Choose a settlement on high-probability numbers (6/8) with ore and wheat for future cities.


Building road towards 19-20 opens expansion to promising hexes with high production numbers.


Vertex 33 is a central spot likely adjacent to high-probability numbers and keeps distance from Orange's settlement.


Build road to expand toward possible high-probability number vertices for second settlement.


Intersection 22 provides strong initial resource production and favorable pip distribution for early expansion.


Expanding via road (22, 23) leads toward open expansion spots without colliding with Orange's existing road.


With no resource layout exposed, take the first available settlement position to secure an early production base.


Build toward vertex 20 to contest Orange’s nearby expansion and preserve access to a strong settlement route.


Claim a central, flexible intersection for strong future access to varied resources and numbers.


Extend toward the central open expansion route with the best chance of securing another settlement spot.


Placing the second settlement at spot 30 secures balanced resource generation and strong pip numbers.


Building road towards 31 expands toward open settlement spots along the coast.


Settle at 35 to connect to my road at 34 and claim a high-probability central spot.


Building road (34,35) connects our settlement at 35 to our network, securing expansion potential.


Settlement 6 is on a high-probability intersection and provides needed resources.


Road to 6-7 opens access to more resource hexes.


Building road from node 7 to 8 extends our network towards an unoccupied node for a future settlement.


Continue building the road towards the next settlement spot from intersection 31.


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

Block Orange, who has the most cards and is actively expanding, while gaining a possible steal.


Build a road from your established network toward an open expansion route and future settlement site.


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Build road (8,9) to expand toward a promising settlement location.


Build a road to expand towards key settlement locations using available wood and brick.


Build a road toward a likely expansion point while using the available wood and brick.


Building road towards an open area to access new settlement spots.


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

Block BLUE who has the most cards and recently expanded, disrupting their progress.


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

Steal from Red since they currently hold the most cards and recently targeted us.


Build a road to expand our network toward future settlement locations.


Build road towards high-probability numbers to expand settlement options.


Extend our road from the newly built (9,10) towards likely high-probability tiles or settlement location.


Block the player with the most cards (BLUE) to hinder their progress and potentially steal a card.


Holding four wood is safe under the hand limit and keeps wood available to pair with brick, wheat, and sheep on future rolls.


Build a road now to expand toward a future settlement while converting excess wood and brick into board position.


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

Trade brick for ore to reduce hand size and get closer to a city.


Keeping ore for future city and no build possible, so end turn.


Target the leader Orange and steal a resource to slow their progress.


Holding 5 cards is safe from the robber and preserves wood flexibility until resources for a build are assembled.


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

Need ore for city upgrade; trading 4 wheat for 1 ore brings us closer to 3 ore for a city.


Keeping 3 ore is vital for a future city and no trade improves immediate building potential.


Build a road to expand towards a settlement location while keeping hand size safely under the robber limit.


Preserve resources and avoid an inefficient 4:1 trade until a specific build is reachable.


Build a road towards a settlement spot with high-probability wheat and ore to facilitate a city upgrade.


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

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


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

Trade excess ore for wheat to progress toward a city


Steal from Orange who is the current leader with 4 VPs while blocking one of their productive tiles.


I need to build a road to reduce my card count below 8 and expand toward settlement locations.


Preserve remaining brick and wood resources to build a settlement once sheep and wheat are acquired.


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

Trade four sheep for wood to pair with your brick for a road and improve access to a future settlement.


Build a road now to expand toward another settlement opportunity while using the available wood and brick.


Steal from BLUE who has 6 cards to maximize chance of getting needed brick or sheep, and block a productive hex.


Expanding the road network from vertex 24 towards open settlement spots using available wood and brick.


Block the leading Orange player on a likely productive adjacent hex and gain a potential steal.


Trade four wheat for ore to begin securing the ore needed for a future city and victory-point acceleration.


Block RED who has the most cards to hinder their progress.


Building road to expand towards a high-probability hex for future settlement.


Building a road extends reach toward future settlement locations and utilizes current wood and brick resources.


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

Trading 4 wood for brick enables building a road, which advances us toward a settlement or longest road.


Building a road extends our network towards a potential settlement spot.


Building a road extends our network toward key settlement spots while efficiently spending resources.


Build a road toward the most promising expansion route while converting the available wood and brick into future settlement access.


Extend the road network towards new settlement locations from the recently built road at node 49.


Extend the existing road from 29 toward 30 to advance toward another settlement opportunity.


We have 9 cards and risk discard; trading 4 brick for 1 ore reduces hand to 6 and brings us closer to a city (2 VPs).


Building a road reduces hand size from 8 to avoid robber discard and positions for future settlement.


Keeping ORE for a future city and having no build action available makes ending turn optimal.


Cannot afford any build; keep ore for a future city and avoid wasteful 3:1 trades.


