Choose a central settlement likely adjacent to high-probability numbers and ore/wheat.


Build road from settlement to open future expansion toward resource-rich vertices.


Choose a central open intersection with strong potential access to high-probability resource numbers.


Build toward the most direct nearby expansion point to secure a strong second settlement location.


Settlement 27 offers strong initial resource yields and optimal board positioning.


Placing the road towards node 28 opens up the best path for future settlement expansion.


Choosing a central settlement to secure high-probability numbers and resource diversity.


Build road towards a promising intersection for a future settlement.


Place on a high-probability number to secure resources.


Extend road from settlement 31 toward a promising expansion spot to secure resources for next settlement.


Placement at vertex 38 provides high-probability hexes and crucial resource diversity for the second settlement.


Building the road toward 39 opens up future settlement expansion along the coast/interior.


Choose the central open intersection most likely to provide strong, diverse production for the second settlement.


Extend from settlement 22 toward the open adjacent intersection at 23 for the best expansion opportunity.


Settle on vertex 35 to prioritize high-probability number hexes for future growth.


Select road 35-36 to expand from settlement 35 despite having no brick or wood to pay.


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

Steal from Blue who holds the most cards to disrupt opponents


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

Block card-rich leader Blue by moving robber to his hex and stealing a resource.


No useful build and trading wheat loses city potential, so end turn.


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

Trade four brick for ore to address the critical ore shortage and work toward a future city.


Buy a development card using the available ore, wheat, and sheep to pursue a point or useful power.


Play the Knight to move the robber onto Orange’s likely productive area and pressure the tied leader.


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

Block the orange leader on a tile where you can steal a card, denying their strongest apparent momentum.


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

Steal from ORANGE who has the most cards to gain a resource and hinder them.


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

Trade surplus wheat for ore to progress toward city upgrades.


After trading three wheat for ore, you lack the wheat needed to buy a development card, so ending the turn is the only viable action.


Holding resources under the discard limit is better than making an inefficient 4:1 trade without an immediate build.


Steal from Blue who has the most cards (5) to reduce their resources and potentially gain a needed brick or ore.


Building a road extends our network towards future settlement opportunities, leveraging our abundant wood and brick.


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

Steal from WHITE who holds the most cards to disrupt their build and gain resources.


No brick to build, so buying a development card is the only way to make progress.


Playing knight progresses largest army and lets us steal from a opponent on a high-yield hex.


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

All opponents tied at 2 VP, so steal from card-rich WHITE to disrupt their progress.


Spend the exact ore, wheat, and sheep cost to gain a development card and pursue another victory point or useful knight.


Play the Knight to move the robber onto an opponent’s productive hex and steal a card while disrupting the tied leader.


Block Orange, who has shown the strongest development-card momentum, while stealing from them if possible.


Keep the wood rather than making an inefficient 4:1 trade with only 4 cards in hand.


Re-block WHITE on the wheat hex to hinder a tied opponent holding 4 cards.


Buy a development card using the available ore, wheat, and sheep to pursue a hidden victory point or useful knight.


Block Orange who holds the most cards and steal a resource to balance my hand.


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

Trading 4 wood for a brick gives a wood-brick pair toward building roads or settlements.


Build a road to expand towards a viable new settlement location.


Block WHITE who holds most cards and steal to improve hand.


Orange has the most cards in hand (5), making them the best target to steal from.


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

Trade four brick for wood to secure the missing resource for a future settlement.


Orange has the most cards in hand, making them the best target to steal from and slow down.


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

Target RED who has the most cards (5) to steal a resource and reduce their advantage.


Block Orange's productive tile and steal a resource from a leading hand.


Holding cards is safe under the robber limit and avoids an inefficient 4:1 trade.


Steal a random card from RED, who has the most cards (6), to hinder him and possibly get brick or ore we need.


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

Trading 4 wheat for brick gives us the missing resource to build a settlement or road, and we can acquire wheat later from rolls.


Building road 52-53 expands towards a wheat hex to secure needed resources.


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

RED holds the most cards (5) and is tied for lead, so robbing them disrupts their buildup.


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

Trade excess sheep for brick to enable road building and expansion.


Build road from existing settlement to expand toward new resource hexes.


Steal from BLUE who holds 4 cards to disrupt a tied opponent and gain a possible resource.


Trade excess wood for brick to start working towards settlement or road building materials.


Build a road to expand toward the next target settlement spot.


Trading away all wheat loses a key resource for settlement/city while no build is possible, so end turn.


Trade four brick for ore to improve access to cities while retaining ample wheat and sheep.


