road-building options while retaining wheat and brick.


Build a road now to expand toward a future settlement and convert the available wood and brick into progress.


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

Block leader Orange on a hex also hitting Blue to steal from Orange.


Trade surplus sheep for ore to prepare for purchasing a development card or city.


Buying a development card can provide victory points or knight power to secure the win.


Playing a knight allows blocking the closest competitor Orange and stealing a resource.


Block the closest competitor ORANGE on a central production tile and steal a resource.


Trade four brick for ore to begin securing the ore needed for a city and improve long-term VP potential.


Buying a development card immediately uses available resources to pursue victory points or army superiority without needing trades.


Playing a knight allows blocking the leader Orange and stealing a useful resource while working toward Largest Army.


Block Orange's key tile and steal a card to slow down the leading opponent.


Trade excess sheep for ore to build toward future city upgrades and development cards.


ValueError('no action JSON in reply: \'{"action_index": 5, "reason\'')


We need sheep to buy a development card, which is our only path to victory points since we cannot build more settlements or cities.


We have 10 cards and need to reduce hand to avoid robber discard; buying a development card offers a chance for a victory point or knight to help reach 10 VPs.


We have 7 VPs and resources for a city; ending turn safely avoids the risk of holding too many cards after playing Monopoly, and we can build the city next turn to get closer to 10 VPs.


Trade four wheat for ore to advance toward a city using your strong wheat supply.


Trade excess ore for wheat to reduce card count below 8 and move closer to buying a city (needs 3 ore, 2 wheat).


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


Cannot build yet; preserve ore and end turn to avoid wasting resources.


Buy a development card to advance toward victory points while efficiently spending resources.


Keep the three wheat cards for future development card or city purchases rather than trading them down to a single card.


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

Block the current leader Blue to slow their progress.


Holding 8 cards (4 wheat, 3 ore, 1 brick) is risky if a 7 is rolled, but trading would lose the wheat needed for a city, and playing a monopoly increases hand size; ending turn is safest.


Trade excess brick for wheat to begin securing the ore-and-wheat needed for a future city.


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

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


After trading for wheat we have city resources safely; end turn to avoid risk and await build.


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

Block the leading player BLUE and potentially steal a resource to build a city.


Playing Monopoly on Ore can secure the resources needed to build a city and possibly a development card, significantly advancing towards 10 victory points.


Buy a development card for a chance at a VP, then build a city to reach 9 or 10 VPs.


We need wood to build a road and eventually a settlement; trading 4 ore for wood gives us the missing resource.


No immediate winning move; holding resources for a settlement or city is safer than spending them on a road without a clear gain.


Build a road now to expand toward another settlement location while using the available wood and brick.


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

Trade brick for ore to avoid robber discard and move closer to building a city for the win.


No immediate VP gain possible; ending turn to avoid risking robber discard and wait for resource gains.


Block the leading ORANGE player on an occupied hex and steal a card to slow their path to 10 VP.


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

Trade four ore for brick to pair with your wood for a potential road and expansion.


Extend the existing road network toward the likely next settlement location.


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

Trade wheat for ore to afford a development card this turn to push for the remaining victory points.


Buying a development card offers a chance at an immediate victory point or critical progress toward winning.


I will end my turn and save the Monopoly card to execute a game-winning push on a subsequent turn.


Trade 4 wheat for 1 ore to get closer to building a city for the win.


Building road (10,29) may extend our network towards a settlement spot or block White's expansion, increasing our chances to win soon.


Trade four wheat for ore to begin securing the ore needed for future cities.


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

Block the closest opponent, Orange, and attempt to steal a needed resource.


Play Monopoly on Ore to gather the ore opponents recently acquired and work toward building cities for the win.


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

Trading 3 sheep for 1 wheat brings us closer to building a city or buying a development card.


Keep the 3 ore and 1 wheat safely under the card limit to build a city on a future turn.


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

Trade excess brick for wheat to begin assembling the ore-and-wheat resources needed for a city.


Keep 3 ore and 1 wheat to build a city as soon as another wheat is gained.


Block the current leader BLUE by placing the robber on his hex to reduce his resource income.


Trade 4 wheat for ore to get closer to a city for 2 victory points.


Trade the four brick for wheat to reach two wheat while retaining two ore, best positioning for a city next turn.


Trading 4 wheat for 1 ore gets us to 3 ore, and with 1 wheat we need just one more wheat to build a city and win.


Trade four brick for ore to reach the three ore needed for a city while retaining ample wheat.


Trade four wheat for ore to reach four ore and enable a city upgrade for an immediate victory point.


Keep the four ore and two wheat toward a city rather than trading away the key city resource without an immediate build.


Trade wheat for ore to get the resources needed to build a city for victory points.


Building a city increases victory points to 9 and boosts resource production.


Trade wheat for wood to reduce hand size and gain a missing resource for settlement.


We lack wheat for a city and have no sheep for a settlement; ending turn preserves resources and avoids wasting them on a road.


Trade four ore for wheat to maximize access to ore-wheat cities and accelerate victory points.


Trade surplus ore for wheat to near city cost and drop below 8 cards to avoid robber discard.


No build options available; keep wheat for future city and avoid wasteful trades.


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

Trade three sheep for an ore to enable purchasing a development card for the winning victory point.


Buying a development card gives a direct chance to draw a victory point card to win the game immediately at 9 points.


Playing a knight allows moving the robber, stealing a resource, and potentially securing Largest Army for the win.


Block the leading opponent ORANGE and steal from their 13-card hand to find resources to win.


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

Trade ore for sheep to reduce card count and enable building a settlement next turn.


Building settlement 3 adds a VP, getting us to 9, and we can aim for the final VP next turn.


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

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


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

Trade excess ore for wood to reduce hand size and enable future road/settlement building.


Build road to expand and approach new settlement sites while keeping low card count.


Keeping ORE and WHEAT preserves our city-building potential; trading away key resources now hurts our VP climb.


Building a city at node 3 costs 2 wheat and 3 ore, which I have, and will give me 2 victory points, reaching 11 and winning.