Choose a settlement with high probability numbers and resource diversity for early growth.


Building road towards interior to reach better numbers.


Pick a settlement on a high-probability number with diverse resources.


Expand towards vertex 9 to access high-probability number 9 hexes.


Settlement 24 provides strong resource diversity and access to high-probability hexes during the initial placement phase.


Building road towards node 25 to secure expansion towards the next viable settlement location.


Choose a central open intersection likely to provide strong access to diverse resources and future expansion.


Build toward the most flexible expansion route from settlement 14.


Settlement 6 is the best available candidate for securing strong early production and expanding toward future roads.


Extend toward the open interior through vertex 7, preserving the best chance to reach a strong future settlement site.


Placing the second settlement on a high-yield intersection maximizes overall resource production and diversity.


Building road (18, 40) provides the most promising expansion path toward additional settlement spots.


Build at vertex 4 to expand from own settlement 2 and capture likely high-probability rolls.


Extend from settlement 4 to node 5 to access new resource hexes despite current lack of wood/brick.


Node 8 is likely to have good number probabilities and is not adjacent to opponent settlements.


Build road towards a promising settlement spot to secure resources.


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

Block Blue who has two settlements and steal a random card to potentially get wheat or ore.


Build road (9,10) to expand from existing settlement 8 towards unoccupied node 10.


Keep ore for city and avoid inefficient 4:1 trade by ending turn.


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

Block WHITE, a leading opponent with the largest hand and recent expansion, on a productive adjacent hex.


Buy dev card to try for VP or knight, safe with low cards.


Using Year of Plenty for wheat and ore to progress toward a city upgrade.


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

Trade excess ore for wheat to reach city-building resources and reduce hand to 7 cards safely.


After trading 4 ore for wheat, only 1 ore remains so city is unaffordable; must end turn.


Buy a development card using the exact sheep, wheat, and ore combination to pursue a hidden VP or useful effect.


Play the Knight to move the robber, disrupt the strongest opponent, and work toward Largest Army.


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

Block ORANGE, who has the most cards and is the strongest immediate threat, while stealing if possible.


Buy a development card with the available sheep, wheat, and ore for a chance at a victory point or strong progress card.


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

Block orange's central hex to reduce their resource income and steal a card.


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

Trade 4 ore for sheep to enable building a settlement next turn, gaining a victory point.


Building a settlement gives immediate VP and uses available resources.


Build city to gain a VP and spend wheat/ore before discard risk.


Building a road uses wood and brick to expand toward our next settlement location while keeping hand size safe from the robber.


Roll to seek resources since you have no immediate build and should preserve the knight for a more valuable robber block.


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


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

Block the tied leader WHITE and steal a card from their settlement on this productive hex.


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

Block Orange who just built a city and steal a card to slow them down.


Block opponent's expansion by building road to ORANGE's city at node 2.


Block co-leader WHITE on their wheat hex to hinder their progress.


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

Steal from RED who has the most cards (7) to disrupt their lead and gain a resource.


ORANGE is a co-leader holding 6 cards, making them the best target to steal from and block.


Buying a development card uses sheep, wheat, and ore to gain valuable abilities while keeping the hand size safe from the robber.


I have already rolled, moved the robber, and bought a development card this turn, so ending the turn is the optimal choice.


Buy a development card using the exact sheep, wheat, and ore cost while avoiding a risky excess hand.


Play the Knight to move the robber onto the leading opponent and begin building toward Largest Army.


Block Orange, the tied leader with the largest hand, on a likely productive hex.


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

Target the current leader BLUE with the robber to hinder their progress and steal a card.


Build a road to expand our network since we have spare brick and wood and cannot afford other builds.


Roll the dice to generate resources for the turn.


Playing a knight allows stealing a useful resource and blocking the leading opponent.


Target the leader Blue to steal a needed resource and block their production.


Holding 6 cards is under the discard limit, so saving resources for future trades is better than making an inefficient 4:1 trade without immediate builds.


Block the leading opponent (BLUE) by moving robber to a hex where they have a settlement and steal a card.


Building a road toward a promising settlement spot will help expand our reach.


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


Build a road to expand our network and efficiently use wood/brick while cards are safe.


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

Trade excess wood for a brick to enable building roads and lower hand size below robber threshold.