Buy a development card using the available ore, wheat, and sheep while reducing your exposed hand size.


Play the Knight to move the robber, disrupt an opponent, and advance toward Largest Army.


Block Orange, who has the most cards, while stealing a card from them.


Build a road that most likely extends and connects the existing network toward future settlement access.


Trade excess sheep for brick to preserve wheat for a future settlement.


Trading away all wheat leaves no resources for cities and no immediate build is possible, so ending turn is best.


I have 9 cards, risking discard; trade 4 wheat for brick to reduce hand and gain needed brick for settlement.


Building settlement 52 uses our resources to gain 1 VP, bringing us to 3, and reduces hand size to avoid robber discard.


Trade excess wheat for scarce ore to progress toward city upgrades.


Target the current leader Blue by blocking their hex and stealing a card.


Buying a dev card uses our sheep/wheat/ore exactly for a chance at a VP or knight to hinder leader Blue.


Trading four wood for one brick safely reduces card count below the robber threshold while acquiring a key expansion resource.


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

Need ore for a city, which gives 2 VPs, to catch up to BLUE.


Move robber to a hex with BLUE and steal to block the current leader.


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

Trade three sheep for ore to build toward city ore and wheat needs.


Building a road uses up our wood and brick to expand towards our next settlement spot.


Holding four wheat is safe from the robber and trading at a 4:1 ratio without an immediate build is inefficient.


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

Trade four sheep for ore to begin accumulating the ore needed for a future city or development card.


Block the leader BLUE and steal a card to diversify resources.


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

Trade excess wheat for ore to build towards future cities and development cards.


Build a city to gain 2 victory points and increase production.


Buy dev card to potentially get knight to block leader or victory point.


ORE is scarce and vital for cities; Blue's 9 cards likely include ore to steal.


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

Trade excess ore for wheat to enable city building towards victory points.


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

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


We need ore to build cities for victory points, so trading wheat for ore is the best move.


Trade surplus sheep for ore to begin gathering city-building resources.


Trading 4 Wood for 1 Brick reduces my hand size below the 7-card robber limit while gaining a needed resource for building roads and settlements.


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

Trading four wheat for wood will leave us with one brick and one wood to build a road.


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


Buying a dev card spends our sheep/wheat/ore to possibly gain a VP or knight to hinder the 4-VP leaders.


Trade four brick for ore to reach two ore while preserving wheat toward a city, the strongest VP upgrade.


Keep the strong ore-and-wheat city resources rather than trading away all four wheat.


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

Target leader Blue who has 4 victory points and a full hand of cards.


Continue expanding your road network from intersection 26 towards a new settlement location.


Trade wheat for ore to progress toward a city while reducing hand to avoid discard.


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

Trading 2 ore for wheat moves toward building a city, which gives 2 victory points and leverages our ore advantage.


Buy a development card using excess wheat and your ore/sheep, advancing toward 10 VP while preserving flexibility.


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


Play the Knight to activate its robber effect and disrupt White while advancing toward Largest Army.


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

Block WHITE, the current leader with the largest hand, on a hex where a card can also be stolen.


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

Trading 2 ore for sheep enables buying a development card, which could yield a victory point or a knight to disrupt the leader.


We have exactly the resources to buy a development card, which could give a victory point or a knight to disrupt the tied leader BLUE.


Play knight to move robber to leader Blue and steal a card, disrupting their resources.


Block Blue, who is tied for the lead with 4 VPs and 5 cards, to steal a resource and hinder their progress.


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

Trading 4 wood for 1 brick allows me to build a road, advancing toward a new settlement with my abundant wheat and wood.


Trade surplus sheep for ore to progress toward city requiring ore and wheat.


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

Move robber to BLUE's settlement to block the current co-leader and potentially steal a card.


Trading wheat for wood allows me to build a settlement next turn, gaining a victory point quickly.


Building a road brings us closer to a settlement location and increases our mobility, which is valuable given our resource shortage.


Buying a development card may yield a victory point or knight to slow the 4-VP leaders.


Wood and sheep complete the resources for a settlement to gain a victory point.


Settlement at 13 gives a VP and uses spare resources without exceeding card limit.


Holding 4 wood preserves flexibility for future road building or targeted maritime trading once more resources are rolled.


Block the leading WHITE player on the shared productive tile and gain a chance to steal a card.


Buy a development card using the exact ore, sheep, and wheat cost, preserving road resources and a chance at a victory point or strong effect.


Build a road to expand toward another settlement and improve the path to a future victory point.


