Pick settlement adjacent to 6 or 8 with ore and wheat for city potential.


Build road to expand towards likely high-probability resource tiles for second settlement.


Node 27 provides strong resource diversity and high pip yield at a central location.


Expand the road towards open expansion spots on the board.


Settlement at node 16 likely lies on high-probability numbers (6,8,9) and provides a good balance of resources for early expansion.


Building road (16,18) likely expands towards better resource hexes and future settlement spots.


Choose a central open settlement location with strong potential access to high-probability resources.


Build toward the central intersection to maximize access to a strong future settlement location.


Choose a broadly flexible second settlement location to improve early resource access and development potential.


Build toward the open branch at 37 to preserve the strongest expansion route from settlement 14.


Node 19 is likely to have high-probability resources and complements our existing settlement.


Build road toward port 46 to secure trading access for needed sheep.


Settlement 43 provides strong complementary resource production and high-probability pips to balance the starting economy.


Extend the initial road network from settlement 43 toward future settlement spots.


Node 33 is central, likely high-probability numbers and distant from opponents' settlements.


Extend from settlement 33 to access new building spots despite empty resource hand.


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

Steal from RED who has two settlements and is tied for the lead to gain a needed resource.


Building road from settlement 19 to node 21 expands towards potential high-probability resource hexes and sets up a future settlement spot.


Keeping sheep preserves resources for a future settlement and avoids inefficient 4:1 trades.


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


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

Block leader RED by moving robber to their hex.


Buy development card to convert spare sheep/wheat/ore into potential victory point or useful progress.


Keep robber on RED to block leader and save knight for later use.


Holding resources avoids an inefficient 4:1 trade while remaining safely under the robber hand limit.


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

Trading 4 wheat for ore gets us one step closer to building a city, which gives 2 VPs and helps catch up to RED.


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

Block ORANGE, who has the largest hand and is the most immediate threat, while taking a card if possible.


Playing knight steals from ORANGE's 5 cards and advances largest army without discarding risk.


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

Orange has the most cards (5), so moving the robber to their hex hinders their development and possible steal.


Trading excess wheat 4:1 for ore builds towards future city upgrades while keeping card count safe.


Build a road to expand towards a high-probability settlement location.


Trade four wheat for ore to build toward an ore-and-wheat city next turn.


Building a city reduces hand size from 8 to 3 cards to avoid robber discard, and gives a victory point, which is safer than ending turn.


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


Play Monopoly on wood to seize likely plentiful building material and improve chances of a settlement or road.


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

Trade four wood for brick to secure the key bottleneck for building toward another settlement.


Build a road to extend the existing network toward future expansion and improve the chance of securing another settlement.


Cannot afford any build; keep sheep for a future settlement and end turn.


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

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


Buying a development card puts resources to good use while building toward knights or victory points.


I already moved the robber this turn and should save the Knight card to unblock key hexes later.


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

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


Roll the dice to gain resources for the turn.


Play the knight card to move the robber off your resource hex or block an opponent while stealing a card to help afford a city.


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

Block the current leader Blue and steal a resource from their 5-card hand.


Upgrading to a city increases resource production and victory points while safely spending resources.


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

Trade 4 ore for sheep to reduce hand size below 8 and enable building a development card.


We have the exact resources (sheep, wheat, ore) to buy a development card, which could yield a victory point or a knight to hinder the leader.


Use knight card to steal resources from leader and improve hand for building.


Block Orange, the co-leader with many cards, by moving robber to their hex and stealing.


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


Monopoly sheep is most likely to yield a strong haul given your opponents' recent resource activity and leaves you positioned for future development.


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

Trade four sheep for ore to preserve a key city resource and improve future development potential.


Trading away all wood leaves no building materials; end turn to keep options open.


Use the exact sheep, wheat, and ore needed to buy a development card for potential victory points or a powerful effect.


Steal from BLUE, a co-leader with 7 cards, to disrupt their resource advantage.


