No board-resource information is provided, so I choose the first legal settlement location.


Extend toward the most direct adjacent expansion point to secure a future settlement location.


Secure a high-probability settlement with potential for ore and wheat.


Building road to node 8 provides a path towards potential settlement spots near high-probability numbers.


Settlement spot 28 offers a strong combination of high-production resource hexes for initial growth.


Building road towards intersection 29 expands settlement path toward adjacent hexes.


Vertex 33 offers access to high-probability numbers (6/8) and good expansion.


Expand toward likely high-yield intersections to set up second settlement.


Build settlement 35 adjacent to our road for expansion and to claim a strong central spot.


Connecting the two settlements creates a contiguous road network aiding expansion and longest road.


Settlement at intersection 16 provides balanced access to critical high-pip resources for starting production.


Building road (16, 21) opens up expansion paths toward valuable adjacent settlement spots.


Settlement 9 likely provides access to high-probability numbers and a potential port.


Building road (8,9) connects our two settlements, creating a continuous road and enabling future expansion.


Claim a central, flexible settlement location with strong access to varied resources and future expansion routes.


Build toward the central open intersection at 20, preserving the strongest path for a future settlement.


Extend from our new settlement at 9 towards node 10 to secure a potential settlement spot.


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

Trading 4 sheep for brick to prepare for building a settlement.


Holding 6 cards is safe from the robber limit and keeps resource flexibility open for future turns.


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

Trading 4 wheat for 1 ore reduces hand size and builds toward the resources needed for a city.


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

Trade four wood for ore to build toward an ore-wheat city with the scarce resource secured.


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

Trading 4 sheep for wheat is best because we have 4 ore and need 2 wheat to build a city, gaining a VP and reducing hand size from 11 to 8.


Buying a development card reduces hand size to 5, avoiding robber discard, and offers a chance for a victory point or helpful knight.


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

Targeting White on the central hex allows stealing from a player with 5 cards while blocking a key tile.


Use road building card to place two free roads, then trade ore for wheat to build a settlement and gain a victory point.


Extending towards a likely wheat hex to secure resources for a city.


Extend our newly built road from node 27 to node 28 to increase road length and contest longest road bonus.


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

Need wheat to build a settlement or city; trading 4 ore for wheat is the best step.


Extend road network to node 26 to prepare for a settlement and increase expansion possibilities.


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

Block White's key production hex and steal from the player with the most cards.


Build a city now to convert the surplus ore and wheat into stronger production and a victory point.


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

Trade excess wheat for brick to reduce hand size below the 8-card robber threshold and enable road building.


Build a road to expand toward a valuable new settlement location.


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

Converting excess sheep into brick enables future road and settlement expansion despite lacking brick.


Build a road to expand network toward new settlement spots since we can't afford a settlement yet.


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

Block Orange on a productive hex and steal from an opponent with cards.


Block the leader WHITE and steal a resource to disrupt their progress.


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

Block Blue on a productive hex while targeting an opponent with four cards.


Block the leading player WHITE and steal a card to slow his progress.


Buying a development card uses excess ore/sheep/wheat and could yield a victory point or useful ability.


Playing the knight lets us steal a resource from the leading opponent and block their production.


Move robber to a hex adjacent to WHITE to block the current leader.


We have resources to buy a development card, which could give us a victory point or a knight to block the leader, and we have no other building options.


Need brick and wheat to build a settlement, advancing towards 10 VPs.


Building a settlement gives a victory point, bringing me closer to 10, and I have the required resources.


Buying a development card puts resources to work and helps gain knights or victory points.


Playing a knight card allows moving the robber to block opponents and steal a useful resource.


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

Block the leading opponent Orange who currently holds the most cards and steal a resource.


Build a road to expand toward a new settlement spot while using exact road resources.


Steal from tied leader WHITE to block their production and gain a card.


Block tied leader ORANGE and steal from their 4-card hand to disrupt progression.


No trade enables building and would waste sheep, so end turn.


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

Trade excess sheep for missing wheat to build toward cities and lower hand size below 8.


Buy dev card to use spare sheep and possibly gain knight or victory point.


