Choose a settlement with access to high-probability numbers and resources like ore and wheat.


Building road towards promising expansion spot.


Settle far from Blue on a likely high-probability node to secure diverse resources and avoid conflict.


Expand away from opponent toward open hexes likely containing ore/wheat.


Choose a central available intersection to maximize the chance of accessing several productive numbers and diverse resources.


Build toward the central open intersection at 8 to preserve the best expansion route.


Settlement at spot 16 offers strong resource yield and balanced initial production.


Building road towards (16, 21) expands toward the most promising settlement spots.


Placing the second settlement on a high-yield intersection maximizes early resource generation.


Placing the road towards 40 expands towards open settlement spots and resource diversity.


Choose a strong open settlement location to maximize early resource production and support future city development.


Extend from settlement 14 toward the open branch at 37 to preserve expansion access.


Settling at 51 expands near my existing road/settlement for future growth and avoids opponents.


Expand from new settlement 50 toward likely high-yield tiles despite lacking resources.


Settle on number 6 for high probability resource.


Build road from 6 to 7 to expand towards potential high-probability resources.


Build a road from your settlement to expand toward the next settlement site while resources allow.


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

Trading 4 wood for ore increases our ore count, moving us closer to building a city which gives 2 victory points.


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

Steal from RED who has the most cards to slow them down.


Buy development card to reduce hand size and gain potential VP or knight.


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

Trade excess brick to reduce hand size below the 7-card limit and acquire wheat towards a development card or city.


Buying a development card uses available resources effectively and reduces hand size below the discard limit.


Play the knight now to steal a resource from Blue, who is holding 7 cards, and disrupt their production.


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

Target Blue at the center hex to slow down the player with the most cards.


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

Block BLUE (most cards, tied leader) and steal a resource to aid our ore/wheat city plan.


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


Build a road to expand towards key settlement locations.


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

Trading wheat for brick reduces hand size (7 to 4) to avoid robber discard and enables building a road.


Building road towards a promising settlement spot with high probability numbers.


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

Block WHITE, who has the largest hand, while attempting to steal a card and disrupt their progress.


Build the available settlement for a guaranteed victory point and stronger 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 the knight to move the robber onto the strongest opponent and disrupt their resource production.


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

Block WHITE on a productive tile while targeting the opponent with the most cards.


Spend the available sheep, wheat, and ore on a development card for a chance at a victory point or useful progress.


Roll to gain resources and pursue the next settlement or development card.


Play the available Knight to advance toward Largest Army and disrupt an opponent’s production.


Block BLUE, the most developed opponent, on an occupied hex and steal a card.


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

Trading four surplus sheep for a wheat brings us closer to building a city with our three ore.


Block RED who is tied for lead and just stole from us, and potentially steal a resource we need like brick or wheat.


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

Need brick to build road/settlement, and have excess sheep.


Building a road expands our reach to potential wheat/ore hexes.


Buying a development card efficiently utilizes sheep, wheat, and ore to work towards victory points and knight protection.


Playing a knight card allows me to disrupt a leading opponent and steal a useful resource.


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

Block the current victory point leader Red on the central tile and steal a resource.


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

Need brick for roads and settlements; we have wood and sheep.


Target the current leader RED to block their resource gain and steal a card.


Build a road now to expand toward a future settlement and improve the chance of securing longest road.


Build road from node 0 to node 5 to expand towards a wheat hex for future settlement.


Cannot build anything now and keeping wood preserves flexibility for future roads/settlements.


Block current leader BLUE by moving robber to their hex and stealing a card.


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

Trade excess wood for wheat to reduce card count and progress toward cities.


We have the resources to buy a development card, which may yield victory points or useful progress, whereas ending turn wastes this opportunity.


Play knight to steal resources and disrupt the leading opponent.


Block leader BLUE by moving robber to their hex to slow their progress.


Build a road now to expand toward another settlement and pursue the longest-road advantage.


Block leader BLUE by placing robber and stealing from them.


Block the leading BLUE player on a likely high-probability adjacent hex while gaining a chance to steal a card.


Build a connecting road from the existing 3–4 road to extend toward future settlement access and preserve longest-road potential.


