No map details provided, choose first settlement arbitrarily.


Road to 20 likely expands toward ore/wheat hexes for future cities.


Choose a central open settlement location to maximize the chance of touching multiple productive resource hexes.


Build toward the central-looking expansion route to maximize access to a strong second settlement location.


Settlement on node 8 provides balanced resource access and is far from opponents.


Build road towards interior to access better resource hexes.


Settlement location 31 provides strong resource hex access and high production pips.


Building road towards vertex 32 provides the best path for future settlement expansion.


Placing the second settlement on a high-yield hex intersection balances resource income and starting cards.


Building road (22, 23) secures an open expansion path toward future settlement spots.


Place second settlement at node 26 to connect with existing road at 27 and secure a good production spot.


Extend road towards a new settlement location near good numbers.


Choose a central open settlement location to maximize the chance of accessing multiple high-probability resource tiles.


Extend from settlement 17 toward the most promising open expansion route.


Node 6 likely touches high-probability number tiles (6/8) to maximize future resource yield.


Build road away from opponents to open new settlement spots.


Build road (1,6) to expand into open territory away from opponents and set up future settlement spots.


With a spare sheep, wheat, and ore, buying a development card can provide a victory point or a knight to block the leader.


Play the knight card to move the robber and steal a resource from orange, who has the most cards (6) and is a potential leader.


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

ORANGE has the most cards, so stealing from them reduces their advantage.


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

Trade four sheep for wood to complete the resources needed for a new settlement.


Build a road now to expand toward another settlement and convert the available resources into progress.


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

Trade 4 wheat for 1 ore to progress toward building a city, which yields 2 victory points and boosts resource production.


Holding four brick cards is safe from the robber and preserves resources until wood is rolled to build roads.


Trading all 4 brick for a single resource enables no immediate build and wastes flexible resources; ending turn keeps brick for future settlements or roads.


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

Trade excess brick for wood to prepare for building roads towards new settlement spots.


Build a road to expand towards your next settlement location.


Cannot afford any build, so end turn rather than waste bricks on a 4:1 trade.


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

Steal from Orange who has 5 cards while blocking a key resource hex.


Build a road to expand network and use wood/brick resources


Buying a development card gives us a chance for a VP or a useful knight/progress card.


Playing the knight can steal a resource from a leading opponent and disrupt their production, helping us catch up.


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

Steal from BLUE who has 5 cards to increase hand and block a productive hex.


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

Trade four wheat for wood to complete a settlement resource set and pursue an immediate victory point.


Build a road now to use the available wood and brick while advancing toward the longest-road objective.


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

Trade excess sheep for wheat, the critical resource for future settlements and cities.


Ending turn preserves 4 ore for future city building; trading it for a single resource is inefficient and delays progress.


Build city to gain a victory point and efficiently use ore and wheat.


Steal from Orange to get wheat needed for a city.


Buy a development card to reduce hand from 8 (avoid robber discard) and potentially gain a VP or knight to block the leading opponent BLUE.


We need wheat for a city and have no wheat; opponents likely have wheat.


Building a city gives 2 VPs and increases resource production.


Build road from city at 8 toward node 9 to expand to potential settlement location.


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

Block Blue's key hex and steal from them since they are tied for the lead with cards in hand.


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

Trade excess brick for ore to begin accumulating city resources.


Trade wheat for ore to progress toward building a city.


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

We have excess wood and need brick to build a road and expand.


Building a road towards a promising settlement location will improve our ability to expand and secure high-probability resources.


Trade excess brick for wood to reduce hand size below the 8-card robber limit and prepare for road building.


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


Build road to expand network and access high-probability numbers.


Build branching road from node 2 to expand toward potential high-number settlements.


Extend road network from vertex 2 to claim territory and pursue longest road.


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

Block co-leader RED by moving robber to their hex and stealing.


Steal from the current leader BLUE to reduce their resources and gain a card.


Block co-leader RED by moving robber to their hex to steal resources.


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

Convert excess wood into ore to approach city build requiring ore and wheat.


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

Trade four sheep for ore to progress toward an ore-wheat city while retaining two wheat.


Holding the four sheep preserves flexibility to trade for whichever specific resource is needed next turn without risking discard to the robber.


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

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


Block BLUE, the joint leader, on an occupied hex and attempt to steal a card.


Block the leader BLUE and steal a card to reduce their progress.


Buying a development card is the only way to potentially increase victory points, as we lack resources for building settlements or cities.


Playing the knight lets us move the robber and steal a card, likely from ORANGE who has 6 cards, to get needed brick or ore.


Orange has 6 cards, the most among opponents, so stealing from them can reduce their hand and potentially give us a needed resource like brick or ore.


Holding four sheep keeps flexibility for future trades and builds without risking a robber discard.


