With no board resource or number details provided, choose a central settlement position for the best expected access to diverse production.


Extend toward the likely central intersection to maximize future settlement access.


Placing the initial settlement on a high-value central intersection secures strong starting resource production.


Extend road from settlement 20 towards vertex 19 to secure valuable expansion space.


Choose a central settlement with high probability numbers for early resource generation.


Building road (13,14) likely leads toward a coastal area with good resource access or port, which is a common strategic move to expand and secure future settlements.


Node 33 is central, likely touches high-probability numbers (6/8/5/9) and offers resource diversity away from opponents.


Build road to 34 to expand toward likely resource-rich hexes.


Settling at 35 expands near our road from 33 and captures central high-probability tiles for future cities.


Connects both settlements to enable expansion and longest road.


Building settlement 15 connects to our existing road at 14, expanding our network and securing a good resource location.


Build road to connect settlements 13 and 15 for potential longest road and future expansion.


Settlement spot 42 provides excellent resource diversity and strong production pips for the initial placement phase.


Expanding towards node 41 provides better access to future settlement spots.


Claim a central, flexible intersection with strong access to future ore and wheat production.


Extend toward the open southern branch to preserve the best chance of reaching a future settlement spot.


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

Trade four ore for wheat to move toward the crucial ore-and-wheat city combination.


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

Trade wheat for ore to progress toward a city and reduce hand size from 11 to 8, lowering robber risk.


Building a city on 13 uses our wheat and ore to gain 2 victory points, moving us closer to 10.


Keep 3 ore for a future city and cannot afford any build, so end turn.


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

Trading surplus wheat for brick allows combining with wood to work toward roads and settlements.


Build a road to expand towards key settlement locations.


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

Steal from RED who has 3 cards to gain a resource and block a potentially productive hex.


Need ore to build a city for 2 victory points; trading wheat for ore is the most direct path.


Trading away all 3 ore leaves no key resource for settlements/cities and we can't build, so end turn.


Trading for brick enables building a road to expand.


Building a road towards a promising settlement location helps expand our reach for future settlements on high-probability numbers.


Keep ore for future city; single trade yields no immediate build.


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

Trade wood for wheat to get closer to building a city (needs 2 wheat).


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

Block leader BLUE with robber and steal a card to slow their progress.


Keep 5 ore to afford a city once you gain wheat; trading away 3 ore would delay your city plan.


Trading 4 ore for wheat gets us closer to a city (need only 1 more ore) and reduces hand size to avoid robber risk.


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

Trade excess ore for wheat to work toward city upgrade (3 ore + 2 wheat).


After trading 3 ore for wheat, only 1 ore remains so 3:1 trades are impossible; must end turn.


Keep ORE for future city build, no useful build possible now so end turn.


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

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


Buy a development card using the available ore, sheep, and wheat for a chance at a hidden victory point or strong tactical card.


Steal from co-leader RED to disrupt their hand and block production while staying safe on cards.


Trade excess ore for wheat to enable a city upgrade toward victory points.


Cannot build anything now and trading away wheat hurts future city plans, so end turn.


Trade four ore for wheat to move toward the ore-wheat city plan.


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

Trading 4 sheep for 1 brick allows us to build a road with our existing wood.


Build a road to expand toward a valuable settlement location and spend resources to stay below the hand limit.


Cannot build; keep wheat and ore for future city, end turn safely.


Trading 4 ore for wheat reduces hand from 8 to 5 cards, avoiding discard risk, and brings us to 2 wheat, 2 ore, one ore short of a city (2 VPs).


Build city to convert 2 WHEAT and 3 ORE into a victory point and empty hand


Build a city now to gain 2 victory points and reduce hand size, moving closer to 10.


Block the leading BLUE player and steal from them to slow their city-driven progress.


Build a road to extend the existing network and preserve resources for future expansion.


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

Trade ore for wood to enable building a road with existing brick and expand for more victory points.


Spend wood and brick to build a road, expanding network toward future settlement spots.


Steal from RED who has 6 cards to reduce their resource advantage and gain a card.


Extends our road network towards a potential settlement spot with high ore/wheat numbers, setting up for a city upgrade.


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

Trade four sheep for wheat to move toward the crucial ore-and-wheat city resource combination.


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


Trading 4 wheat for 1 ore reduces hand size from 8 to 5 (avoiding discard risk) and gets us one ore closer to building a city for 2 victory points.


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


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

Trading 4 wood for a brick prevents holding 7+ cards while gathering the missing resource needed for expansion.


