Settle on vertex with 6, 8, and 5 for highest pip count and resource diversity.


Build road toward 40 to open expansion to likely productive hexes.


Choose a settlement far from ORANGE's settlement to avoid blocking and secure good resource tiles.


Road to 5 connects to a high-probability hex for future expansion.


Vertex 24 is a central, flexible opening location likely to provide strong production and useful expansion options.


Extend from the existing settlement toward the most direct open expansion route.


Vertex 33 provides a strong combination of high-probability resource hexes to establish an early economic foundation.


Build the road toward 34 to open up future expansion options along that edge.


Placing the second settlement on vertex 16 maximizes resource diversity and production potential.


Building towards node 21 expands towards valuable unblocked expansion spots.


Choose a central open intersection with strong potential access to high-probability production and future expansion.


Build toward the open neighboring intersection that best extends Blue’s settlement network and preserves future expansion routes.


Settlement 8 likely touches high-probability numbers (6/8) and is near our road network.


Building road (8,27) expands towards a potentially new settlement area with high probability numbers.


Choose vertex 4 to claim a central, high-pip intersection likely adjacent to key ore/wheat and 6/8 numbers.


Expanding to node 5 connects toward resource-rich areas and contests White's nearby road despite current resource lack.


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

Trade 4 wood for brick to reduce hand size below 7 and secure a critical resource for building roads or settlements.


Extend from settlement 8 to node 9 to open a new settlement location, likely near high-probability resources.


Extend the existing road network from 37 toward the next settlement opportunity.


Buying a development card uses current resources efficiently to build towards knights or victory points.


Save the Year of Plenty card to help complete a specific settlement or city build on a future turn.


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

Block White's recent expansion and steal a card to maintain the tie.


We can afford a development card with our sheep/wheat/ore, potentially gaining resources or a knight to aid expansion toward cities.


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

Block Orange by moving robber to hex (-1,0,1) and steal a card to hinder their progress.


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

Block White, who has the most cards, on the central high-impact hex and attempt a steal.


Taking wheat and ore with Year of Plenty allows me to combine them with my sheep to buy a development card this turn.


I gathered the exact resources needed to purchase a development card.


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

Steal from BLUE who has the most cards to reduce their hand.


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

Trade surplus wheat for scarce ore to progress toward a city upgrade.


Trading wood for brick enables road and settlement construction, which is urgent since we have no brick.


Build road towards a wheat hex to enable next settlement.


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

Steal from Blue since they have the most cards in hand.


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

Steal from Blue since they hold the most cards in hand while blocking a key resource hex.


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

Trade surplus wood for an ore to enable purchasing a development card this turn.


Buying a development card develops board control and progresses towards victory points.


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

Move robber to RED's hex to block the hidden leader and disrupt their resource gain.


With exact resources for a dev card and no other builds possible, buying one may yield a VP or knight to advance.


Play knight to move robber and steal from WHITE who has the most cards.


Steal from WHITE who has the most cards (6) to disrupt the tied leader and gain resources.


Steal from Blue who has 5 cards to disrupt their resources.


I have the exact resources (sheep, wheat, ore) to buy a development card, which improves my board control and scoring potential.


Play a Knight card to move the robber, steal a resource, and work toward Largest Army.


Steal from White who holds the most cards while blocking a central production hex.


We can afford a development card which may yield a VP or knight to hinder opponents, while ending turn wastes resources.


Spend spare sheep/wheat/ore on a dev card for potential VP or soldier since no builds possible.


Taking ore and wheat advances toward a city, our best VP path with limited resources.


Buying a dev card uses spare sheep/wheat/ore for potential VP or progress since no other builds are affordable.


Trade four wheat for ore to improve the hand toward future city-building while reducing discard risk.


Buy a development card to convert the available resources toward a potential victory point or powerful progress card.


Play the Knight to block a tied opponent and advance toward Largest Army while the card is available.


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

Block WHITE, who has five cards and is a leading threat, while stealing a card.


Block a key hex and steal from White, who currently holds the most cards.


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

Trade 3 sheep for 1 wheat to enable purchasing a development card this turn.


Buying a development card utilizes the available resources to progress towards victory points and Largest Army.


I will end my turn as I have already moved the robber and made my purchase this turn.


Play monopoly on wheat to collect wheat from opponents and approach city wheat requirement.


Trade excess wheat for ore to progress toward city upgrades despite needing more ore later.


Steal from ORANGE who just played monopoly and traded for ore, likely has valuable resources.


Playing a knight card before rolling allows moving the robber and stealing a resource without risking a discard.


