Node 20 offers strong initial resource diversity and high probability hex coverage.


Extend the initial road from node 20 towards node 22 to open up future settlement spots.


Settle on node 33 to access high-probability numbers and diverse resources for cities.


Extend road to 35 to open new settlement spots.


Node 10 is central and likely touches high-probability hexes for ore and wheat.


Building towards node 11 likely leads to a promising settlement location with high-probability resource hexes.


With no board-resource details available, choose a central legal intersection likely to offer broad access to productive numbers and future expansion.


Build toward node 53 to extend toward a likely open settlement site and preserve the strongest expansion route.


Choose a strong nearby expansion point to maximize early resource access and preserve connectivity from the existing road.


Extend from the second settlement toward a new expansion point rather than duplicating the existing road connection.


Settlement 6 is likely on a high-probability number, improving resource production.


Build road towards vertex 7 to reach a promising settlement spot with high numbers.


Place second settlement at 34 near our road endpoint 35 to enable connected expansion and target productive numbers.


Building (34,35) connects our two settlements via existing road for better expansion.


Settlement at node 18 secures high-probability hexes and strong resource diversity for the starting setup.


Building road (17, 18) sets up a strong expansion route toward additional settlement locations.


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

Trade excess wheat for ore to progress toward a city upgrade.


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

Trade four wheat for brick to enable an immediate settlement with your wood, sheep, and remaining wheat.


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

Trade two wood for ore to advance toward the valuable ore-wheat city path while reducing hand size.


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 advance toward Largest Army and disrupt an opponent's production.


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

Block White, tied for the lead and holding the most cards, while stealing from them.


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

Block Red's resource hex and steal from their 7-card hand.


Holding seven cards is safe from the robber and preserves valuable ore for future cities or development cards.


Keep wheat and ore for future city upgrades; no beneficial trade available.


Build a road to expand the network and improve access to future settlement sites.


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

Trade 4 ore for wood to reduce hand size to safe limits (7 cards) and enable road building with existing bricks.


Building a road expands network reach towards future settlement spots while spending resources efficiently.


Keeping our 3 wheat for a future city and avoiding a wasteful trade, we simply end the turn.


No building possible with current resources; ending turn preserves cards and allows production.


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

Trade four sheep for ore to begin securing the ore-wheat city engine while retaining all four wheat.


Build the road extending your existing network while you have the exact wood-and-brick cost, advancing toward another settlement and avoiding wasted wheat.


Keep the four wheat to pair with future ore production for a city rather than making an inefficient trade now.


Holding 3 wheat and 1 ore is safe under 8 cards and preserves city resources, so end turn.


Trade 4 wheat for brick to reduce hand size from 8 (risking robber discard) and acquire brick needed for building.


Building a road to expand towards a potential settlement spot with good number access.


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

Trade four wheat for ore to advance toward an ore-heavy city strategy.


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

Trade excess brick for wheat to lower hand size below robber risk and enable purchasing development cards or settlements.


Buying a development card spends resources to reduce card count below eight and provides valuable development progress.


I will save the Monopoly card for a more opportune moment and end my turn safely under the hand limit.


Trade excess wheat for ore to progress toward city (needs 3 ore, 2 wheat).


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

Trade excess ore for wheat to reduce hand size below the 7-card robber discard limit and work toward building needs.


Hold the Monopoly card until opponents accumulate more resources or until it guarantees key builds.


Target WHITE to disrupt their city-building after they traded ore for wheat.


Keep ore for city and end turn to await wheat.


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

Move robber to steal from WHITE who has 4 cards.


Build road to expand network towards high-probability numbers.


Block and rob RED, who has the largest hand and is actively building toward a lead.


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

Steal from Blue since they currently hold the most cards.


Opponents only hold three cards each, so saving Monopoly for a later turn with a larger resource pool is optimal.


Steal from WHITE who previously robbed us and place robber on their hex to disrupt.


Block Blue's key hex and steal from their 4-card hand.


Save the Monopoly card for a later turn when opponents accumulate more resources or when specific resources are needed for an immediate build.


Trading four brick for a wheat gives enough ore and wheat to build a city while reducing card count.


Upgrading a settlement to a city scores a victory point, doubles resource production, and brings hand size safely below the discard limit.