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

Trade four sheep for ore to improve access to the ore needed for future cities.


Buy a development card for a chance at a victory point or useful knight.


Play the Knight to advance toward Largest Army and keep pressure on the leading Blue player.


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

Block the leading BLUE player on a productive tile and steal a card while advancing the robber disruption.


Target the current leader RED on a central high-value hex to slow down their progress.


Block the current leader BLUE on a productive adjacent hex to reduce their path to 10 VP.


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


Buy dev card to potentially gain VP or a knight to hinder leader RED.


Build a road to extend the existing network and pursue the longest-road victory point.


Extend the newly built road toward an adjacent expansion route while spending available wood and brick.


Buying a development card safely lowers our hand below the 7-card discard limit while advancing our game.


Playing a knight card lets me move the robber onto leader RED and potentially steal a needed resource.


Target the current leader RED and steal a card to slow down their progress.


Block the leading BLUE player and steal a card while disrupting their production.


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

Trade four wheat for ore to build toward a high-value city and improve the ore-wheat engine.


Block the leader RED by moving the robber to a central hex to hinder their resource production and potentially steal a card.


Building road to secure a good expansion route.


Trade four wheat for ore to build toward a city and reach 10 points faster.


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


Take wood and sheep to complete a settlement build with your existing brick and wheat, creating the fastest likely VP gain.


Build the available settlement to gain a victory point immediately and advance toward 10.


Holding 7 cards does not trigger robber discard, and keeping the 4 ore sets up a city as soon as another wheat is acquired.


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

Block RED's productive hex and steal a card from the leader.


Building a road spends resources to avoid robber discard and extends toward a potential settlement spot.


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

Trading 4 ore for 1 wood reduces the hand below 8 cards to avoid robber discards and provides wood to build roads.


Build a road to expand toward a valuable settlement spot.


Trade wheat for brick to build a settlement, gaining 1 VP and reducing hand size to avoid robber discard.


We have exactly the resources to build a settlement, gaining 1 VP and improving our position.


No build possible with current hand, so end turn to preserve wood for future roads/settlements.


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

Trade four excess brick for ore to prioritize the ore needed for a future city.


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

Block the co-leader RED to hinder their progress and potentially steal a resource.


Convert excess wood into brick to enable future road or settlement builds toward victory.


Build road to expand network and prepare for new settlements.


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


Trade 4 wood for brick to enable building a settlement, advancing toward 10 VPs.


Build road to expand towards unoccupied settlement location.


Buying a development card converts resources into potential victory points or knights while reducing hand size safely below the discard limit.


Trading 4 wheat for ore reduces hand size from 9 to 6, avoiding potential robber discard, and provides a scarce resource needed for future cities or development cards.


Buying a development card has a chance to give a victory point or a knight to block the tied leader RED, and we have the required sheep, wheat, and ore.


Playing the knight card allows us to move the robber to Red's tile and steal a card, potentially gaining a needed resource and disrupting the opponent tied with us at 6 VPs.


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

Block RED, the current leader with 6 VPs, to hinder their resource production.


Play Road Building to expand toward the longest-road bonus and create the strongest path to another settlement.


Extend the road network through the central 12–13 connection to maximize future road length and settlement access.


Extend the newly built road from 13 to 34 to maximize continuity toward the Longest Road bonus and the winning tenth point.


Extend the existing road chain from 34 toward 35, maximizing the chance of securing or preserving Longest Road for the final two VP.


Trade sheep for ore to start building a city, reducing hand size and working towards 10 VPs while Red is close to winning.


Block the current leader RED by moving the robber to their hex and stealing a card.


Spend wood and brick to build a road, expanding our network and reducing card count.


Red is at 8 VPs and close to victory; buying a development card offers a chance for a VP or a knight to slow Red down.


Playing Monopoly on Ore to get 3 ore and build a city, gaining 2 VPs.


Building a city uses our 3 ore and 2 wheat to gain a victory point, putting us closer to 10 and using our resources efficiently.


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

Block BLUE, the current leader, on a productive hex and attempt to steal a card.


Build a road now to expand toward a future settlement and preserve a path to the final victory point.


