Placing the initial settlement on a high-value central intersection to maximize early resource income and diversity.


Building towards vertex 22 provides the best path for future settlement expansion.


Settlement 21 is a strong interior location likely bordering high-probability hexes, and it is not adjacent to the opponent's settlement at 20.


Building towards port 43 for future trade flexibility.


Select a central settlement site away from opponents to secure diverse high-probability resources and room to expand.


Build road to expand from settlement 38 towards future distance-2 settlement sites.


Choose a high-probability open settlement location to maximize early resource production and future expansion.


Build toward node 16 to expand into an uncontested area and preserve access to a future settlement site.


Choose a central open settlement location to maximize access to productive numbers and future expansion.


Build toward the central expansion route to maximize access to a strong third settlement location.


Settle at 6 to claim a strong central spot and contest Orange's nearby holdings.


Expand from newly built settlement 6 to open new building sites despite lacking brick.


Settlement 8 is likely on a 6 or 8 hex, providing high-probability resources for early growth.


Building road (8, 27) extends towards a potentially unoccupied area away from Blue's settlement at node 6, improving future settlement options.


Settlement 31 secures strong hex intersections with high production value and balanced resource diversity for the second placement.


Extend the initial road network from settlement 31 towards open expansion spots.


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

Block ORANGE with 3 cards and recent expansion by moving robber to their hex and stealing.


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

Trade surplus wheat for ore to progress toward city upgrades.


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

Target ORANGE who holds the most cards to delay their development.


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

Convert excess sheep into ore to progress toward the 3 ore needed for cities.


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

Trade four surplus sheep for ore to improve access to the valuable ore-wheat city path.


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

Steal from Blue who has 6 cards to hinder their progress.


Buying a development card is a good gamble for a victory point or a knight to slow opponents.


Playing the knight card lets me move the robber again to steal a resource like ore or wheat from a leading opponent, which I need for cities.


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

Steal from Orange, the current card leader, to gain resources and hinder their progress.


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

Trade 4 sheep for brick to enable building a road with the available wood.


Building a road to expand towards a high-probability resource hex.


Orange holds the most cards (4); stealing from them slows their progress while all are tied at 2 VPs.


Build a road to expand network toward new settlement spots while we have wood and brick.


Buy a development card using the exact ore, sheep, and wheat available, advancing toward 10 VP when no building is possible.


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

Trade excess sheep for wheat to progress toward city construction (needs wheat and ore).


Use sheep wheat ore to buy dev card for potential VP or knight.


Trade four surplus sheep for ore, the scarce resource needed for a future city and additional victory points.


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


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


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

Block WHITE, the opponent with the most cards and tied for the strongest position, while stealing a card.


Trade 4 sheep for brick to move toward building a settlement.


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

Acquire scarce ore toward cities while keeping wheat for upgrades.


Buy development card for a chance at victory point or knight while keeping card count safe.


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

Trade surplus wood for brick to reduce hand size below the 8-card robber limit.


Keep the 4 ore to save towards upgrading to a city rather than making an inefficient 4:1 trade.


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

Steal from White who has 5 cards to hinder their progress.


Acquire ore needed for cities to advance toward victory points.


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

Trade four sheep for wood to assemble the resources needed for a settlement and improve expansion.


Build a road now using the matching wood and brick to expand toward another settlement site and advance toward 10 VP.


We can afford a development card with exact resources, gaining potential VP or knight without hoarding cards.


Playing the knight advances largest army progress and steals a resource to help build toward cities.


Steal from WHITE who has the most cards (6) to disrupt their resource lead while all are tied at 2 VPs.


Keep the four ore to combine with upcoming wheat for a city rather than making an inefficient 4:1 trade.


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

Trade 4 ore for wheat to advance toward a city and reduce hand size below 8.


I can buy a development card using my sheep, wheat, and ore, which could give me a victory point or other advantages.


Playing the knight lets us move the robber to steal from WHITE, who has 7 cards, to gain resources.


Block WHITE, who has the most cards (7), and steal a resource to improve my hand.


Buy dev card to spend sheep/wheat/ore, reduce hand size, and pursue VP or knight.


Monopolizing ore gathers scarce resource needed for cities, boosting long-term VP chances.


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

Trade excess ORE for WHEAT to enable city upgrades and reduce hand size.


Build a road to expand towards a viable settlement spot while utilizing current brick and wood.


Buy dev card to use sheep wheat ore and possibly gain victory point while reducing hand size.