Block the current leader RED by placing the robber on their hex.


Holding four sheep keeps options open without risking a discard to the robber.


Build city to gain a victory point and use ore/wheat while keeping card count low.


Buying a development card is the best action as it can yield a Victory Point or a useful card to advance toward 10 VPs.


Play the knight to block the leader BLUE and potentially steal resources, slowing their progress.


Block the hex with both BLUE and WHITE to steal from the leader BLUE and reduce their production.


Building a settlement immediately increases victory points by 1.


Trading 4 sheep for 1 wood pairs with the brick in hand to prepare for road building.


Build a road to expand toward a valuable new settlement location with available resources.


Move robber to leader RED to block their production and steal a card.


Convert excess brick to needed ore and drop below 8 cards to avoid robber discard.


Build the available settlement for an immediate victory point and stronger resource access.


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

Trade excess brick for wheat to approach city build and reduce hand size


Keep ore and wheat to build a city later; trading away ore loses city potential and ending turn is safest.


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

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


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


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

Target the game leader RED to slow their progress and steal a resource.


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

Trading four sheep for a wood will provide the resources needed to build a road.


Build a road to expand toward a new settlement location.


Build road to expand toward high-probability numbers and open a new settlement site.


After building road (3,4) we have 0 wood, so no road actions are affordable; only END_TURN is possible.


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

Trade excess brick for sheep to enable a future settlement build since sheep is missing from hand.


Build settlement for an immediate VP and spend resources to reduce card count.


Keep 5 ore for a future city and avoid wasting ore on 4:1 trades since you lack wheat and brick.


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

Block the leading Blue player on a likely contested productive hex.


Build a road to expand toward an available settlement location and improve access to the next victory point.


Keep the three wheat for a future city or settlement rather than trading away a key resource without an immediate build.


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

Trade 4 sheep for brick to enable building a settlement and reach 7 victory points, tying the leader.


Build road (7,24) to extend towards a potential settlement spot, aiming to secure high-probability numbers and catch up to Blue's 7 VPs.


Building a city now gains a victory point and reduces our card count below 8.


Trade excess brick for ore to advance toward city (needs 2 more ore, 1 wheat).


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

Trade three wheat for ore to advance toward the ore-wheat needed for cities while reducing hand size.


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


Take wheat and ore to build toward a city, the strongest route to close the VP gap.


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

Trading 4 brick for 1 wood prepares resources for building a road alongside the remaining brick.


Build a road to expand towards future settlement locations using available wood and brick.


Trade excess brick for ore to get 3 ore and build a city next turn for a needed VP.


Buy a development card using the available sheep, wheat, and ore for the best chance to gain a hidden VP or knight.


Convert excess brick to ore to enable a city build next turn for 9 VPs while reducing oversized hand.


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

Convert excess wheat to brick to work toward a settlement while keeping ore for a city and reducing card count below 8.


Cannot afford a city or settlement with current resources, so ending turn preserves cards and awaits production.


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

Block the 8-VP leader on the central blue hex and attempt to steal a card.


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


Play the Knight to further hinder the 8-VP Blue leader and potentially steal a useful card.


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

Block the 8-VP Blue player on a tile they occupy, prioritizing disruption of the current leader.


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


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

Trade excess ore for sheep to enable a future settlement and reduce robber discard risk.


Build settlement to gain a point and reach 9 VPs.


Only legal action as we lack ore for city or trades


Roll to seek resources and progress toward a build rather than disturb the robber already blocking Blue’s ore.


Block the leading BLUE player on a likely high-probability hex to slow their path to 10 VP.


Play the knight to pressure the 9-VP Blue leader and advance toward Largest Army.


Block the 9-VP BLUE player on a productive hex to slow their imminent victory.


Build a road now while holding exactly the required wood and brick, advancing toward a settlement and potential victory points.


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

Trade excess brick for ore to approach city build (3 ore,2 wheat) for winning VP while dropping below 8 cards.


Move the robber onto a blue-occupied hex to disrupt the 9-VP leader and reduce their chance of closing out.


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

Block the leader BLUE on a likely productive tile and steal a random card to hinder their progress.


Buy a development card to reduce hand size and possibly gain a victory point or knight to block Blue.


Play knight to rob Blue, hindering their lead and possibly gaining a needed resource.


Block BLUE's likely high-value ORE hex to slow their progress.


Block leader Blue at 9 VPs and steal a card to prevent them from winning.


Trade excess brick for wood to work towards building materials for future settlements.


Building a road helps expand toward new settlement spots while utilizing current resources.


Need one more ore to upgrade a settlement to a city for the winning VP, so trade excess brick for ore.


Building city at 2 uses 2 wheat and 3 ore to reach 10 VPs and win immediately.