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

Trade four sheep for wheat to build toward the ore-and-wheat city requirement.


Steal from leader BLUE to gain a card and block their production.


Trade 4 wheat for ore to reduce hand size and secure the needed ore for a city.


Building a road expands settlement options and brings us closer to wheat and ore hexes for a city.


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

Move robber to BLUE's hex to block the current leader (4 VPs) and possibly steal a needed resource.


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

Trade surplus ore for wood to enable road building and future expansion while keeping ore for cities.


Build a road to expand our network toward new settlement sites using available brick and wood.


Build a road now using the available wood and brick to expand toward future settlement opportunities.


Building road to expand network towards a promising settlement spot with good numbers.


Extend road from node 13 to 14 to expand towards a potential settlement location.


Keep ORE for a future city and avoid wasteful trades since no build actions are legal.


Build road to reduce hand size from 7 to 5 and extend towards potential settlement spot.


ORANGE is the current leader with 4 VPs, so block them by moving robber to their hex.


Keep ore for city upgrade; trading away ore hurts long-term VP goal.


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

Trade surplus wood for wheat to build towards development cards and cities.


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


Play the Knight to block the 4-VP leader and potentially steal a useful card while advancing Largest Army.


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

Block the current leader on a likely high-production central hex to suppress Orange’s scoring progress.


Keeping 3 ore for a future city and lacking resources to build now makes ending the turn best.


Trading 3 ORE would drop us to 1 ORE, ruining city plans; hold resources and end turn.


Build a road to expand toward future settlement spots while keeping your hand safe from the robber.


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

Trade four excess brick for wheat to establish the ore-wheat engine needed for future cities and scoring.


Buy a development card to convert the available ore, wheat, and sheep into a chance at a hidden victory point or useful knight.


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


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

Block the leading orange player on a contested productive hex and steal from them.


Trade 3 ore for wheat to get closer to a city (need 3 ore, 2 wheat) and reduce card count below robber threshold.


Building a road uses wood and brick to expand toward potential settlement spots while keeping hand size safe.


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

Trade 4 wood for 1 sheep to enable building a settlement next turn, reducing hand size and gaining a VP.


Build settlement to gain a victory point and reduce hand size below 8.


We have 4 wheat and 1 ore, need 1 more ore for a city; trading wheat for ore would waste our wheat, so we wait for ore from dice.


Continue expanding your road network from edge (50, 51) toward a new settlement location.


Trade four sheep for wheat to secure the key city/settlement resource while reducing the hand below the discard threshold.


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


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

Trade wheat for wood to reduce hand size and progress toward settlement.


Build city with exact ore and wheat to gain a victory point and secure city economy.


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

Block Orange, the current leader with seven cards, on a likely productive hex.


Build a road to expand towards a viable settlement spot while managing hand size.


Block the 5-VP leader on an occupied hex and steal a card from Orange.


Use the available wood and brick to expand toward another settlement and improve long-term VP potential.


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


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

Trade the surplus ore for wheat, the key resource for reaching a city and future victory points.


Need ore for a city; trading excess wheat is the best step towards 10 VPs.


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

Block the tied leader WHITE by placing robber on center hex to steal a card and hinder their production.


Building a settlement gives immediate victory point and reduces hand to safe size.


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

Trade the surplus wood for ore to begin securing the ore-and-wheat needed for a future city.


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

Move robber to a tile likely built on by both BLUE and WHITE, stealing from BLUE who has many cards.


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

Trading 4 brick for ore allows building a city, gaining 1 VP and reducing hand size to avoid robber discard.


Building a city increases victory points and resource production, moving closer to 10.


Keep ore for city and no useful trade; end turn.


Block leader ORANGE by moving robber to their hex and stealing to slow their progress.


Cannot build now; end turn to keep low card count and maintain robber on leader.


Block the leading orange player on an occupied productive hex to slow their race to 10 VP.


Build a road to expand toward another settlement site and convert surplus wood and brick into progress toward victory points.


Trade 4 wood for ore to progress towards building a city, which adds 2 victory points.


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

Trade excess brick for wheat to advance toward a city (needs ore+wheat) while preserving ore.


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

Trade excess ore for wheat to get closer to city requirements (2 wheat, 3 ore).


Trade surplus brick for wheat to move closer to building a settlement.


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

Steal from RED who has 5 cards and 3 VPs to slow them down.


Block leader ORANGE by moving robber to their hex to hinder progress.


Keep ore for future city; cannot build now, so end turn.


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

We need ore for a city to reach 9 VPs, and trading 4 wheat for ore reduces hand to 6 cards, avoiding discard risk.


Keep ore to build city later; trading 3 ore wastes scarce resource.


Trading four wood for a sheep gives the exact resources needed to build a settlement.