Taking brick and sheep provides the missing resources to build settlements/roads for future victory points.


Build road to expand towards new settlement sites while keeping wheat for cities.


Cannot afford any build, end turn to keep cards safe.


Building a road towards a promising settlement location improves future expansion.


Acquire ore towards city upgrades using wheat surplus from port.


Holding 4 ore and 1 wheat keeps me safe under the 7-card robber limit while putting me just one wheat away from a city upgrade.


Buying a dev card uses spare sheep/wheat/ore for potential VP or knight to disrupt opponents.


Brick and wheat pair with existing wood/sheep to leave only ore needed for a settlement.


Build a road to expand toward new settlement sites while holding exact road costs.


Orange has the most cards in hand (5), making them the ideal target to steal resources from while blocking their production.


Buying a development card efficiently uses sheep, wheat, and ore to gain progress and avoid hand clutter.


The robber was already placed effectively this turn on a 7, so save the knight card for a future turn.


Roll the dice to generate resources for the turn.


Playing a knight allows me to move the robber, steal a resource, and advance toward the Largest Army bonus.


Orange holds the most cards (6), making them the best target to steal resources from while blocking their hex.


Holding four ore to save towards building a city without risking a discard to the robber.


I have exactly the required resources (1 sheep, 1 wheat, 1 ore) to buy a development card, which could give me a victory point, a knight, or other benefits.


We lack wood and brick for expansion; monopolizing wood from opponents helps us build roads and settlements.


Trade 4 ore for 1 wheat to reduce hand size below the 7-card discard limit and set up future development card purchases.


I have the exact resources needed to buy a development card, which will help build my army and gain victory points.


Trade surplus sheep for needed ore to progress toward cities while reducing card count.


Keeping 3 wheat preserves city-building potential; trading away wheat yields no immediate build advantage.


Trade four sheep for ore to preserve the scarce city-building resource and reduce hand size.


Trading sheep for ore improves our chance to build a city, which gives 2 victory points.


Buying a dev card uses our sheep/wheat/ore and may yield a VP or Year of Plenty to get needed ore for cities.


Buy a development card while the exact sheep-wheat-ore combination is available, giving the best immediate path to another victory point.


Play the Knight to advance toward Largest Army and disrupt an opponent with the robber.


Block BLUE, who just gained a hidden victory point and holds five cards, while stealing from them.


Trade four sheep for ore to progress toward a city while preserving wheat and brick.


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

Block BLUE who likely has a hidden victory point, and steal a card to improve hand.


We cannot build anything else with our current hand, so buying a development card might yield a victory point or a knight for future robber placement, improving our chances.


Playing the knight gives a chance to steal a resource from an opponent, which is better than ending turn with no productive actions.


Steal from WHITE who has 4 cards to gain resources and block a hex.


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

Trade sheep for brick to enable road building and expand to high-probability numbers.


Playing road building yields two free roads to expand toward high-yield spots without spending scarce resources.


Building to 39 extends our network toward new settlement spots near ore/wheat.


Build second road from 17 to 15 to branch network and open new settlement options.


Extend network from 15 to 4 to reach new settlement spots.


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

Block the current leader RED on a productive hex and attempt to steal a card.


Buy a development card using surplus ore, wheat, and sheep to pursue a bonus VP or useful progress.


Buy another development card while you have the exact sheep-wheat-ore cost and no road-building resources.


Play the Knight to advance Largest Army and keep the robber blocking the leading RED player.


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

Block RED on a likely productive hex and steal a card from the current leader.


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

Block the current leader, Red, and steal a card to slow them down.


Trade 4 ore for 1 wheat to lower hand size below the 7-card discard limit.


Steal from ORANGE to potentially gain brick or sheep for a settlement.


Building a city gives 2 victory points, bringing me closer to 10.


Buying a development card uses resources to advance toward victory points and keeps hand size safely below the discard limit.


Play the knight to disrupt the leader Red, steal a resource, and advance towards the Largest Army bonus.


Block and steal from Red, the current leader with 5 victory points.


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

Trade excess wheat for scarce ore to progress toward cities and block leader RED.


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

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


Holding resources avoids an inefficient 4:1 trade without an immediate build opportunity while staying safely under the 7-card hand limit.


Need brick to build a settlement; trading 4 wood for brick gets closer to a settlement.


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

Trading four wood for wheat safely reduces hand size below the robber discard limit while gathering resources for development cards or settlements.


I have the exact resources needed to purchase a development card, which will help advance my victory points or knight count.