Save the Monopoly card for a future turn when opponents hold more concentrated resources to maximize its value.


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


Save the Monopoly card for a decisive turn when opponents have accumulated more target resources to guarantee immediate builds.


Cannot afford any build and trading wheat reduces city potential, so end turn.


Build a city now for a guaranteed victory point and stronger production using the exact ore and wheat in hand.


MARITIME_TRADE ('WOOD', 'WOOD', None, None, 'BRICK')

Trade two wood for brick to enable a road with the remaining wood and improve expansion potential.


Opponents are holding 18 total cards, and calling Monopoly on Wheat will secure the resources needed for settlements and cities.


Trade excess wheat for ore to reach the three ore and two wheat required to build a city.


Building a city increases victory points and doubles resource generation.


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

Trading wood for brick enables building a settlement next turn.


Build settlement to gain a victory point and increase resource production.


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

Block WHITE, the current leader, on an occupied hex to suppress their strongest production and potentially steal a card.


Block the leading WHITE player on a tile where a card can be stolen.


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

Trade four wheat for wood to complete a settlement and gain an immediate victory point.


Build a road to expand toward a future settlement site while using the available wood and brick.


Block current leader WHITE with the robber to slow their progress.


Cannot build a settlement or road without both brick and wheat, and trading away all wood would leave me without wood for building, so ending turn is best.


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

Block RED, who has the most cards and is close in victory points, while stealing a resource.


Extend the existing road network through the shared vertex 23, preserving momentum toward a future settlement and possible longest road.


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

Trade surplus wheat for ore to progress toward a city (needs 3 ore, 2 wheat).


Trade wood for brick to reduce hand size and acquire a needed resource for a settlement.


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

Trading four surplus brick for an ore safely reduces hand size while progressing toward the three ore needed for a city upgrade.


Trade excess wheat for ore to reach city requirement (3 ore, 2 wheat) and lower hand to 7 cards.


We have exactly 3 ore and 2 wheat to build a city, gaining a VP and doubling resource output.


Block the leading opponent WHITE and steal a card from them to hinder their progress.


MARITIME_TRADE ('WOOD', 'WOOD', None, None, 'WHEAT')

Trade the surplus wood for wheat, the key resource needed to pair with future ore for a city.


Keeping wheat preserves city-building potential; 3:1 trade loses all wheat for one resource, unhelpful now.


Buying a development card uses spare resources to reduce hand size from 12 to 9 and offers a chance at a victory point or a knight to block the leader.


Use knight to block the leader WHITE and steal a card, potentially gaining a needed resource while slowing white's progress.


Target the leader WHITE to block their production and steal resources.


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

Trade wood for wheat to buy a development card, reducing hand size and seeking a VP.


Buy a development card to potentially gain a victory point or a useful card, as we have the required resources.


Trading all 4 wood for 1 resource is inefficient; better to end turn and collect resources from rolls.


Trade four wheat for ore to begin accumulating the ore needed for a high-value city.


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

Block leader WHITE by moving robber to their tile and stealing.


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

Trade excess brick for ore to work toward city upgrades while preserving needed wheat.


Trade excess wheat for ore to move closer to building a city (needs 3 ore, 2 wheat).


Playing the knight card allows us to move the robber to block the leading opponent (WHITE) and steal a card, while rolling now would likely not yield diverse resources given our hand is all wood.


Block current leader WHITE's productive hex and steal a card to hinder their progress.


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

Trading 4 wood for 1 ore reduces hand size from 7 to 4, avoiding discard risk, and brings us closer to the 3 ore needed for a city.


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

Block Red's productive hex and steal a card from an opponent holding multiple resources.


Preserve the four ore to work towards building a city once wheat is obtained, keeping the hand size safely below the discard limit.


Trade wood for brick to start building roads and settlements, as we have no brick currently.


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

Trade excess brick for wheat to reduce card count below eight and work towards upgrading to a city.


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

Trade excess ore for wheat to work toward building a city while keeping hand size safe.


Building road towards a promising settlement location to secure resources.


Buy a development card using surplus sheep, wheat, and ore while reducing the oversized hand and retaining building resources.


Take two ore to build toward a city while retaining enough wood, sheep, and wheat for future development.