Keep ore for city upgrades and avoid depleting needed resources.


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

Block the 4-VP BLUE player and steal a card from their largest hand.


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


Buying a development card utilizes the available resources and reduces hand size while working towards knights or victory points.


I have already moved the robber this turn and will save the knight for a future turn.


Keep 3 ORE for a future city; trading away ORE wastes the only city resource.


Roll the dice to collect resources for the turn before considering playing the knight card.


Playing the knight lets us disrupt the leader Blue and steal a useful resource before making any trades.


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

Trading four excess sheep for wood helps prepare for road and settlement expansion.


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


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

Trading wood for ore brings us close to building a city (2 VPs), and we have no immediate need for other resources.


Trade three ore for wheat to progress toward city upgrade while keeping hand safe.


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


Play the Knight to block BLUE and advance toward Largest Army while denying the leader resources.


Block the current leader BLUE and steal a card from their settlement on a productive hex.


Trade four ore for wheat to build toward a city with your remaining ore and improve your ore-wheat position.


Trading 4 ore for wheat is essential to start accumulating resources for a city, which is our best path to victory.


Buy a development card now using the available ore, wheat, and sheep while preserving brick for future building.


Play Monopoly on wheat to capture opponents’ likely wheat and advance toward the ore-and-wheat needed for cities.


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

Trade four brick for ore to move toward an ore-wheat city upgrade.


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


Trade four wheat for ore to advance toward the ore-and-wheat needed for a city.


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

Block white who has 3 VPs and steal a resource to help our building.


Place robber on leader BLUE to block production and steal a card.


Roll to preserve the robber’s current block on the 4-VP leader and seek resources before using the knight.


Play the Knight to move the robber onto Blue’s productive area and pressure the current leader while advancing toward Largest Army.


Block the 4-VP BLUE player while stealing a card from them.


Build a road that likely advances expansion and connects the central network toward another settlement site.


Trade 4 wheat for 1 ore to secure a city component, as our ore hex is blocked by the robber.


Block the leading opponent (WHITE) on a high-probability hex to slow them down.


Trade 4 wheat for ore to afford a city and gain 2 victory points, reaching 6 VPs.


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

Trade four ore for wheat to improve access to the ore-and-wheat needed for a future city.


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


Play the Knight to block the 4-VP Blue leader and advance toward Largest Army.


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

Block BLUE, the current leader, on a hex adjacent to their settlement and potentially disrupt their ore production.


We need wheat to build a city; trading wood for wheat gets us closer.


Trade 4 excess sheep for a brick to reduce hand size below the 7-card robber limit and work towards building a settlement.


Building a settlement increases victory points and boosts resource production.


Trade 4 ore for wheat to enable building a city and reduce card count.


Trade excess ore for wheat to progress toward city upgrade needing ore and wheat.


Buy a development card for a chance at a victory point or knight while converting surplus ore toward the win.


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

Trade 4 wheat for brick to reduce hand size and start building a settlement, since we lack brick and have enough ore+wheat for a city.


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

Block tied leader RED by moving robber and stealing from them.


Buying a development card uses spare sheep/wheat/ore and may yield a VP or knight to help catch up.


Play knight to move robber again and steal from tied leader BLUE while progressing largest army.


Block tied leader BLUE with robber to hinder their progress and possibly steal.


Block BLUE, the strongest opponent, on a hex where you can also steal a card.


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

Trade wheat for ore to build a city and reduce hand size.


Only END_TURN is possible as we lack 4 wheat to perform any maritime trade.


Trade four excess ore for wheat to improve future city-building prospects and reduce discard risk.


Trading excess wheat for brick reduces hand size below 8 cards and enables road construction.


Build a road to expand towards a future settlement spot and utilize the brick traded this turn.


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

Trade wheat for wood to get needed wood, then build a city to reach 6 VPs.


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

Trade wheat for sheep to secure resource for settlement and reduce hand size, preparing for next build.


Building a settlement at node 18 uses your current resources to immediately gain 1 victory point, putting you at 5 and tying the leader.


Trading 4 ore for wheat moves me closer to building a city, which is a direct path to 10 VPs.


Keep ore for city and cannot afford builds via trade, end turn.


Buy a development card using the available ore, wheat, and sheep to pursue the final four VP.


I need to reduce my hand size below 8 cards to avoid robber discards and trading wheat for brick pairs with my wood.


Build a road to expand connectivity toward future settlement locations.


Trading wheat for sheep allows us to buy a development card, which could give a victory point or a knight to block the leader, advancing us toward 10 VPs.