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

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


Buying a development card spends affordable resources for potential VP and keeps us safe from robber.


Playing the knight lets you displace the robber again to steal from a leading opponent and progress toward largest army.


Block BLUE, the co-leader with most cards (6), to disrupt their resource gain.


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

Trade excess wheat for brick to progress toward building roads and expanding settlements.


Build a road to expand towards key settlement locations and compete for longest road.


Trade wood for brick to reduce hand size and progress toward building a settlement.


Building road (16,21) extends our network towards a promising settlement location with good resource probabilities.


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


Play the Knight to advance toward Largest Army and disrupt the tied 3-VP leaders.


Block the tied leader Orange on a hex where a steal is available, denying their momentum while taking a card.


Keep wood for future road or settlement as trades don't enable immediate build.


Buy a development card with the exact sheep, wheat, and ore cost to pursue another knight or a victory point.


Play the available Knight to advance Largest Army and pressure the leading opponents with the robber.


Block Orange, the tied leader with the largest hand, on another productive tile and steal a card.


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

Trade excess wood for brick to enable future road or settlement construction.


Build road to vertex 5 to open a new settlement spot near high-probability numbers.


Trading surplus wood for brick reduces card count below the discard limit while building towards settlements and roads.


Build a road to expand toward a new settlement location using the wood and brick in hand.


Holding 4 wheat is safe from the robber and preserves resources for future city or settlement costs.


Target Red who has the most cards to steal and disrupt their progress.


We have the required resources (sheep, wheat, ore) to buy a development card, which could yield a victory point or knight to hinder opponents.


Playing the Knight card allows us to move the robber to block the leading opponent (ORANGE) and potentially steal a valuable resource.


Steal from current leader ORANGE to deny them resources and improve our hand.


Buy a development card using the exact sheep, wheat, and ore cost, preserving a wheat for future progress.


Holding resources keeps flexibility open without facing robber discard risk at only five cards.


Build city to gain VP and reduce hand size below 8.


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

Need wheat for city to gain 2 victory points, leading to 6 VPs.


Block the current game leader Blue and steal a resource to slow their expansion.


Trading 4 ore for wheat reduces hand below 7 and gets us closer to a city upgrade, which gives 2 victory points.


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

Trading 4 wood for sheep will give the exact resources needed to buy a development card, which could provide a victory point.


Buying a development card uses our spare resources and may give a VP or knight to block the leader.


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


Upgrading to a city increases victory points, boosts resource production, and avoids discarding on a seven.


No beneficial trade available; hold resources for city.


Cannot afford any build or dev card with current resources, so end turn to keep sheep for future.


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

Trade surplus wood for an ore to get 3 ore and 2+ wheat needed to build another city and reduce hand size below the robber threshold.


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

Trading four wheat reduces hand size below the 7-card discard limit while securing resources for future expansion.


Reduce hand size from 10 to 7 by trading surplus wheat for ore to avoid robber discard.


Cannot build anything now and hand size is safe, so ending turn to gather resources next round.


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

Block the most card-rich opponent and attempt to steal from BLUE.


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

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


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

Trade sheep for brick to enable building a road toward expansion since we lack brick for settlement/road.


Build a road to expand towards likely high-yield vertices while spending spare wood/brick.


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

Trading 4 ore for brick reduces hand size to 7 (safe from robber) and brings us one resource away from building a settlement, which we need to advance.


Use road building card to extend roads for free, saving resources for a settlement.


Extend road towards a new settlement location to secure ore and wheat for a city.


Extend road from existing road (0,20) towards potential settlement location at node 22.


Building a road extends our network towards a potential settlement spot, using our only brick while keeping some wood for future trades.


Block the 6-VP BLUE player while stealing from an adjacent blue settlement.


Buy a development card to convert the available ore, wheat, and sheep into a possible victory point or strategic knight.


Play the Knight to further pressure the tied leader and advance toward Largest Army.


Block the leading Blue player on a tile where you can steal a card.


Build a road to extend the existing network and pursue the final victory point via longest road.