Stealing from Blue targets the opponent with the most cards while blocking a key resource tile.


Need brick to build a settlement; trading excess wood for brick.


Build the available settlement to gain an immediate victory point and expand production.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', None, 'WOOD')

Trading three excess sheep for wood complements the brick in hand to prepare for road building.


Build a road to expand towards key settlement spots before ending the turn.


Building settlement 2 grants a victory point using available resources.


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


Extend the existing road network from 24–53 toward 52 to pursue future settlement access and longest road.


Cannot afford any build; keep wheat for future city and end turn.


Build a connecting road to extend your existing network toward future settlement spots and use your exact wood-and-brick combination efficiently.


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

Stealing from Orange targets the player holding the most resources while disrupting their key hex.


Buying a dev card uses our sheep/wheat/ore since we can't build roads/settlements, potentially yielding VP or a knight.


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

Trade two wheat for ore to pursue the ore-and-wheat combination needed for cities.


With only 4 cards in hand and no immediate builds available via 3:1 trade, it is best to hold resources and end the turn.


We need brick and wheat to build a settlement; trading excess wood for brick is a good step.


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

Trade four surplus wood for ore to advance toward the ore-and-wheat city requirement.


Holding resources is best since trading 3 sheep now does not yield enough cards to build anything immediately and hand size is safe from the robber.


Block the tied leader Blue and steal a card to hinder their progress.


No resources to build roads or trade, so the only legal option is to end the turn.


Holding resources keeps flexibility to build dev cards or settlements once additional complementary cards are rolled.


Block tied leader BLUE with most cards to steal and disrupt.


Buying a dev card spends spare sheep/wheat/ore for potential VP or resources while reducing hand size.


Playing the knight steals a resource to aid our empty hand and progresses toward largest army.


Block tied leader WHITE and steal a card to improve resources.


Build a settlement at 23 for an immediate victory point while using the exact resources available.


Buying a development card advances victory point potential and safely reduces hand size below the discard limit.


Ending the turn is optimal since holding 4 cards is safe from the robber and trading now does not enable any immediate builds.


Buying dev card uses spare resources and may give VP or knight to hinder leader.


Buy a development card using the exact sheep, wheat, and ore to pursue a hidden VP or knight without weakening settlement resources.


Play the Knight to advance toward Largest Army and block the leading opponent.


Block the leading player WHITE on a nearby productive hex and attempt to steal a card.


Roll the dice to collect resources for the turn.


Play the Knight card to disrupt opponents, move the robber, and steal a useful resource before trading.


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

Block and steal from Blue, who is the strongest opponent with 4 VPs and 6 cards.


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

Trading excess sheep for ore allows buying a development card with the remaining sheep and wheat.


Purchasing a development card helps pursue victory points and Largest Army while efficiently spending resources.


Target BLUE, a co-leader with the most cards, to steal and block their production.


Block RED, tied for the lead, at a hex they occupy.


Build a road now to advance toward a potential settlement and preserve a chance at the longest road.


Play the knight card before rolling to unblock your resource hex and steal a card from an opponent.


Block Blue's high-value tile and steal a resource to slow down the closest competitor.


Use current resources to build a road and expand toward future settlement spots.


Buying a dev card spends our sheep/wheat/ore for a chance at a VP or knight to hinder tied leaders while reducing card count.


Play knight to steal from card-rich BLUE and hinder a tied leader.


Block Blue who is tied at 4 VP and holds 6 cards to reduce their threat.


Build a road toward expansion while preserving wheat and ore for a future city.


Build a connected road to expand toward a future settlement and convert the available wood and brick into progress.


Trade two wheat for ore to move toward the valuable city upgrade while retaining one wheat.


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

We have excess wood and need brick to build a road towards a new settlement.


Building a road now uses spare wood and brick to expand towards potential settlement spots, increasing future VP opportunities.


Preserve the strong ore-and-wheat stockpile for a city rather than trading away wheat without an immediate build.


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

We need brick to build a road or settlement, and we have excess sheep.


Extend our existing road towards potential settlement spots, building on the natural extension from our current road at (0,1).


Buy a development card using surplus ore, wheat, and sheep for a chance at a victory point or powerful progress.


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

Block the current leader WHITE by moving robber and stealing.


Trade excess wheat for scarce ore to progress toward cities and reduce card count.


Block the tied leader WHITE and steal from their five-card hand.


Spend the exact sheep-wheat-ore combination to buy a development card and pursue a potential victory point or tactical advantage.


Play the Knight to block White’s lead and begin building toward Largest Army.


Return the robber to the productive central hex, blocking the tied leader WHITE and taking another card if possible.