We have the exact resources (wood, sheep, ore) to buy a development card, which could give a victory point or a knight to hinder the leader.


I need ore for a city and opponents likely have saved ore; taking it will also hinder them.


Trading 4 ore for wheat reduces hand to safe size and is the most direct path toward building a city for 2 VPs.


Holding seven cards avoids the robber discard limit, so saving the wheat until a specific build is available is best.


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

Block the co-leader ORANGE by placing the robber on a hex adjacent to them and stealing a card, which could provide needed ore and disrupt their progress.


Buy a development card to potentially gain a victory point or knight, using excess wheat and sheep while avoiding holding 7 cards.


Need ore for city; 4 wheat trade for 1 ore.


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

Block Orange (5 VPs, 7 cards) to slow their progress and steal a card, potentially gaining needed resources.


Cannot build now; keep ore for city once wheat is gained, so end turn.


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

Trading 4 sheep for a brick reduces hand size below 8 to avoid the robber while acquiring a needed resource.


Build a road to expand toward a valuable settlement spot and utilize available brick and wood.


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

Trade sheep for wheat to prepare building a city and reduce card count.


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

Trade wood for wheat to secure resource for city building and reduce hand size.


Building a city gives a victory point, moving to 7/10, and I have the required ore and wheat.


Need wheat for a city; trading 4 ore for 1 wheat improves resource balance.


Buying a development card could give a victory point or help contest largest army, getting us closer to 10 VPs.


Getting two ore maximizes chance to build a city for 2 victory points.


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

Move robber to block leader BLUE and slow their progress.


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

Trade excess ore for wheat to work toward city upgrades.


Holding resources without an immediate build is safer than a 4:1 trade right now.


Block ORANGE, the current leader with 5 VPs and 6 cards, to disrupt their resource production and potentially steal a card.


I maritime trade 4 wheat for a brick to bring my hand size down to 5 and avoid the robber while acquiring a key resource for building.


Build a road to expand towards future settlement spots using newly acquired brick.


Buy a development card for a chance at a victory point, as no building options are available.


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

Trade 4 wood for ore to get 2 ore and 3 wheat, enabling a city to reach 9 VP.


Buying a development card reduces hand to a safe size and has a chance to grant a victory point or useful card.


Play knight to steal resources or contest largest army.


Block ORANGE, who is second in VPs, to hinder their progress and potentially steal a resource.


Keep ore for future city and no build possible, so end turn


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

Trade four excess brick for wheat, the key resource toward a future city and victory point.


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

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


Playing a knight can steal a needed resource from ORANGE (current VP leader) and move robber to block their production.


Steal from orange because they likely have ore from their recent steal, and we need ore to build a city.


Block ORANGE (second place) and steal a card to hinder their progress.


Buying a development card could yield a victory point, bringing us closer to 10, and our resources allow it without risking robber discard.


Cannot build; keep ore and end turn to avoid wasteful trade.


Return the robber to the known high-value ore hex and block the tied leader BLUE while attempting a steal.


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


Play the Knight to advance toward Largest Army and disrupt the tied 6-VP Blue player.


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

Block BLUE, the tied leader, on a hex where you can also steal a card.


Build a road to extend the network and pursue the longest-road victory point while settlement resources are unavailable.


Block the leading player Blue and steal a resource to slow them down.


Play knight to move robber off our hex and steal a valuable resource from a leader.


Retaliate against Orange who stole from us and is the nearest competitor.


We have resources to buy a development card which could give a victory point, bringing us closer to 10.


Trade three ore for wheat to get closer to building a city and avoid holding too many cards.


Keep ore and wheat to build a city later; no trade improves city materials.


Trade excess sheep for brick to combine with wood for future road and settlement expansion.


Build a road to expand your network towards valuable new settlement locations.


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


Need one more ore to build a city and reach 10 VPs; playing knight can steal ore and block opponents.


Move robber to block ORANGE's best hex and steal a card to slow their progress.


Buying a development card offers a chance at a Victory Point, bringing us closer to 10 while reducing our hand size.


Buying a development card reduces hand size to avoid robber discard and could provide a victory point or other advantage, while we have a Year of Plenty to use next turn for needed resources.


Block leader BLUE with robber to hinder their path to 10 VPs.


Build city now to gain a VP using exact ore/wheat and avoid robber risk.


Playing knight allows us to move the robber and steal a resource (likely brick or ore) needed to build a settlement or city, and also removes the robber from our own tile.