Buy a development card while you have ample sheep, wheat, and ore, preserving wood for future expansion.


Trade two wood for wheat to move toward a city while retaining ore and sheep for development and expansion.


Buy a development card using the available ore, wheat, and sheep for the best chance of gaining a hidden VP or powerful progress card.


No trade creates a playable build, so end the turn and preserve resources for future development.


Trade excess wheat for needed ore to enable city and drop below 8 cards.


Cannot afford city, preserve ore and wheat by ending turn safely.


Play the Knight to advance toward Largest Army while disrupting the tied leader.


Block the current leader WHITE while taking a potential card from them.


Build a road with the available wood and brick to expand toward another settlement opportunity and advance victory points.


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

Trading 4 ore for 1 wood reduces the hand below the 7-card robber limit and provides wood to pair with brick for road expansion.


Build a road to expand network and progress toward new settlement spots while spending resources to stay under the hand limit.


Build city to gain a victory point and reduce hand size below 8 cards while chasing Orange's lead.


Convert surplus wheat into ore needed for city upgrades toward 10 VPs.


Trading excess wheat for ore progresses toward a city, the fastest VP gain.


Trading wood for ore brings us closer to a city, which is worth 2 victory points.


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

Steal from the current leader ORANGE to hinder their progress toward 10 VPs.


Keep wheat and ore for a future city; no beneficial 3:1 trade exists.


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

Block the current leader ORANGE and steal a card to hinder their progress.


Buy dev card for chance at victory point or knight to block leader.


Trade excess wheat for ore to approach city build and reduce card count below 8.


Keep ore for city and avoid wasting resources, so end turn.


Trade 4 wood for wheat to buy a development card, reducing hand size and possibly gaining a victory point.


We have the resources to buy a development card, which could yield a victory point or a knight to block the leader Orange.


Getting brick and wheat enables building a settlement with current hand, gaining a victory point.


Building road (11,12) to extend towards a potential settlement spot on a high-probability number.


MARITIME_TRADE ('WOOD', 'WOOD', None, None, 'BRICK')

Trade two wood for brick to enable a settlement with your remaining wood, sheep, and wheat.


Build a road now to expand toward another settlement and advance toward the remaining victory points.


Block leader ORANGE with robber to slow their progress toward 10 VPs.


Keep wheat for city upgrade and avoid depleting needed resources.


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

Trading 4 sheep for brick gives us the missing resource to build a settlement on our next turn, increasing our VP count.


Build settlement to gain a victory point, tying with ORANGE at 5 VPs.


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

Block blue, who has the most cards and is closest to gaining momentum, while taking a possible resource from them.


Trade the two wood for wheat to improve access to the critical wheat-and-ore path toward a city.


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


Play the Knight to advance toward Largest Army and steal a resource while repositioning the robber.


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

Block White on a likely productive hex and steal a card from an opponent tied for the lead.


Block and steal from the game leader, Orange, to slow down their winning momentum.


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

Trade surplus wheat for ore to build toward cities and improve resource balance.


Holding 6 cards is safe from the robber and preserves resources until more useful trades or rolls occur.


Build road toward good settlement spot to increase VP potential and reduce hand size.


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

Trade four wheat for ore to enable purchasing a development card with your remaining sheep and wheat.


Buy a development card for a chance at an immediate victory point or a powerful game-winning effect.


Play the Knight to advance toward Largest Army while disrupting the strongest opponent.


Block WHITE, the opponent with the largest hand, on a likely productive hex while taking a possible resource.


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

Orange is the game leader at 7 victory points, so blocking their resource hex and stealing from them is essential.


Buying a development card spends current resources efficiently to build towards knights or victory points.


Trade three wheat for ore to progress toward a city and lower card count.


After trading 3 wheat for ore, we hold no wheat so only END_TURN is legal and keeps our card count safe.


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

Trade excess brick for ore to work toward city upgrades while reducing hand size safely below the discard limit.


Trade surplus wheat for ore to enable a city upgrade and reduce hand size.


Keep ore and wheat to build a city next turn and avoid wasteful trades.


Orange is at 7 VPs, so we must block and steal from them to hinder their progress.


Block and steal from the game leader Orange at 7 victory points.