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

Trade four wheat for brick to obtain the missing resource needed for an immediate settlement and move to 9 VP.


Build a settlement now for an immediate victory point and strong path to reaching 10.


Trading for ore brings us closer to a city, which gives 2 VPs, critical to catch up to Red's 9 VPs.


Trade 4 wheat for ore to get closer to building a city and reduce hand size below 8.


Buy a development card with the exact ore, wheat, and sheep cost for a chance to draw the victory point needed to win.


Play the Knight to advance toward Largest Army and use the robber defensively while at 9 VP.


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

Block BLUE on the central high-probability tile and steal from the current leader.


Build a road immediately to pursue the extra victory point from longest road while preserving wheat for a future city.


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

Trade four brick for sheep, then trade wheat for wood to build the settlement that wins the game.


Trade four wheat for ore to begin preparing the ore-and-wheat combination needed for the final city victory point.


Buy a development card for a chance at the final victory point or useful progress toward it.


Block the leader RED by stealing a card and reducing his resources.


Build road to expand towards a possible settlement location and reduce hand size.


Block leader RED by moving robber to their hex and stealing a card.


Buying a dev card is the only productive action and may yield a VP or useful progress against RED's 9 VPs.


Roll to seek the resource or development opportunity needed for the final victory point.


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

Block BLUE, the strongest opponent, on a productive hex and take a chance at stealing a card.


Play the Knight to advance toward Largest Army and potentially secure the final victory point.


Block BLUE on the central productive hex while preserving the chance to steal a card and secure the final point.


Trade excess brick for ore to work towards upgrading to a city.


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

Trade four wheat for sheep to enable buying a development card for the final victory point.


Buy a development card using the exact ore, wheat, and sheep needed, with a chance of an immediate victory point to reach 10.


Play the Knight to advance Largest Army and disrupt Blue while pursuing the final victory point.


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


Holding four ore keeps us close to upgrading a settlement to a city without exceeding the seven-card discard limit.


Buy development card to potentially get a knight to block RED or a VP.


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


Year of Plenty for brick and sheep completes the resources needed to build a settlement and reach 10 VP.


Preserve the exact settlement resources and roll for another chance to reach 10 VP.


Preserve valuable ore towards building a city rather than making an inefficient four-to-one trade right now.


Trading 4 wheat for brick enables building a settlement with our wood and sheep, gaining 1 VP to close the gap with Red.


Playing Road Building builds two roads without using resources, preserving wood and brick for a settlement next turn to gain a VP.


Building a road towards a good settlement spot to increase VP count and potentially block RED.


Building road (19,21) extends our network towards a settlement spot and blocks RED's potential expansion.


Building a settlement at 19 immediately gives a victory point, bringing us to 6, and uses our current resources efficiently to get closer to 10 while Red is at 9.


Trade four excess wheat for ore to begin securing the ore needed for a city and the winning tenth point.


Buy a development card for the immediate chance of a victory point and winning the game.


Play the Knight to move the robber off your production and potentially secure the final victory point via Largest Army.


Block the leading BLUE player on the central hex and attempt to steal a card while disrupting their production.


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

Trade four wheat for wood to enable additional roads and pursue the fastest route to the final victory point.


Build a road to advance toward the final victory point and improve the chance of securing the longest road.


Trade 4 ore for wood to reduce hand size below 8 and acquire materials to build roads toward expansion spots.


Build a road to expand towards open settlement locations and utilize current wood and brick resources.


Trade four wheat for ore to begin securing the ore needed for a city and the final victory point.


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

Trade wood for brick to enable building a settlement, gaining a victory point and catching up to RED.


Block the leading opponent RED to reduce their resource gain and possibly steal a card.


Build road to connect to a settlement spot on high-probability numbers to secure a victory point.


Red is at 9 VPs and we cannot build or block this turn, so ending preserves our resources.


Trade wheat for brick to build a settlement and reduce card count, aiming for 7 VPs while RED is at 9.


Extend our road network towards a potential settlement location to increase victory points.


Steal from and block the leading RED player to hinder their path to 10 VPs.


Red leads at 9 VPs but is blocked by robber; no useful trade/build with current hand, so end turn.