Build road to reduce hand size and expand towards a new settlement location.


Block the 5-VP WHITE player on a likely productive hex.


Build a road to advance toward a likely expansion route while converting excess wood and brick into future victory-point potential.


Build the road extending your existing 11–12 route toward 10–11, strengthening your path toward the longest road.


Extend the existing BLUE road chain to improve the chance of securing Longest Road.


Extend the existing road network from node 11 toward a likely settlement site while preserving resources for another road.


Extend the existing road network toward 33, preserving the chance to claim a settlement and advance longest road.


I will end my turn to preserve my resources since I am safely at 7 cards and cannot build anything immediately this turn.


Buying a dev card uses our sheep/wheat/ore for a chance at a VP or knight to hinder leader WHITE.


Play knight to move robber and steal from leader WHITE.


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

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


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

Trading 4 sheep for wood provides the missing resource to build a settlement, increasing victory points from 5 to 6.


Building a settlement immediately increases VP count to 6, using available resources, and advances toward winning.


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

Trade four surplus brick for wheat, the key resource needed to progress toward cities and victory points.


Holding 7 cards is safe from the robber discard and preserves valuable wheat for future development cards or cities.


Building a road from settlement 10 to node 29 extends our network to a potential new settlement spot, which is crucial for reaching 10 VPs.


Extend our road network from node 29 to node 28 to prepare for future settlement placement.


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


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


Play the Knight to move the robber onto White’s likely productive area and begin competing for Largest Army.


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

Block WHITE, the current leader, on a likely productive hex while attempting to steal a card.


Holding 7 cards avoids robber discard risk while preserving wheat for future cities and development cards.


Trading wood for brick enables building a settlement, gaining a VP and reducing your hand below the discard limit.


Building a settlement gives a guaranteed VP, reduces hand size below 8 to avoid robber discard, and brings us closer to 10 VPs while maintaining resource flexibility.


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

Trading wood for wheat to secure a key resource for building either a settlement or a city.


Trade four wood for ore to begin securing the ore needed for cities and development cards.


Holding seven cards keeps us safe from the robber while preserving flexibility to build without an inefficient trade.


Convert excess sheep into brick, our missing resource for settlements/roads.


Playing road building yields two free roads, maximizing expansion without spending scarce wood and brick.


Extend network from vertex 4 towards potential high-probability settlement sites.


Build road to vertex 3 to expand network toward high-yield tiles.


extend road from existing endpoint to expand settlement options


Build a road now to spend resources and advance toward the longest-road advantage while avoiding a future 8-card discard.


Target the leader WHITE on the central tile to block their production and steal a needed resource.


Trading 3 sheep for 1 ore reduces hand size to 6 cards to avoid discarding on a 7 while working toward cities or dev cards.


Preserve 3 wheat and 1 ore to build towards a city on future turns.


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

Trade excess wood for wheat to enable a new settlement and advance toward 10 VPs.


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


Play the Knight to block the 7-VP White leader and advance toward Largest Army.


Block the current 7-VP leader on a likely productive hex while stealing from White.


Buying a development card efficiently uses resources and works towards knights or victory points without exceeding hand limits.


Save the Monopoly card for a future turn to maximize resource gain and convert directly into settlements or cities.


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


Keep the robber blocking White, the tied current leader, on the high-value hex.


Hold the Monopoly card until opponents accumulate more specific resources to guarantee maximum value for key builds.


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

Block second-place BLUE with robber since leader WHITE not targetable.


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

Convert surplus wheat into ore to work toward city upgrades.


Trading wood for wheat to diversify resources for future building.


Trade surplus brick for wheat, the key resource needed to convert future ore into a city and reach 10 VP.


Opponents currently hold very few total cards, so saving Monopoly for a bigger harvest is optimal.


Block the second-place player (BLUE) to hinder their progress and steal a card.


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

Trading wood for ore builds towards a city, our quickest path to 10 VPs.


Trade two wheat for ore to progress toward a city and the next victory point.


White holds 11 cards, so playing Monopoly on Wheat or Ore will steal a massive amount of resources from the leader.


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

Trade wheat for ore to reduce hand size below 8 and build towards development cards and cities.


Buy a development card using ore, wheat, and sheep to gain utility and manage hand size safely.


MARITIME_TRADE ('WOOD', 'WOOD', 'WOOD', None, 'SHEEP')

Trade wood for sheep to enable settlement construction next turn and reduce hand size to avoid robber discard.


Build a road to expand towards a settlement spot, reducing hand cards from 10 to 8 and progressing toward victory.