Build a road to expand towards a viable settlement spot.


Block the current leader BLUE by moving robber to a hex where he has a settlement and steal a card.


Buy dev card to reduce hand size from 8 and gain potential victory point or knight against leader BLUE.


Buying a dev card spends sheep/wheat/ore, reduces hand size, and may yield a VP or useful progress.


Play knight to move robber onto BLUE's hex and steal from the current leader.


Block leader BLUE by placing robber on their hex after playing knight.


Spend limited resources on a dev card as no builds are possible and it may yield victory points or utility.


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

Trading wheat for sheep will give the exact resources (sheep, wheat, ore) needed to buy a development card.


I have the exact resources (1 Sheep, 1 Wheat, 1 Ore) to buy a development card, which maximizes my progress toward VPs and army.


Playing the Knight allows moving the robber away from my tiles and stealing a card from the leader.


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

Block the current leader BLUE on a strong hex and steal a resource.


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

Trade four wheat for ore to begin accumulating the ore needed for a city and future victory points.


Play knight to move robber onto leader BLUE and steal resources (likely ore) while blocking their production.


Target leader BLUE to steal a card and block their production.


Keeping 4 wheat preserves resources for a city (needs 2 wheat) and avoids a poor 4:1 trade that loses all wheat for one card.


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

Trade excess wheat for brick to pair with wood for future road and settlement expansion.


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


Block the leading player Blue and steal a card.


We have spare resources (wheat, ore, sheep) and cannot build anything else; buying a development card could give a victory point or useful effect.


Play knight to move robber and steal from leader BLUE, hindering their progress.


ORANGE has many cards, so steal from them and block a likely productive hex.


Trade excess wheat for ore to progress toward building a city (needs 3 ore).


Build city to gain a victory point and increase production.


Trade 4 wheat to reduce hand size below 8 and acquire brick to pair with wood for building roads or settlements.


Build a road to expand toward a valuable settlement location and spend resources effectively.


Buy a development card using ore, sheep, and wheat while avoiding an 8-card discard risk.


Play the Knight to move the robber onto Orange's productive hex and begin competing for Largest Army.


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

Block White, the opponent with the most cards, while stealing a resource from them.


Target blue who is tied for lead and just stole from us, to block their production and steal a resource.


Playing road building gives two free roads, enabling us to expand to a new settlement spot without spending resources, then we can build a settlement next turn.


Building road towards a high-probability settlement location to secure more resources.


Extending road from node 20 to node 22 positions for a new settlement on a likely productive hex.


Building settlement at 22 gives a guaranteed victory point, putting me at 4 VP and tying for the lead.


Build a road to expand your network toward a viable settlement location while using spare wood and brick.


We have 8 cards and 4 VPs; buying a dev card reduces hand and gives a chance for a VP or knight to block the leader (BLUE with 7 cards).


Extend from our new settlement at 22 towards intersection 23 to prepare for a future settlement.


Keeping ore is better than trading all for a single unusable resource; end turn to await production.


Continue road expansion from vertex 21 towards a new settlement location.


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

Trade four wood for ore to advance toward the ore-and-wheat city engine while reducing a large hand.


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


Blue is the hidden VP leader (5 total), so rob them to block progress and steal.


Keep ore for city and end turn to await wheat.


Block the center hex and steal from a resource-rich opponent to help build towards a city.


Buy a development card to increase victory points or gain a knight to disrupt opponents.


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

Move robber to WHITE's hex to block the current leader and steal.


No build action available; end turn after blocking leader with robber.


Holding resources keeps options open to trade or build a settlement next turn while staying at a safe hand size of 7.


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


Play the Knight to advance toward Largest Army and block Orange, the most dangerous opponent with eight cards.


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

Block ORANGE, the opponent with the largest hand and strongest immediate threat, while stealing a card if possible.


Steal from Orange who has many cards, and block a likely productive hex.


Keep ore and wheat to build a city later; trading 4:1 wastes resources.


Building a road spends wood and brick to reduce card count below eight and expand road network.


We have the necessary resources (sheep, wheat, ore) to buy a development card, which could give us a victory point and bring us closer to 10.


Steal from Red (6 cards, tied leader) to gain resources and disrupt their expansion.