Holding sheep preserves flexibility and no immediate build is possible with a trade.


Target the current leader Blue to block their production and steal a card.


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

Trading four wood for wheat prepares the resources needed to buy development cards or build toward cities.


Buying a development card utilizes the available sheep, wheat, and ore to gain valuable knight or victory point cards.


Trade wood for ore to reduce hand size from 8 to 5, avoiding discard risk, and progress toward building a city for 2 VP.


Trade excess sheep for brick, the missing resource needed to build roads/settlements and expand.


Build road to expand network toward potential settlement spots on high-probability numbers.


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

Trade 4 wheat for ore to reduce hand size and move towards a city.


Block the leading BLUE player on a tile while attempting to steal a card.


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

Block leader BLUE with robber and steal to slow their progress.


Only affordable action to potentially gain VP or knight to hinder leader BLUE.


Play knight to re-move robber and steal from leader BLUE, hindering their 6 VPs and building toward largest army.


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

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


Build a city using the abundant ore and wheat to reach 9 VP and improve production toward the final point.


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

Block strong contender RED and steal from their 4-card hand.


Keep the four wheat since hand size is under the discard limit and no build is immediately available.


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


Take wood and brick to complete a settlement and gain the final victory point.


Build a road using the wood and brick to expand toward a future settlement and preserve the chance to reach 10 VP.


No beneficial trade available; keep resources safe and end turn.


I need to reduce my 12 cards to avoid discarding to the robber while accumulating Ore for cities.


Trading 4 wheat for 1 ore reduces hand size below 8 to avoid robber discards and builds toward a future city.


Need more ore for a city; trading 4 wood for 1 ore progresses towards the required 3 ore.


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

Trade four sheep for ore to enable a development card with your existing wheat and remaining sheep, the most plausible path to the final victory point.


Buy a development card for a chance at an immediate victory point and the win.


Play the Knight to advance Largest Army and disrupt the leading opponent while seeking the final victory point.


Block the leading BLUE player and steal from their settlement to slow their path to 10 VP.


Trade wood for brick to retain sheep and enable future road/settlement building.


Build a road to expand toward new settlement spots using available wood and brick.


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

Convert excess sheep into ore to begin accumulating city resources for future victory points.


Trade excess wood for sheep to diversify resources and enable future development card or settlement builds while reducing hand size.


Buying a development card spends cards to get below the 7-card limit while advancing toward victory points and knights.


Playing the knight lets us disrupt the leader and steal a resource to advance our game.


Target the leader, Blue, to slow their progress and steal a card from their large hand.


Block the current leader, BLUE, while preserving the chance to steal one of their six cards.


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


Play the Knight to advance toward Largest Army and potentially secure the final victory point while disrupting Blue.


Block the leading BLUE player again on the known productive hex and attempt to steal a card.


Trade excess wheat for ore to progress toward a city and secure the key ore supply.


Target the game leader Blue by placing the robber on their hex and stealing a card.


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

Need brick to build settlements and roads, currently have 0.


Building a road extends our network towards potential settlement spots, bringing us closer to 10 VPs.


Trading four wood reduces hand size to seven to avoid robber discards while working toward settlement resources.


Buying a development card safely reduces hand size while progressing toward victory points and knights.


Trading 4 wood for wheat gets us closer to building a city and reduces our hand size to avoid robber discard.


Block the leading BLUE player while stealing a card to reduce their chance of advancing.


Buy a development card for a chance at the final victory point immediately.


Play the Knight to pursue Largest Army and further block the leading Blue player.


Block the leading BLUE player again while stealing a card from their settlement.


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

Trading 4 ore reduces hand size from 10 to 7 to protect against robber discards.


Trading 4 wood for wheat reduces hand size and sets up a city for next turn.


Buy a development card for a chance to reach 10 VP immediately while spending excess resources.


Take brick and wheat with Year of Plenty to enable an immediate settlement for the tenth victory point.


Build the settlement at 12 to gain the final victory point immediately.