Play the Knight to advance toward Largest Army while blocking White and stealing a card.


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

Block the current leader WHITE on a different productive hex and take a card if possible.


Extend the existing road network from its endpoint to improve expansion and potential longest-road progress.


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


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

Trade surplus wheat for ore to progress toward city upgrades.


Buying a development card can give a VP or useful card while preserving brick and wood for roads.


Play knight to further block leader BLUE and steal cards before building road.


Block leader Blue by placing the robber on his hex to slow his 6-VP progress.


Build a road to expand my network toward future settlement spots using my brick and wood.


Trade excess wood for brick to reduce hand size below the 7-card limit and work towards building roads and settlements.


Build a road to expand towards a new settlement location using available wood and brick.


Trade wood for brick to get the missing resource for a settlement and reduce hand size to avoid robber discard.


Building a road to expand towards a high-probability hex for future settlement.


Convert surplus wheat to ore to progress toward city and victory points.


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


Play knight to move robber onto leader BLUE's hex and steal a card to hinder their lead.


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


Block White, the current leader, on a tile where you may also steal a card.


Trade excess sheep for ore to build toward a city and keep card count low.


Trade four surplus brick for ore to begin securing the ore needed for a city and reduce hand size.


Trade four wheat for ore to strengthen the ore-wheat city path toward the final victory points.


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

Trade wheat for brick to build a settlement and gain a victory point, catching up to blue's lead.


Building a road extends our network toward a potential settlement spot, using our wood and brick to progress toward 10 VPs.


Buy dev card to potentially get knight to block leader Blue or VP, using exact resources.


Trade excess wheat for brick to enable road building with existing wood.


Build a road towards potential new settlement spots to expand territory.


Trade surplus wheat for ore to work toward city upgrades for victory points.


Buying a dev card uses our exact sheep/wheat/ore and may yield a VP or knight to challenge leader Blue.


Play knight to move robber onto BLUE's hex and steal, blocking the current leader with 6 VPs.


Block leader BLUE and steal a card to slow their progress toward 10 VPs.


Trade excess sheep for ore to work toward a city (needs ore+wheat) and keep card count low.


Block White, the strongest opponent with the most cards, on a productive hex and steal from them.


Buy a development card for a chance at an immediate victory point while you cannot currently build a city or settlement.


Play the Knight to advance toward Largest Army and improve your immediate path to 10 VP.


Block White, the strongest opponent, on a tile where you can also steal a card.


Trade 4 wood for brick to build a settlement and increase VP.


Buy dev card converts spare resources into potential VP and reduces hand size.


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


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


Building settlement at node 11 gains a victory point, moving us to 5 VPs and closing gap with leading Blue.


Trading three wheat for ore builds toward a city (needs 3 ore, 2 wheat) and keeps card count low.


Buy dev card to seek VP or knight to block BLUE leader


Playing knight lets me move robber to block tied leader Blue and steal a card, aiding my lead.


Block tied leader BLUE by moving robber to his hex and stealing.


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


Trade surplus brick for ore to build toward a city and the final victory points.


Play the Knight to remove the robber from your ore and block the leading White player.


Block the leading WHITE player on a tile where you can also steal a card.


Build a road to extend the existing network and improve access to a future settlement while converting the spare wood and brick into progress.


Trade excess wood for brick to prepare for building roads or settlements.


I will build a road to expand toward viable settlement locations.


Move robber to a hex adjacent to BLUE to steal a resource and block the leader.


Building a city increases VP to 6 and reduces hand size to avoid robber discard while improving resource production.


Keep resources for a settlement; need sheep and wheat first.


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


Trading wood for ore starts building toward a city, directly increasing victory points and countering Blue's progress.


Buy dev card to chance VP or knight to block WHITE leader with 8 cards.


Play knight to rob co-leader White (8 cards) and steal resources toward cities.


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

Steal from White, a tied leader with 8 cards, to slow their progress.


Buying a dev card uses spare sheep/wheat/ore and may yield a VP or knight to help maintain our lead.


Block WHITE, the current leader with 7 cards, on a productive robber hex and take a card if possible.


Block the tied leader BLUE by moving the robber to a tile adjacent to a BLUE settlement and steal a card from BLUE to hinder their progress.


Buying a development card reduces hand size from 8 to avoid robber discard and may grant a victory point or knight to help reach 10 VPs.


Monopoly on ore could provide the missing resource to build a city, moving us from 6 to 8 victory points.


Cannot build anything now, and keeping ore for a city is better than trading for a resource we still need another of.