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

We need wheat for a settlement or city, and we have excess wood to trade 4:1, reducing hand to safe size.


Buying a development card could give a victory point or help secure largest army.


Play knight to block leading opponent WHITE and steal a resource.


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

Block the leader White who has 3 VPs and steal a card to advance our resources.


We have the resources for a development card and no other builds; it could provide a victory point or useful ability.


Block leader White who holds 4 resource cards to maximize steal potential and slow down their progress.


Holding 6 cards is safe from the robber and preserves flexibility without wasting resources on an inefficient 4:1 trade prematurely.


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

Steal from BLUE who holds 6 cards to disrupt their buildup and gain resources.


Getting wood and sheep allows us to build a road immediately, bringing us closer to a settlement, and we then need only wheat to complete it.


Build road to expand towards a settlement location with high probability numbers.


Trade surplus wheat for an ore to enable purchasing a development card this turn.


I have the exact resources (sheep, wheat, ore) to buy a development card to build towards victory points and knights.


Play a Knight card to move the robber off our hex, block the leader, and steal a needed resource.


Orange is the current game leader with 5 VPs, so blocking their tile at (1, -1, 0) slows their progress.


Trade four wheat for brick to enable a road with your stored wood and improve expansion potential.


Use the available wood and brick to expand toward another settlement rather than ending the turn.


Block the leader (White) and steal a card to gain resources.


Target the leader, Orange, and steal a resource by placing the robber on hex (1, -1, 0).


I have the exact resources (Ore, Wheat, Sheep) to buy a development card, which helps advance my game.


I have no other useful actions to perform this turn after buying a development card.


Roll first since our hand size is low and we are at no risk of discarding on a seven.


Play the knight to steal a valuable resource from an opponent and progress toward Largest Army.


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

Block the current leader Orange and steal a resource from them.


Trade excess wheat for ore to reduce hand size below the discard limit and work toward building a city.


Trade four wheat for ore to reach three ore and prioritize a city for rapid victory-point progress.


Build the city to gain a victory point and strengthen valuable wheat and ore production.


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


Upgrading a settlement to a city scores a victory point and doubles resource production.


Block tied leader ORANGE (5 VPs, 4 cards) by moving robber to their hex to steal and hinder production.


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

Trade excess wood for scarce ore to build toward cities despite no immediate build.


Buying a dev card is the only way to gain progress with our sheep/wheat/ore and no build options.


Play monopoly on ore to collect scarce ore needed for future city upgrades despite empty hand.


Trade four excess wood for ore to begin the ore-wheat city path and retain strong future development potential.


Blue is tied with you in victory points and just built a city, so blocking their production is the best way to hinder your biggest rival.


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

Trade sheep for brick to build a road and expand towards a settlement.


Building road from node 11 to 12 extends our network towards promising settlement locations, likely with high-probability numbers for ore and wheat.


Trade four wheat for brick to diversify resources and enable a road or settlement path while retaining ample ore.


Trade four excess ore for wheat to improve the ore-wheat city plan while reducing the risky eight-card hand.


Build a road toward the open expansion route and improve your chance of securing another settlement point.


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

Block BLUE, the co-leader, to hinder their resource production.


Block co-leader ORANGE with robber to slow their path to 10 VPs.


Trade surplus sheep for wheat to work toward a city upgrade for victory points.


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

Trade excess wheat for ore to start building toward future cities or development cards.


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

Trade four wood for ore to reach the three ore needed for a city, advancing toward 10 VP.


Keep the wheat and ore needed to build a city rather than trading away all four wheat.


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

Block WHITE who has the most cards and likely high production to hinder their progress and potentially gain a needed card.


Building a city immediately increases my victory points to 6, a guaranteed and efficient step towards 10.


Build a road to extend network towards a potential settlement spot, increasing chances for longest road and future expansion.


Buying a development card utilizes the available resources efficiently to advance towards victory points or knights.


End the turn and save the Monopoly card for a decisive turn when opponents hold abundant key resources.


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

Trade four wheat for sheep to enable a development card while converting excess wheat into a potential VP or tactical card.


Buy a development card using the exact ore-wheat-sheep combination, advancing toward a surprise VP or useful tactical card.


