Settle on a high-probability number (6/8) with ore/wheat access for city growth.


Expand towards potential high-probability number nodes.


Placing the initial settlement on a central high-yield intersection maximizes overall resource production.


Building road towards vertex 20 expands towards available high-value settlement spots.


Settlement 9 is likely on a high-probability hex with good resource diversity, essential for early growth and city development.


Building towards node 10 likely leads to a port or good numbers.


Node 19 is a strong central expansion point with likely access to high-probability production and broad future road options.


Build toward the open expansion route at vertex 46, preserving access to a future settlement site.


Choose a central legal settlement location to maximize access to diverse resources and strong production numbers.


Extend from the new settlement toward the most direct expansion route.


Node 6 likely has high probability numbers and good resource diversity.


Building towards (6,23) likely opens a new settlement spot away from opponents, helping secure resources we lack.


Placing the second settlement on node 16 secures valuable resource hexes and strong number production for the upcoming turns.


Extending the road network from settlement 16 toward future settlement locations.


Pick an unoccupied node likely with high-yield numbers (6/8) to ramp resources.


Build road to 25 to expand from settlement 24 towards likely productive spots.


Buying a development card uses excess resources and can provide a victory point or knight.


Extend existing road from 25 to 26 to expand reach toward new settlement spots using available brick and wood.


Extend road from node 6 to node 7 to connect to a potential settlement spot with high probability numbers.


Buy a development card using ore, wheat, and sheep to pursue an immediate or strategic victory point while reducing your oversized hand.


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

Trade four wheat for brick to complete the wood-brick-sheep-wheat settlement cost and expand for another victory point.


Build a road now to expand toward another settlement site and convert the excess wood into future victory points.


Reduce hand size from 8 to avoid robber discard, and gamble for a victory point to catch up to White's hidden VP.


Playing the knight card allows you to activate the robber, steal a resource from a leading opponent like Blue (8 cards) or White (now tied at 3 VP), and disrupt their production, which is more impactful than building a road without immediate settlement potential.


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

Steal from BLUE who has 8 cards to reduce their hand and gain a resource.


Building road (10,11) expands towards a promising settlement location with high-probability numbers.


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

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


Use the exact ore, wheat, and sheep needed to buy a development card and pursue a potential victory point or knight.


Play the Knight to block the leading threat and begin competing for Largest Army.


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

Block BLUE, the opponent with the largest hand, on a likely high-value central hex.


Upgrading a settlement to a city increases victory points and resource yields while keeping card count safe from the robber.


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

Trade 4 sheep for ore to reduce hand size and progress towards a city.


Buying a development card offers immediate potential for a Victory Point and reduces hand size to avoid discard risk.


Build a road towards a high-probability hex to prepare for a settlement.


Need wood and brick for building; Year of Plenty gives both.


Building road (8, 27) extends our road network from the newly built road at (8,9) toward a potentially valuable settlement location, increasing our expansion options.


Use spare sheep, wheat, and ore to buy a development card for potential victory point or knight.


Block Blue, the strongest immediate threat after upgrading to a city, while stealing a card if possible.


Block BLUE, tied for the lead, on a likely productive hex to slow their next development.


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

Trade four wheat for ore to build toward a city and improve long-term victory-point potential.


Build a road to expand network toward probable settlement sites near high-yield numbers.


Buy a development card using the available sheep, wheat, and ore to pursue a hidden VP or strong tactical card.


Extend from recent road (0-5) to node 16 to reach new likely high-probability settlement spots.


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

Target White, who holds the most cards and recently bought development cards, by blocking a productive hex and stealing.


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

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


Trade four wood for wheat to secure the critical wheat needed alongside ore for a future city.


Buy a development card using the exact sheep, wheat, and ore combination to pursue a potential victory point or strategic card.


Play Monopoly on ore to secure the scarce resource needed for cities and maximize a strong development swing.


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

I need to trade excess wood to reduce hand size below 8 and gain brick for expansion.


Build a road to expand towards a settlement location while utilizing available wood and brick.


Building road towards expansion to secure a good settlement location.


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

Block the leading ORANGE player while stealing a card, prioritizing the likely productive adjacent hex.


Build a road to expand network toward new settlement spots while brick is available.


Building a city increases victory points, doubles resource production, and brings hand size below the discard limit.


Trade four surplus sheep for ore to advance toward the high-value city path.


Trading 4 wood for 1 brick brings hand size under 8 and provides the missing resource for a settlement.


Build a road from city 22 to expand toward new settlement locations and reduce hand size.


Buy a development card with the exact sheep-wheat-ore cost for a chance at a valuable victory point or knight.


Play the Knight to block a leading opponent and potentially steal a card while improving control of the robber.


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

Block BLUE, tied for the lead and holding the most cards, on a tile where you can also steal from them.


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

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


Buying a development card reduces hand size and could give a victory point or a knight to block the leader.