No build is possible now, so keep wheat for a future city and avoid a wasteful maritime trade.


Building a settlement immediately increases victory points, catching up to Orange's lead.


Trade the excess wood for scarce brick to position for a future settlement and victory point.


Trading four brick for a wheat reduces hand size safely and brings us closer to building a city.


Trade excess wheat for ore to approach city requirement and reduce card count below 8.


Holding wheat for future city; trading depletes key resources unnecessarily.


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

Trade wood for brick to enable building a settlement and reduce hand size below 8.


Build a road to reduce hand size and position for a future settlement.


Trade 4 sheep for 1 brick to reduce hand size from 9 to 6 and acquire brick needed to build a settlement next turn, aiming to reach 7 VPs.


Building road (1,6) extends from existing road to a likely settlement location, positioning for a new settlement next turn to catch up to Orange's lead.


Build a road toward expansion and preserve resources for a future settlement.


Trade two wood for brick to advance toward a settlement while preserving one wood and sheep.


Extend the existing road network from 49 to pursue an additional settlement and improve the path toward the longest road.


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

Block the leading player RED and steal a card to slow their progress toward victory.


Trade surplus wheat for ore to approach the 3 ore needed for a city.


Keep ore to build a city with one more wheat; ending turn avoids losing ore.


Trade sheep for brick to build a settlement and reach 10 VPs.


Building road (0,1) to expand towards a settlement spot with good numbers.


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

Trade the two wood for ore to advance toward a city using your strong wheat supply.


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


Play the Knight to block RED, the current leader, and potentially steal a useful card while advancing toward controlling the robber.


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

Block the current leader RED on a likely high-value hex while preserving the chance to steal a card.


Trade 4 ore for 1 wheat to reduce hand size below 8 and prepare resources for a city.


MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', None, 'BRICK')

Trade excess wheat for brick to reduce hand to 7 cards and prepare for road building.


Build a road to expand board presence while preserving ore for future city upgrades.


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

Trade excess ore for wheat to progress toward a city (needs 2 wheat).


Retain 3 wheat for future city upgrades; trading all wheat for a single resource stalls progress.


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

Trading wood for wheat to progress towards a settlement or city, as wheat is needed for both and our wheat source is blocked by robber.


RED is in the lead with 7 victory points, so we place the robber to block their production and steal from them.


Play Road Building to place two free roads and expand towards high-value settlement spots without spending resources.


Placing the first road of Road Building to expand toward a valuable settlement spot.


Continue building the road from vertex 20 towards vertex 19 to secure a new settlement spot.


Extend the road network from vertex 19 towards a new settlement location.


Keep wheat for city need and avoid depleting it via 3:1 trade.


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

Block and steal from the current VP leader (ORANGE) to slow them down.


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

Trade wood for ore to move toward a city for the win, and reduce hand size to avoid robber discard.


Retaining wheat avoids wasting resources since trading all 3 yields a single resource insufficient for any build.


Buying a development card is the only action that can directly increase victory points to reach 10.


Need brick to build settlement for winning; trade 4 sheep for brick.


We already have 10 VPs with the hidden VP card; ending turn wins.


Block the leading RED player on the central hex to disrupt their production and maximize the chance of a useful steal.


Trade four wheat for ore to enable a development card with the remaining wheat and sheep.


Buy a development card for a chance at a victory point or a powerful knight while converting surplus resources.


Play the Knight to block the 7-VP RED leader and potentially advance toward Largest Army.


Block the leading RED player on a likely productive hex to slow their path to 10 VP.


Trading all wheat yields no immediate build capacity; keep cards and end turn.


Trade 4 wood for brick to build a settlement and reach 10 VPs.


No building settlement action is available; ending turn to avoid overextending and hope for resources next turn.


Build a settlement now to gain an immediate victory point while using the exact resources in hand.


No available trade enables an immediate build, so preserve the wood and end the turn.


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

Trade excess ore for wheat to reduce card count and prepare to build a city.


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

Trading 4 ore reduces hand size below 8 to avoid discarding to the robber while gathering materials for future settlements.


I will spend resources on a road to expand my network and safely manage my hand size below the discard limit.


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


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


Move robber to block the leader ORANGE and steal a card.