Build road to expand toward a settlement, reducing hand size and advancing toward victory.


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

Trading wood for brick allows building a settlement next turn, gaining a victory point and moving closer to 10.


Extend our road from 22 to 23 to reach a potential settlement spot, getting closer to 10 VPs.


Roll the dice to collect resources since my hand size is safe from the robber.


Play knight to steal from the leader White and work toward Largest Army.


Target the game leader White with 7 VPs and steal a card while blocking their production.


I hold 7 cards safely under the robber limit and cannot complete any build this turn, so saving resources is best.


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

Block the leader WHITE by moving robber to his hex and stealing a card.


Trading wood for ore reduces hand size to avoid robber discard and sets up for a city upgrade.


Building road to extend longest road and get closer to a settlement spot for next turn.


Block White’s likely high-production wheat tile again to slow the 7-VP leader.


I have 7 cards which is safe from the robber, so I'll hold resources for future flexibility.


Block Blue, the closest opponent with 6 VPs, to hinder their progress and steal a resource.


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

Trading sheep for wheat is essential to build a settlement, as we lack wheat we need to progress towards 10 victory points while we have surplus sheep.


Build road to advance towards a new settlement and reduce hand size.


Holding seven cards keeps resource flexibility without immediately exceeding the discard threshold.


Trade four excess brick for wheat to address the key city-building bottleneck and move toward 10 VP.


Build the available settlement at 12 to gain the immediate victory point and reach 8 VP.


Holding 7 cards is safe from the robber discard limit, so saving resources for future rolls avoids inefficient trades.


Keep the robber on the central hex while stealing from the leading WHITE player.


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

Trade four brick for sheep to complete an ore-wheat-sheep development-card set, offering the best immediate route to a ninth or tenth victory point.


Trading 3 wood for 1 brick reduces hand size to safe limits and helps prepare for building roads or settlements.


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

Trading 3 wheat for 1 wood pairs with the brick in hand to prepare for building roads or settlements.


Build a road to expand towards a viable settlement location using available brick and wood.


Steal from Blue to slow down the leader and possibly gain a card.


Trading 3 wood for wheat reduces hand size from 8 to 6 and gives us the missing resource for a development card next turn.


Trade wood for ore to build a city, reaching 9 VPs.


Trade wood for ore to secure a city upgrade, moving closer to 10 VPs while reducing card count to avoid discard.


We have enough ore and wheat to build a city, gaining a victory point and moving closer to 10.


Cannot build anything currently; ending turn to avoid wasting resources and hope for favorable rolls next turn.


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

Trade two wheat for ore to begin securing the ore-and-wheat needed for a city and the winning 10th VP.


Trade two wheat for ore to advance toward the ore-wheat city resources needed for the winning tenth point.


Building a settlement gets us to 9 victory points, one step closer to winning, and we have the resources to do so immediately.


Build a road from settlement 19 to reach a new settlement spot next turn and reduce hand size to avoid robber discard.


MARITIME_TRADE ('SHEEP', 'SHEEP', 'SHEEP', None, 'WOOD')

Trade 3 sheep for wood to move toward building a settlement next turn; we have the other needed resources (sheep and wheat) and need only brick.


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

Trade 3 sheep for brick to build a settlement and reach 10 victory points.


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

Trade four wood for ore to reach three ore while preserving settlement resources for a likely city next turn.


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

Trade four sheep for wheat to reach the two-wheat requirement for a city using your three ore and advance toward 10 VP.


Build a city immediately for a victory point, using the exact wheat and ore needed while improving production toward the final point.


We have exactly the resources for a settlement but no valid build action, so ending turn to keep our 7 cards safe and wait for next turn.


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

Trade excess brick for wood to maximize road-building potential and pursue the final victory point.


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

Trade 4 wheat for brick to cut hand size below 8 and gain a scarce resource for future roads/settlements.


Playing road building yields two free roads to expand toward needed resources despite low cards while rivals are near victory.


Extend network to vertex 40 to enable future settlement on high-yield numbers.


Extend road network from 40 to reach new settlement spots


Extend road from 44 to lengthen network and reach new settlement spots.


I have resources for a settlement but no build action available; ending turn to wait for next opportunity.


Block WHITE on a productive tile and attempt to steal from the leading opponent.


Trade two wheat for ore to work toward a city and the final victory point.


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

Trade surplus sheep at the 3:1 port for an ore to work towards development cards and cities while reducing hand size.


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

Trade excess sheep for ore to complete the 3 ore needed for a city, advancing toward victory points.


I have 5 ore and 3 wheat, enough to build a city and reach 10 victory points immediately.