Trading wood for ore reduces hand to 5 cards, avoiding discard risk, and starts building toward a city.


Playing the knight can steal a resource from the leading opponent BLUE and block their key production, helping us get the ore needed for a city.


Target the leader BLUE on a central hex to steal a card and block a likely high-probability resource.


We need one more ore to build a city, and buying a dev card would use an ore with only a 20% chance of VP, so ending turn to preserve resources is better.


Buy a development card to convert surplus wheat into a potential victory point or knight while preserving resources.


Take brick and sheep to complete the resources needed for a settlement while retaining wood and wheat.


Build the available settlement to gain an immediate victory point and expand access to another producing location.


Trade excess wood for ore to approach city needs and reduce card count below robber threshold.


Trade excess wood for wheat to reduce hand size to 7 and enable buying development cards.


Buying a development card efficiently uses resources and reduces hand size below the discard limit.


I just bought the knight card this turn, so standard rules or playing it now might not be optimal/allowed, but if legal, holding knight for next turn's pre-roll or ending turn now makes sense.


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

Steal from RED who has most cards to hinder their progress and gain a resource.


Cannot afford a development card; only legal action is to end turn.


Block Orange, a tied leader with the largest hand, on a productive hex and steal a card if possible.


Build a road toward a likely expansion route and preserve the wood-brick tempo for a future settlement.


Roll the dice first to collect resources for the turn.


Playing the Knight card allows moving the robber to steal useful resources and work toward the Largest Army.


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

Block and steal from ORANGE, who is tied for the lead and holding the most cards.


Cannot build anything, but can afford a development card that may yield a victory point or advantage.


Playing the knight card allows me to move the robber to block BLUE, who has the most VP, and potentially steal a card.


Block blue's high-probability hex and steal from blue to get resources for a city.


Buy a development card while holding exactly the required sheep, wheat, and ore, preserving a chance at a hidden victory point or knight.


Play the Knight to move the robber onto Orange, the current leader, and disrupt their progress.


Block the 6-VP Orange player on an Orange-occupied resource tile.


Build a road to advance toward the longest-road bonus while spending cards before risking a robber discard.


Extend the existing road network toward a longer continuous route and potential future settlement access.


Cannot build anything; preserve wheat for future city and end turn.


Trading four wood for a brick reduces hand size to seven cards to avoid robber discards and collects all resources for a settlement.


Build a road to expand toward a new settlement location and lower card count safely below the discard limit.


Trade 4 wood for brick to build a settlement next turn, as we need both brick and sheep to reach 10 VPs.


Building a road extends our network toward potential settlement spots, increasing our options for future building.


Trade four wheat for ore to gain the exact 3 ore and 2 wheat needed for a city, advancing to 6 VP.


Build a city now to convert the available ore and wheat into a strong production boost and move toward 10 VP.


Trade surplus wheat for ore to advance toward a city, the quickest route to more victory points.


Trade 4 wheat for ore to work towards building a city and reaching 10 VPs.


Build road to vertex 6 to expand toward likely high-probability number tiles.


Buying a development card spends resources from a large hand to avoid robber discards and grants valuable advantages.


Buying a development card reduces hand size below the discard limit while building progress toward victory points.


I have the resources to buy another development card to build towards victory points and army dominance.


Hold development cards until they can be converted immediately into settlements or cities.


Building a road from node 11 to 12 extends our network towards a potential settlement spot, which is a step toward reaching 10 VPs.


Block the leading Orange player on a likely productive hex and steal a card from them.


Buy a development card to convert the available ore, sheep, and wheat toward a potential victory point or useful action card.


Play the Knight to strengthen the largest-army race and keep pressure on the tied Orange leader.


Block Blue, the strongest opponent with multiple development cards, while preserving pressure on their production.


Buy a development card using the exact sheep-wheat-ore set for a chance at an immediate victory point or largest-army progress.


Playing a knight before rolling clears the robber from my hex and lets me steal from leader White.


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

White is in the lead with 6 victory points, so blocking their tile and stealing a card slows them down.


Buy a development card to reduce hand size from 9 to 6, avoiding robber discard, and gain a chance at a victory point or useful card.


Playing the knight allows us to move the robber and potentially steal a needed resource from the tied leader WHITE, while ending turn gives no advantage.


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

Block the co-leader WHITE's productive hex to slow their progress.


Roll to seek the resources needed for a winning build, since playing the knight gives no immediate victory point.


Play the Knight to advance toward Largest Army and move the robber away from your production.


Block Orange, the opponent with the most cards and greatest immediate threat, while attempting to steal a card.


Stealing wheat with Monopoly leverages opponents' 18 total cards in hand to help fuel cities and development cards.


I have the exact resources to buy a development card to build towards victory points or army power.


Move robber to block White's production and steal a card from the leader.


Need wheat to build a settlement or city, and wheat is currently blocked by the robber.


