Initial settlement on a central location with high probability numbers to maximize early resource income.


Building towards the center maximizes future settlement options and access to high-probability resources.


Establish initial settlement on a legal node away from blue's expansion.


Build road to expand from settlement 2 toward new areas for future high-probability spots.


Secure a strong early settlement at a likely high-probability central location.


Build toward the open expansion route at intersection 7 rather than connecting to Blue’s existing road.


Settlement spot 21 provides a strong, high-yield intersection to maximize initial resource generation.


Extending the road toward vertex 16 provides better central expansion opportunities.


Placing the second settlement on node 41 provides balanced high-probability resource hexes.


Building road (41, 42) to expand outward from our second settlement toward potential expansion spots.


Secure a strong central settlement location for better access to productive number tiles and future expansion.


Build toward the central expansion route from settlement 10, preserving access to stronger future settlement locations.


Settle at 4 to expand from our road at 3 and claim a high-probability number spot.


Connecting settlements 2 and 4 via (3,4) extends our road network for future expansion.


Settlement 18 likely offers good access to high-probability hexes like 6 and 8 for ore and wheat.


Building road (18,40) extends towards unoccupied node 40, likely offering new settlement opportunities on high-probability numbers.


Build road from settlement to expand reachable building spots using available brick and wood.


Build a road toward a nearby expansion site while spending the currently available wood and brick.


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

Steal from ORANGE, who has the most cards (5), to potentially gain needed brick or ore and block their production.


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

Trade 4 sheep for brick to fix brick shortage and reduce hand below 8 cards.


Extend road towards a high-probability settlement location.


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

Block BLUE, whose road-building momentum makes them the most immediate threat to pull ahead.


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

Block RED who has 6 cards by moving robber to a central hex and stealing from them.


Keep ore for city build; 4:1 trade would leave insufficient ore, so end turn.


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

Trading 4 wood for 1 brick prevents robber discard risk and secures the missing resource needed for future expansion.


Buy a development card to reduce hand size and potentially gain a victory point.


Need wheat to build a settlement; likely opponents have some wheat.


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


Build road to enable a settlement on a high-probability hex.


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

Trade excess ore for wheat to enable a city or development card next turn.


Cannot afford settlements or cities, so buying a development card offers the best progress.


Play knight to move robber and steal from RED who holds 7 cards, also building toward largest army.


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

Rob RED who holds most cards to steal and disrupt despite tied VPs.


Move the robber to the likely high-value shared hex and steal from Orange, who has the most cards.


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


Build a road to expand towards a viable settlement location and use resource cards efficiently.


Keep ore for future city and avoid losing key resource via 4:1 trade.


Trade excess sheep for brick to pair with wood for future road building.


Build a road from node 40 towards a high-value settlement spot.


Reduce hand from 8 to 7 to avoid robber discard, and gain a development card for potential VP or knight.


We have resources for another development card and cannot build roads or settlements without brick.


Brick and wheat are needed to build a settlement with existing wood and sheep.


Build road to connect existing roads and extend towards a high-probability settlement area.


Trade excess ore for wheat to progress toward a city and reduce card count.


After trading ore for wheat, only 2 ore remain and no build actions are available, so ending turn is best.


Buying a development card is a low-risk investment that could yield a VP or a useful card, and we have the resources without immediate need for a city.


Need brick for road and settlement, and opponents likely have brick.


Trade excess ore for wheat to reduce hand size and stock toward a city.


Build city to gain VP and reduce card count below 8.


Build road from city at 2 to expand network toward future settlement spots using spare wood/brick.


Buy a development card now using the exact sheep-wheat-ore cost, preserving four sheep for a later trade.


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


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

Block White, the current leader, on a nearby productive hex and steal a card if possible.


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

Trade four sheep for wheat, the most valuable scarce resource for future settlements and cities.


Playing road building card gives two roads without spending resources, boosting expansion potential.


Building road (1,6) expands our network towards a potential settlement spot with high-probability numbers.


Building road (5,16) likely extends our network towards high-probability settlements.


Buying a development card gives a chance for a victory point or a useful card to accelerate progress.


Building a road extends our network and could lead to longest road, gaining 2 VPs.


Use knight to steal resources from the leading opponent (WHITE) and disrupt their progress.


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

Block the leader WHITE by moving robber to a hex he likely benefits from.


Build road to expand towards a new settlement spot, leveraging wood and brick.


Trade excess sheep for wheat to progress toward cities/settlements and reduce card count.


We can afford a dev card with ore/wheat/sheep, potentially gaining a knight to move the robber or a VP.


Play knight to move robber off our wood and block leader BLUE.


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

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


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


Block BLUE, the current leader, on an adjacent productive hex while taking a possible card.


Block WHITE (leader) on a high-traffic hex to reduce his resources and potentially steal a needed card.


Trade excess ore for wheat to progress toward a city and avoid holding too many cards.