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

Trade excess brick for wheat to lower hand size below the discard limit and work toward dev cards or settlements.


I have the exact resources (ore, wheat, sheep) to buy a development card to help contest the game against the leader.


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

Trade wood for wheat to progress toward city and reduce card count.


Buying a dev card may yield a VP or knight to hinder RED who is at 9 VPs.


Play knight to move robber onto RED's resources and steal, blocking the 9-VP leader.


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

Block the leading RED (9 VPs, 11 cards) by moving the robber to their hex to steal and slow their win.


Trade four wheat for sheep to obtain the missing resource for a settlement and reach 10 VP.


No immediate victory-point action is available, so end the turn rather than waste wheat on an unnecessary trade.


Trade wheat for brick to reduce hand and prepare a settlement.


Building settlement at 10 gains a victory point, progressing toward 10 VPs while Red is close to winning.


Trade four excess brick for ore to enable a development card while preserving the wheat needed for victory progress.


Buy a development card for the immediate chance of drawing a victory point and winning at 10 VP.


Trade four wheat for sheep to enable an immediate settlement build and reach 10 VP.


Play the Knight to potentially secure Largest Army and immediately reach 10 VP while blocking the leading Blue player.


Block the leading Blue player while attempting to steal a card and disrupt their fastest route to 10 VP.


Block and steal from the game leader Red who is at 9 victory points.


Build a road to expand toward future settlement locations and utilize available brick and wood.


Trade 4 wood for brick to enable building a settlement next turn, as we need brick and currently have no brick.


Block the 6-VP leader on a likely productive hex and attempt to steal a card, preserving your best chance to reach 10 first.


Building road towards a potential settlement spot to increase VP count.


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

Block the leading BLUE on a productive hex and attempt to steal a card.


Trading wheat for brick allows building a settlement to reach 8 VPs, closing the gap with Red.


Build road to enable a settlement on a high-probability tile, moving closer to 10 VPs.


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

Trading 4 sheep for ore allows us to then buy a development card, potentially gaining a victory point or a knight to block the leading opponent.


Buying a development card gives a chance at a victory point to close the gap with RED or a knight to block them, improving our odds.


Monopoly on ORE to hinder RED's city progression and secure ore for our own city.


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

Trading 4 ore for sheep allows us to then buy a development card, which could give a victory point or a knight to block the leading RED player.


Block the leading player on a blue-occupied hex and steal from their large hand.


Trade four wheat for wood to complete a settlement, the most reliable immediate path to the tenth victory point.


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

Trading 4 wheat for ore puts us one ore short of a city, which would bring us to 9 VP and close the gap with the leader.


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

Trade four brick for ore to improve access to a city or development card and secure the final victory point.


Trade wheat for brick to build a settlement and gain a victory point, reducing the gap with RED who is at 9 VPs.


Trade four wheat for wood to reach the resources needed for a settlement and secure the final victory point.


Trading 4 wood for wheat reduces hand size and provides the needed resource to build a settlement, bringing us closer to 10 victory points.


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

Trade excess wood for ore to progress toward city requirement and boost development.


Trade surplus sheep for ore to move toward a city while preserving the five wheat needed for victory-point progress.


Trade four wheat for ore to reach three ore and set up a city for the winning victory point.


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

Trade sheep for wheat to secure resources for a settlement and city upgrade, advancing to 9 VPs.


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Trading sheep for ore enables building a city, boosting VPs to 9 and matching RED's lead.


Building a city increases my VP count to 8 and improves resource generation to catch up to Red at 9 VPs.


Block the leading RED player with the robber to reduce their chance of reaching 10 VPs.


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

Steal from RED to slow their progress to 10 VPs.


Block the game leader Red who is at 9 victory points and steal a card from them.


Trade four wheat for ore to reach the three ore and two wheat needed for a city and the winning tenth VP.


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

Trading wheat for brick allows us to later trade wood for sheep and build a settlement, reaching 9 VPs to catch up to RED.


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

Trade wood for sheep to build a settlement and reach 9 VPs, closing in on victory.


Build road to expand toward potential settlement spots.


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