Spend wood and brick on a road to expand toward new settlement spots since no city/settlement is affordable.


Keeping 4 ORE preserves city-building potential; trading all ORE leaves no resources to progress.


Playing the knight before rolling lets us steal a resource from the leading player and unblock crucial hexes.


Block the leader White and attempt to steal a needed resource.


Holding 7 cards avoids the robber discard threshold while preserving resources for future builds.


Move robber to block WHITE, who is tied for lead, and steal a card to slow their progress.


Building a settlement gives an immediate victory point, bringing us to 7 and closer to winning.


Cannot build with current resources and trading ore away weakens city potential, so end turn safely.


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

I will trade four ore for a sheep to diversify my resources and reduce my hand size below the discard limit.


Buying a development card leverages current resources to gain valuable cards and victory points.


Play the knight to disrupt the leader White, unblock any hex, and steal a card.


Target White since they are leading with 6 victory points and holding 9 cards.


Holding 4 wheat is safe under the hand limit and preserves flexibility for future cities or development cards.


Buying a development card could give a victory point or a knight to disrupt WHITE, the closest opponent.


Block Orange, the highest-scoring opponent and recent VP-card buyer, on a tile where they have a settlement.


Block the current leader White to restrict their resource generation.


Trading four wheat for one ore reduces hand size and prepares resources to buy a development card or build towards a city.


Buying a development card converts our ore, wheat, and sheep into potential victory points or knight power.


Move robber to hex adjacent to White to steal and hinder their progress.


Block the leading orange player on a hex where they can be robbed, limiting their progress toward 10 VP.


Build a settlement for a guaranteed victory point and stronger production toward the final two points.


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

Trade three ore for wheat to begin securing the ore-and-wheat needed for a decisive city upgrade.


Buy a development card for a chance at the final victory point while holding the required resources.


Play the Knight to advance toward Largest Army and create the best immediate path to the final victory point.


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

Block the highest-scoring opponent and steal from Orange, who has the largest hand and is closest to challenging the win.


Build the road from the newly established settlement to extend the network and maximize the chance of claiming the final victory point via Longest Road.


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

Trading 4 sheep for brick gives us the missing resource to build a settlement next turn, a direct path to 9 victory points.


Building a settlement at 52 gives a guaranteed victory point, bringing us to 9, closest to winning.


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

Trade wheat for ore to work towards building a city, our quickest path to 10 VPs.


Trading 2 wheat for ore brings us to 2 ore, one step closer to building a city and winning.


Cannot build anything this turn; ending turn preserves wheat and ore for a potential city next turn if ore is rolled.


Trade three ore for wheat to move toward the city needed for the final victory point.


Trade three ore for wheat to reach the two wheat needed for a city and secure the final victory points.


Block the current leader WHITE by moving robber to their hex and stealing.


Upgrade settlement to city using ore and wheat to gain a victory point.


Steal from WHITE to hinder the leader and potentially get the needed ore.


I have 9 VPs and need a city, but I cannot build now; ending turn and hoping for a good roll to get the needed wheat.


Block leader WHITE by moving robber to their hex to slow their path to 10 VPs.


Block white's high-probability hex and steal a card to weaken the leader.


Trading wheat for ore to get closer to building a city and winning.


Trading 2 wheat for 1 ore brings you to 2 ore, needing only 1 more ore to build a city and win.


Keep wheat for city and avoid unfavorable 4:1 trade that leaves insufficient wheat.


Trading 4 wheat for 1 ore brings you to 3 ore and 1 wheat, just one wheat away from upgrading to a city.


We are at 9 points and need to obstruct the leading opponent (White) by stealing a card and blocking their production.


Trading wheat for ore gets us closer to building a city, which would grant 2 victory points and win the game.


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


Block the leader White and steal a resource to slow their path to 10 victory points.


Holding 5 Ore and 2 Wheat keeps me under the 7-card limit and preserves the exact resources needed to upgrade to a City soon.


Build a road now using the available wood and brick, preserving the chance to extend or claim Longest Road toward the final victory point.


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

Trade three wheat for sheep to move toward the wood-brick-sheep-wheat settlement cost and a winning tenth point.


Build city to gain a victory point and reduce hand to 3 cards, avoiding robber discard.


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

Trading four wheat for one ore reduces hand size below eight cards to protect against the robber.


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

Trade surplus ore for wheat to work towards cities and development cards.


Steal from WHITE to slow their progress and try to get a needed resource.


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

We need 1 wheat and 1 ore for a city; trading 4 bricks for wheat gets us one step closer, while ore trade would require 2 wheat, which is harder.


Holding 7 cards is safe from the robber discard and preserves ore and wheat for upcoming purchases.


No building option gives a victory point, so end turn and hope to get wheat for a city next turn.


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

Trade three wheat for ore to reach the three ore and two wheat needed for a winning city.


Build a city immediately to reach 10 victory points and win the game.