Keeping your 4 ore is essential for city upgrades; trading all ore away loses city potential, so end turn.


Steal a resource from Orange who holds 6 cards while placing the robber on a productive hex.


Upgrade a settlement to a city using exact resources to increase production and gain a victory point.


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


Play the Knight to block the current leader and advance toward Largest Army.


Block RED, the tied leader, at a hex where they have a settlement and can be denied future production.


Build a road to expand toward future settlement opportunities and improve the chance of securing the longest road.


Reduce 9 cards below 8 and seek VP/knight via development card to catch up


Keeping ore for city is best; trading away all ore hurts city plan.


I will spend my wood and brick to build a road toward expanding settlement reach.


Block Orange’s likely high-producing ore hex and steal from the opponent with the most cards.


Building a road to expand towards a high-probability settlement spot for wheat and ore.


Keeping 4 ore preserves city potential; no 4:1 trade yields a buildable resource set.


Extend road from existing segment at 27-28 to contest longest road and set up future settlement.


Building road (28,29) continues our recent road network, positioning us for a future settlement on a high-probability hex.


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

Trade excess ore for wheat to enable city builds and reduce card count.


Cannot afford a city or road and trading away ore wastes city-building resources, so end turn.


Build a road to expand toward a valuable settlement spot while managing hand size.


Build another road to continue expanding toward our next settlement location.


Build a city for an immediate victory point and stronger ore-wheat production.


Buying a development card is the only way to use resources and could give a victory point, moving closer to 10.


No beneficial trade; keep ore and wheat to build a city later.


Trade excess wheat for ore to build toward a city while keeping hand size safely under the discard limit.


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

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


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


Take wood and brick to enable an immediate road and advance toward another settlement.


Build a road to extend the existing network and pursue the road-based path to 10 VP.


Buying a dev card uses spare resources and may yield a VP or knight to hinder tied leaders.


Playing the knight lets me relocate the robber to disrupt a tied leader and steal a card, boosting my resources.


Block co-leader RED with robber to slow their progress toward 10 VPs.


We can afford a dev card that may yield a VP or useful progress.


Building a settlement gives a guaranteed victory point, bringing us to 8 VPs, and we have the resources to do so.


Buying a development card reduces hand size to 8 (avoiding robber discard) and has a chance to draw a Victory Point, bringing us to 9 VP.


Wheat is needed for both a city (3 wheat) and a settlement (1 wheat), and we have no wheat; stealing it from opponents maximizes our chance to build a city and win.


We cannot build a settlement or city with current resources, so buying a development card offers a chance to draw a victory point or other beneficial card to approach 10 VPs.


Play knight to steal wheat and block WHITE's lead.


Block White, who just monopolized wheat and is tied for the lead, by moving the robber to their hex and stealing.


Trade excess ore for wheat to enable city upgrade and reduce robber risk.


Buy dev card uses exact sheep/wheat/ore for possible VP and reduces hand size safely.


Keeping ore enables a future city; no useful trade available now.


Building a road uses wood and brick to reduce hand size to 7 cards, avoiding robber discards while expanding.


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

Trade four sheep for brick to complete the wood-brick-sheep-wheat combination needed for a settlement and advance toward 10 VP.


Build the available settlement at 34 to gain an immediate victory point and advance toward the 10-point target.


Playing a knight card may secure the largest army for 2 VP, reaching 10.


Steal from RED who has 9 cards to get needed resources and hinder a close opponent.


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

We need sheep to build a settlement and have extra brick; trading 2 brick for 1 sheep sets up our next settlement.


Building road 26-27 extends towards a high-probability settlement spot to secure the next victory point.


Wheat is the limiting resource for city upgrades; monopoly grabs opponents' wheat to build cities.


No build actions available and a 4:1 trade doesn't enable immediate construction, so ending turn is safest with a bloated hand.


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

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


Build a road to expand toward settlement spots and lower hand size to stay safely under the robber limit.


Build a road now to advance toward another settlement and preserve the chance to gain the final victory points.


Playing Road Building gives two free roads, advancing our road network toward a new settlement without spending resources, which is crucial since we lack wheat for a settlement now.


Building road (10,29) extends our longest road, aiming for Longest Road to reach 10 VPs.