Block the current leader BLUE to hinder their resource gathering and steal a card.


Holding four cards is safely below the discard limit, so saving the Monopoly card for a more impactful turn and ending now is optimal.


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

Trade excess ore for wheat to prepare for a future city, the strongest path toward another victory point.


Trade 4 ore for wheat to reduce hand size to 7 and secure a resource needed for a city.


Buying a development card can give a victory point or knight to help reach 10 VPs.


Play knight to block Blue's resources, steal a card, and aim for largest army.


Block BLUE, the current leader with 5 VPs, to slow their progress and potentially steal a resource.


Opponents produce heavy ore and hold large hands, making Monopoly on Ore extremely lucrative for building cities.


Upgrading to a city scores a victory point, boosts production, and reduces card count below the discard limit.


Buying a development card uses our available resources to work towards victory points or Largest Army while keeping hand size safe.


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

Trade four wood for sheep to enable buying a development card with the existing ore and wheat.


Buy a development card for a chance at a victory point or knight while converting the sheep-wheat-ore set efficiently.


Play the Knight to move the robber onto a leading opponent and steal a card while advancing toward Largest Army.


Block the tied leader ORANGE and steal from their larger hand.


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

Trading 4 sheep for wheat brings us closer to building a settlement or buying a development card, both essential to catch up to Blue's 8 VP lead.


Buy a development card to convert excess resources into a chance at a victory point or useful knight while avoiding a large hand.


Block Blue, the current co-leader with 6 VPs, to slow their progress.


Building a settlement gains a victory point directly.


Block leader ORANGE by moving robber to their hex.


Trade four wood for ore to reach three ore and set up the strongest city path toward 10 VP.


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

Trade 4 ore for brick to get the missing resource for a settlement next turn, reducing hand size to avoid discard.


Buying a development card gives a 20% chance of an instant victory point to reach 10, while roads provide no immediate progress.


Play knight to steal from leader Blue and potentially gain needed wheat or sheep.


Steal from White who has 6 cards and block a hex that may be productive for them.


We need to save brick and wood for a settlement; building a road would waste our only brick.


No way to gain victory point this turn; end turn and hope for wheat.


Trade surplus wheat for ore to enable upgrading a settlement to a city while lowering hand size below the discard limit.


Trade four wood for wheat to reach the two wheat needed for a city with your three ore.


Move robber to block the current leader (White) and steal a card.


Buy a development card for a chance at a VP to win immediately.


Playing knight can steal a needed resource and block an opponent, potentially enabling a settlement next turn.


Steal from Blue to get ore or wheat, needed for a city.


Holding resources keeps you safe from the robber limit while remaining close to building a city.


We need 3 ore and 2 wheat for a city; trading 4 ore for 1 wheat leaves us with no ore and only 1 wheat, so it's better to end turn and hope to roll wheat.


Holding 6 cards is safe from the robber and keeps 4 wheat and 2 ore ready to build a city with just one more ore.


Trade surplus wood for wheat to strengthen the ore-wheat city path while preserving valuable ore.


Trade four ore for wheat to secure multiple city opportunities while reducing the hand below the robber-discard threshold.


Trade four wheat for sheep to enable a development card while retaining enough ore for future cities.


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


Play the Knight to block the 9-VP leader and advance toward Largest Army.


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

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


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Trade sheep for wheat to enable buying a development card, hoping for a victory point.


Trading 4 ore for 1 wheat gives us 2 wheat and 2 ore, leaving us one ore short of a city; we can likely get it next turn.


Cannot build a city or settlement with current resources; ending turn to wait for resource production.


Trading 4 wheat for 1 ore reduces card count below discard limit and prepares resources for a city upgrade.


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

Block the leading orange player on a likely productive hex and steal a card to slow their path to 10 VP.


Cannot build a settlement or city with current resources; ending turn.


ORANGE is at 9 victory points and about to win, so we must block their hex and steal a card from them.


Holding 6 cards is safe from the robber limit and keeps our wheat and ore options open for future city upgrades without making an inefficient 4:1 trade right now.


Block the 9-VP Orange player on a likely productive hex to slow their imminent win.


Building a city costs exactly my resources and grants the final victory point.