No immediate build possible, so end turn to wait for better rolls.


MARITIME_TRADE ('WOOD', 'WOOD', None, None, 'WHEAT')

Trade the two wood for wheat to move toward the ore-and-wheat needed for a city and the final victory points.


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


Convert excess wheat to ore for city and reduce card count below 7.


Only 2 wheat remains after prior trade so 3-wheat trades are invalid; end turn to keep robber on leader RED.


Trade 4 wood for wheat to progress toward a settlement, as wheat is needed for both settlements and cities, and we already have wood and sheep.


Block the leader RED on a central tile and attempt to steal a resource.


Buying a development card maximizes resource value and can provide helpful knights or victory points.


Play a knight to move the robber onto the leader RED, steal a resource, and work toward Largest Army.


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


Spending wood and brick to expand my road network toward key settlement locations.


Trade excess wheat for ore to approach city build needing 3 ore and 2 wheat.


Keep 3 ORE for city upgrade later and avoid depleting ore, end turn.


Steal from ORANGE (current VP leader) to hinder their progress while we are one point from winning.


Keep ore for city upgrades and maintain safe card count by ending turn.


Building a road extends my network towards a potential settlement spot to win.


I need to save wood and brick for a settlement; building a road wastes them and delays winning.


Trade four ore for wheat, the key resource needed to convert the ore-heavy hand toward a city and a winning tenth point.


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

Trade excess brick for wheat to lower hand size and work towards building a city.


Trade 4 brick for 1 wheat to reduce hand size to 7 cards and avoid robber discard while gathering city resources.


Holding 4 ore and 3 wheat allows for a city upgrade once another resource is gained or ready next turn, without exceeding the 7-card discard limit.


Keeping ore preserves city-building potential; no useful trade or build is available.


Building road (27,28) may extend our longest road to secure the 2 points needed for victory.


Cannot build settlement due to missing sheep; ending turn preserves resources for future settlement.


Trading 4 brick for a wheat sets up the wheat and ore needed to upgrade settlements to cities while lowering hand size.


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

Trade 4 ore for sheep to reduce hand size to 7 and prepare for development card purchases.


Buying a development card utilizes the exact resources in hand (ore, wheat, sheep) while keeping the hand size safe from the robber.


Play the knight to disrupt the leader Red and steal a card.


Block the game leader RED at the central hex and steal a card from them.


Shed excess wheat and gain brick to enable a future settlement build.


Build a road to reduce card count below 8 and expand toward new settlement spots.


Keep the 3 ore and 2 wheat to upgrade a settlement to a city later; trading wastes city resources and ending turn is safe with 5 cards.


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

Trading wood for sheep provides the missing resource needed to build a settlement and reach 10 victory points.


Building a road toward an empty settlement spot is the most direct way to secure the final victory point.


Trade wood for ore to enable buying a development card for a chance at the final victory point.


We need 1 VP to win; buying a development card gives a chance to draw a victory point and end the game immediately.


Playing the knight card lets us steal a missing resource (likely sheep) from the leader or a wealthy opponent, enabling a settlement next turn for the win.


Block the leader Orange and steal a card to potentially get a needed resource.


Extend our road network towards a potential settlement spot, using our wood and brick.


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

Trade two sheep for ore to preserve four wheat and efficiently work toward a city.


No trade enables an immediate build, so preserve the wheat and ore for a future city or development card.


Spend wood and brick on a road to expand territory and reduce hand size safely below the discard threshold.


MARITIME_TRADE ('WHEAT', 'WHEAT', 'WHEAT', None, 'WOOD')

Trade excess wheat for wood to reduce card count and enable future road/settlement expansion.


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


Trade two sheep for ore to reach the three ore and two wheat needed for an immediate city upgrade.


Build a city immediately for two victory points and stronger ore-wheat production, putting Orange at 9 VP.


Convert excess wheat into brick to enable future settlement/road building while trimming hand size.


Build road to expand reach and reduce hand size below dangerous 8+ threshold.


No build actions available; preserve wheat and ore for a city and avoid unnecessary trades.


Trade 4 wood for ore to get closer to a city and reduce hand size to avoid massive discard.


Trading 4 wood for ore enables building a city for the winning point.


Build a city to reach 10 victory points and win.