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

Block the leading BLUE on the central hex to reduce their strongest scoring opportunity.


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


Play the Knight to advance toward Largest Army and further hinder the leading Blue player.


Block the tied current leader BLUE by placing the robber on a hex where BLUE has a settlement.


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


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

Trading 4 excess wood for ore reduces hand size below 8 to avoid robber discards and enables buying development cards or saving for cities.


Buying a development card develops my hand and potential for knights or victory points.


Playing a previously held Knight card lets us move the robber to hinder a leader and steal a resource.


Block a key hex and steal from Red, one of the current game leaders.


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


Take wheat and ore to build toward the valuable city upgrade and improve future production potential.


Block RED, who is tied for lead and just got wheat+ore from Year of Plenty.


Buy development card to use spare sheep/wheat/ore and potentially gain VP or knight.


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


Play the Knight to move the robber off your production and target the tied leader, while advancing toward Largest Army.


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

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


Buying a development card could give a victory point or help us progress, and we have the resources to do so.


Playing Knight allows us to move the robber and potentially steal a resource from the leader ORANGE who has 7 cards.


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

Steal from Orange who has the most cards (7) to gain a resource and hinder their progress.


Trade 4 excess sheep for brick to get under the 7-card robber limit and prepare road building materials.


Build a road to expand towards our next planned settlement location.


Trade 4 wood for ore to afford a development card, reducing hand size from 8 to 5 and potentially gaining a victory point.


Buying a development card uses surplus sheep, wheat, and ore, reducing hand size to 2 to avoid robber loss, and potentially gives a victory point or knight to advance our position.


Playing road building gives two free roads to expand without spending scarce resources.


Build road to node 9 to access high-probability number 9 and expand towards ore/wheat.


Use free road to expand toward high-yield tiles.


Expand road network to secure future settlement sites toward high-yield numbers.


Extend road to 29 to reach new settlement spots using spare wood and brick.


Build the available settlement at 12 for an immediate victory point and stronger resource production.


Build a city on the strongest 6-number location to maximize production and progress toward 10 VP.


Trading four surplus wood for one brick positions us to build a settlement as soon as we acquire one more wood.


Block the leading WHITE player on a productive adjacent hex and take a potential resource card.


Buy a development card while holding the required ore, wheat, and sheep, advancing toward a hidden point or useful knight.


Block red's hex adjacent to multiple players and steal from the current leader.


Build a road to expand network towards future settlement spots while holding few cards.


Use remaining wood and brick to build a road extending network toward future settlement sites.


Build a city on the higher-probability 10 to reach 8 VP and improve resource production.


Build the available city to reach 9 VP immediately while strengthening ore and wheat production.


Buy a development card for a chance at the immediate victory point needed to reach 10.


Play the Knight to block the leading White player and potentially secure Largest Army for the final victory point.


Block the leading WHITE player on a productive hex while stealing a card.


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

Trade four brick for wood to complete the resources needed for a settlement and reach 10 VP.


Move robber to block Red, the current leader.


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

Trade four wheat for brick to complete the wood, brick, sheep, and wheat cost of a settlement and reach 10 VP.


Build a road using the available wood and brick, with the 12–13 extension most likely to secure the final victory point via longest road.


Building a settlement directly increases victory points and future resource income.


RED is the leader with 8 VPs, so moving the robber to steal from RED reduces their resources and disrupts their production.


Trade four sheep for wheat, the key settlement resource needed to reach 10 VP.


Trade excess sheep for brick to work toward roads and settlements while keeping hand size safely below the discard threshold.


Build a road to expand towards a new settlement location.


Buying a development card gives a chance for victory points or a knight to further block the leading opponent.


Trade excess sheep for wheat to approach city build and lower card count.


Buying a dev card uses spare sheep/wheat/ore for potential VP or progress while retaining 3 ore toward a city.


Buy a development card for the immediate chance of drawing the final victory point.


Play the Knight to block the leading White player and advance toward Largest Army while seeking the final victory point.


Block the current leader on the central hex and steal from White.


No trade enables an immediate winning build, so preserve the sheep and end the turn for a favorable roll.


Trade excess sheep for brick to reduce hand size below the 7-card discard limit and prepare for future road building.


I will build a road at (43, 44) to extend my network toward new settlement locations.


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


Trading 4 sheep for wheat gives us the missing resource to build a settlement, moving us closer to 10 victory points.


Building a road expands our network and brings us closer to a new settlement, which is necessary to catch up to the leader.


Trade excess sheep for needed wheat to progress toward cities and slightly reduce oversized hand.


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

Trade excess brick for wheat to reach city requirements and reduce hand below 8 cards.


Build city with exact 2 wheat and 3 ore to gain a victory point toward 10.


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

Trade four sheep for ore to reach the three ore needed for an immediate city and secure the final victory point.


Buy a development card for the best immediate chance of drawing a victory point and reaching 10.