Trading 4 brick for ore gives 3 ore and 2 wheat, enabling a city next turn to reach 7 VP.


Building a city gains 1 VP and improves resource yields.


Trade wheat for ore to reduce hand size and work towards a city, as we have 7 VPs and need 2 ore for a city.


Buying a development card is the only productive move since we cannot build anything else, and it has a chance to give a victory point or help win the game.


Getting 2 ore puts us one ore away from a city, advancing to 8 VPs and closer to winning.


We lack the resources to build a city or settlement, so ending the turn and hoping to roll ore next time is the best option; other trades don't help.


Block co-leader WHITE with robber to slow their ore-funded city build.


Block BLUE, the current leader, and try to steal a resource (preferably ore) to build a city.


Trading ore for other resources does not help us build a city or settlement; ending turn to wait for production is better.


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Trade 4 wheat for ore to reduce hand size and acquire the missing ore for a city.


Building a city increases VPs to 8 and reduces hand size to avoid robber discard.


Trade sheep for ore to approach city requirements and reduce card count below robber threshold.


Cannot build now, end turn to keep hand safe and plan next turn.


Trade 4 wheat for ore to reduce hand size and move towards a city, while avoiding robber discard.


Trade excess sheep for ore to reach 3 ore needed for a city upgrade toward 10 VPs.


Build city to reach 8 VPs and reduce hand below 8 cards.


Cannot afford any build with current resources, so end turn to avoid wasting wheat and keep position.


Block WHITE, the current leader, on a likely high-production hex and steal a card if possible.


Play Road Building to expand toward the longest-road bonus without spending scarce resources.


Use Road Building to extend toward the strongest available expansion route and improve the chance of securing the next settlement or longest road.


Extend the existing road network from node 46 toward a likely future settlement location.


Extend the existing road network toward a longer continuous route while preserving the best chance to reach a future settlement site.


Trade excess wood for brick to prepare for building roads and settlements while managing hand size.


Build a road to expand the network toward viable settlement spots.


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

Steal from Orange who has many cards to disrupt and potentially get needed resources.


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

Trading wood for wheat brings us closer to building either a city or settlement, as wheat is needed for both.


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

Trade wood for ore to work toward a city while keeping wheat for city cost.


Cannot build city or settlement now; preserve wheat for future ore trades by ending turn.


Block Blue (6 VP leader) and steal a card to slow them down while we are close to 10 VPs.


Building a road toward an available settlement spot is a necessary step to reach 9 victory points.


Cannot build now; keep wheat for a future city and avoid depleting resources with a 3:1 trade.


Block the leader BLUE and steal a random card to improve our hand.


Keep wheat to build a city later; no beneficial trade available now.


Trade 4 bricks for ore to enable city build and win.


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

Trade 2 ore for 1 brick to enable building a settlement, reaching 9 VPs.


Building a road to extend towards a settlement or longest road.


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


Only legal move as insufficient wheat for trades, end turn to gather resources.


Trade excess wood for brick to reduce hand size below the discard limit and work toward building a settlement or road.


Build a road to expand towards open settlement spots and utilize resources efficiently.


Building a settlement at node 9 increases victory points to 9 and reduces hand size to avoid robber discard, moving closer to 10 VP.


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

Trading 4 wood for sheep gives us the missing resource for a settlement, and we likely have a road to a valid spot to win immediately.


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

Block leader White by moving robber to their hex and stealing.


Trade surplus wheat for a brick to enable future road and settlement building alongside your wood.


I will spend my wood and brick to build a road and expand toward a new settlement spot.


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

Block ORANGE who has the most cards and is a threat to reach 10 VPs.


Cannot afford any build; preserve cards and end turn to await needed resources.


Block the 9-VP leader on a productive hex and steal a card from WHITE.


Building a road helps expand towards a settlement spot or potentially claim longest road, advancing us closer to 10 victory points.


Building road (12,13) extends our existing road from (11,12), potentially securing Longest Road or positioning for a settlement.


Trade excess wood for needed ore while reducing hand size below 8 to avoid robber discard.


Trade excess wheat for ore to reach the 3 ore needed for a city while keeping card count low.


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

Trade ore for wood to build a settlement and reach 10 victory points.


Building a road to extend our longest road and potentially secure the longest road card for 2 VPs.


Trade 2 ORE for WOOD to get a needed resource, then trade 4 WHEAT for BRICK to build a settlement and win.


Trading 4 wheat for brick to build a settlement and reach 10 victory points.


Building a settlement gives the final victory point to win the game.