Play the knight to disrupt the leader RED, move the robber, and steal a resource.


Target the game leader RED to slow their momentum and steal a useful resource.


Trading sheep for wood provides the missing resource to build a settlement and gain a victory point.


Building a settlement gives an immediate victory point, increasing our total to 6.


Trade four sheep for wood to assemble the resources needed for a settlement and gain another victory point.


Play Road Building to expand twice and improve access to a future settlement or longest road.


Build toward the connected 11–13 route, which offers the best chance to reach a settlement spot and convert the free roads into a VP.


Extend the existing road toward the likely open settlement route at node 34 while preserving future expansion.


Build a settlement immediately for a victory point and expand from the well-connected node 13.


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

Stealing from Blue targets the player holding the most cards to maximize our hand value.


Buying a development card uses the ore, wheat, and sheep efficiently to build toward victory points or knight control.


End the turn to save development card utility and avoid unnecessarily shifting the robber.


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

Block ORANGE, the opponent with the most victory points, to reduce their resource generation.


Block the current leader RED by moving robber to their hex.


Rolling first gives resource income and Red has no cards to steal with a pre-roll knight.


Play the knight card to block the leading player RED and steal a card while building towards Largest Army.


Target Blue to steal from their large hand of 6 cards while blocking a key resource hex.


No resources to build anything, and trading ore for a single other resource does not advance a build, so end turn to wait for better rolls.


Buying a dev card spends surplus sheep/wheat/ore and may yield a VP or knight to hinder tied rivals.


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

Trade surplus sheep for ore to build towards future city upgrades.


Steal from Blue who has the most cards (4) to potentially get wood or brick we need, and disrupt an opponent.


Buying a development card is a good gamble to gain a victory point or a useful knight, and it reduces our hand size to avoid robber discard.


Play knight to block the leader White and steal a resource.


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

Block White's high-probability hex to hinder their lead and potentially steal a resource.


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

Trading 2 ore for brick enables building a settlement next, gaining a victory point.


Build road towards a new settlement spot to increase VP.


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

Block Orange's key central hex and steal from their 6-card hand.


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

Trade 4 sheep for brick to reduce hand size and move towards building a settlement.


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

Trade surplus sheep for scarce ore to advance city building toward 10 VPs.


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


Playing the knight card allows us to move the robber to block the current leader (WHITE) and potentially steal a resource, hindering their progress.


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

Block ORANGE, the current leader at 3 VPs, to hinder their resource production.


Buy development card to potentially gain a VP or knight to hinder leader RED.


Play knight to move robber onto RED and steal to block the leader with 6 VPs.


Block leader RED by moving robber to their hex and stealing.


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

Trade surplus wood for ore to progress toward city construction (need ore+wheat).


Build a road now to expand toward another settlement and convert surplus wood, brick, and sheep into progress.


RED is in the lead with 6 points, so placing the robber on their hex slows their progress and allows a steal.


Building road (25,26) positions us for a new settlement on a good number.


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

Trade four sheep for wood to pair with brick for a road and advance toward expansion.


Extend the existing road network to improve access toward a future settlement and preserve momentum toward the longest road.


Block the leader Red at (0, 1, -1) and attempt to steal their resources.


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

Trade 4 wheat for ore to progress toward a city while reducing hand below 7 to avoid robber discard.


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

Trade four brick for wheat, the key resource needed with your sheep to progress toward a settlement.


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

I have 9 cards and need to reduce below 8 to avoid discarding on a 7, while getting brick toward a settlement.


Build a road to expand towards new settlement locations and utilize brick and wood resources efficiently.


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


Building City 8 uses 2 wheat and 3 ore to immediately reach 10 victory points and win.


Convert excess sheep into scarce ore to progress toward a city (needs 3 ore, 2 wheat) and lower card count.


Cannot build a settlement or city with current resources; need to roll for more ore to build a city.


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

RED is the leader with 9 VPs, so move robber to their hex to steal and block them.


Build a road to expand toward high-yield numbers and increase future settlement options.


Cannot afford a city or settlement, so keep wheat/ore and end turn after blocking leader RED.


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

Block and steal from Red who is in the lead with 9 victory points.


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We have 4 wheat and 2 ore, need 1 more ore for a city; ending turn preserves our wheat and we can roll for ore next turn.


Cannot build with current resources, so end turn to await production.


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

Trade 4 wood for 1 ore to reduce hand size below 8 and progress toward city construction.


Building a city with available ore and wheat gives 10 VP and wins the game.