Build a settlement to increase victory points and resource production.


Build a road to expand toward a future settlement and convert the abundant wood and brick into board position.


Extend the existing road network toward a likely settlement location while spending available wood and brick.


Extend the existing road chain toward future settlement access and preserve momentum toward an additional victory point.


Steal from RED who has 6 cards to gain resources and block their production.


Keep ore for city; no immediate build possible with current resources


Trade 4 brick for wheat to get closer to a city (need 1 more ore) and reduce hand size from 11 to 8.


Keep ore for future city and avoid depleting key resources with poor trades.


ORANGE is in the clear lead with 7 victory points, so we must target and steal from them.


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

Trade surplus wood for brick using the 3:1 port to progress toward road building and settlements.


Steal from RED to potentially get needed resource and block opponent.


We need sheep to build a settlement, but trading all wood for sheep leaves us without wood; better to wait for a sheep from dice.


Block the leader Orange by placing the robber on their hex and stealing a card.


Build city with exact resources to gain a victory point and progress toward 10.


Keep resources flexible while safely under the hand limit without needing to make a premature 3:1 trade.


Build a settlement now to gain a victory point and expand production while preventing the leader from widening the gap.


Steal from BLUE who has 4 cards to get resources for city.


Holding three wood is safer and more flexible than trading down to a single card without being able to build immediately.


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

Trade four wood for brick to complete the resources needed for another settlement and advance toward 10 VP.


Build the available settlement for an immediate victory point and stronger production position.


Trading wheat for ore brings us closer to building a city, which gives 2 victory points and is the most efficient path to reach 10 points.


Block leader ORANGE by moving robber to their hex and stealing a card.


Convert surplus ore into wheat to advance toward a city while keeping card count low.


Holding resources gives more flexibility for future builds without risking discard over the hand limit.


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

Block the leading Orange player on an occupied hex to hinder their fastest path to 10 VP.


Block White's productive hex to slow their progress.


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

Block leader ORANGE with robber to slow their progress.


Holding resources is better since trading 3:1 now leaves insufficient materials to build anything immediately.


Trade four wheat for ore to begin pursuing the ore-and-wheat cities needed to close the VP gap.


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

Block the leader White who has 5 VPs and 7 cards.


ORANGE is in the lead with 7 victory points, so we should block their production and steal from them.


Holding resources is better since trading 3:1 does not enable an immediate purchase this turn.


Build settlement to gain VP and reduce hand size.


Block the leading Orange player by placing the robber on their hex to slow their progress.


Use wood+brick to build a road expanding our network since we cannot settle yet and ORANGE is already blocked by robber.


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

Trade surplus wood for wheat using the 3:1 port to acquire the resources needed for a settlement.


Building a settlement increases victory points and resource production.


Trading 4 brick for 1 ore will provide the missing ore to build a city and immediately reach 10 victory points.


Keep 4 ore to build a city upon gaining one more wheat, avoiding depleting ore via 3:1 trade.


Orange is the game leader with 8 VPs, so blocking their tile and stealing from them is critical.


Trade 4 wheat for 1 ore to reduce hand size and get closer to building a city.


Trade 3 ore for 1 wheat to enable city build next turn with 2 wheat 2 ore.


No ore remaining to trade, must end turn.


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

Trade four sheep for ore to begin accumulating the ore needed for a city and improve long-term VP prospects.


Buy a development card for a chance at a victory point or a knight while preserving the path to catch the 8-point leader.


Play the Knight to block the 8-VP leader and advance toward Largest Army.


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

Block the leading ORANGE player on a tile where they have a settlement.


Building a city gives 2 VPs, reaching 10 and winning the game.


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

Trade 3 ore for brick to reduce hand below 8 cards and gain a resource needed for settlement/road.


Orange leads with 9 VPs and we lack resources to build or block, so end turn.


Build a city now for an immediate victory point and stronger resource production, especially with sufficient ore and wheat.


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

Trading 4 ore for wheat gets us a needed resource for a settlement or city, using our abundant ore, while preserving brick and wood, and reduces hand size from 13 to 10, slightly mitigating discard risk.


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

Trading 4 brick for wheat gives us 2 wheat and 7 cards, leaving us one ore away from building a city and winning.


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

Trade 3 ORE for WOOD to drop below 8 cards and gather a missing settlement resource.


Build road to expand and use wood/brick before robber risk


Keep ORE and WHEAT for a future city; no constructive build or trade available, so end turn.


Trading surplus wood at the 3:1 port for wheat works toward building future settlements or development cards.


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

Trade four brick for ore to maximize city-building potential and preserve the needed wheat and wood resources.


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

Trade ore for wheat to move toward the ore-and-wheat city requirement and preserve the best path to 10 VP.


Building a city immediately gives the final victory point to win the game.