With no board-resource details available, choose the first legal settlement placement as a neutral opening move.


Extend toward the most direct neighboring expansion route.


Settling on vertex 22 secures high-probability resource production early in setup.


Extend towards high-potential settlement locations across the board.


Node 12 is likely near high-probability numbers and offers good resource diversity, not blocked by opponents.


Building road to node 13 opens up a likely good spot for a second settlement.


Place settlement at vertex 2 to target high-probability numbers and resource diversity for cities.


Expand from settlement 2 to access new building spots.


Place second settlement on vertex 8 to secure a central spot with access to high-probability number tiles.


Expand from settlement 8 towards vertex 9 to access new hexes for future high-probability settlement.


Blocking BLUE's expansion and securing potential high-probability resources.


Build road (10,11) to expand towards potential settlement spots.


Placing the second settlement on intersection 32 balances resource diversity and maximizes pip count.


Expanding towards intersection 33 opens up the best viable path for future settlements.


Node 6 is the strongest available settlement location for securing high-probability production and future expansion.


Build toward the contested central route and challenge White’s expansion while preserving access to future settlement sites.


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

Block BLUE, who has the most cards and strong expansion momentum, while taking a potential card.


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


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

Block leader ORANGE by moving robber and stealing to hinder their VP lead.


Block an opponent's productive resource and steal a card from Blue who holds six cards.


I have the exact resources (sheep, wheat, ore) to buy a development card, which can provide knights, progress cards, or victory points.


I have no remaining resources to spend and have already placed the robber this turn, so ending the turn is optimal.


Build a city to increase victory points and resource production.


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

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


Buying a development card spends spare sheep/wheat/ore for a chance at a VP or knight to hinder leader RED.


Play knight to steal a card from WHITE and progress toward largest army.


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

Steal from WHITE to disrupt their hand as RED cannot be targeted now.


Playing a knight before rolling unblocks our resource hex and lets us steal a card.


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

Block a key hex shared by opponents and steal from Blue who holds the most cards.


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

Block Blue who has most cards and steal a card to reduce their resources.


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

Trading 4 wheat for 1 ore is the best long-term move to build a city, as we need ore and have excess wheat.


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


Buying a dev card uses idle sheep/wheat/ore for potential VP or knight to hinder leader RED.


Play knight to move robber again and steal from leader RED, hindering their lead.


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

RED is the current leader (3 VPs), so move robber to a RED tile to block them.


Target leader RED to hinder their progress and steal a card


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

Trade excess brick for scarce ore to build toward cities and drop below 8 cards.


Buying a development card spends affordable sheep/wheat/ore for potential VP or knight to hinder leader RED while reducing hand size.


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

Trade four sheep for ore to advance toward the valuable ore-wheat city path.


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


The Knight was just purchased this turn and cannot be played until a later turn.


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

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


Build a road to expand towards key settlement spots on the board.


Reduce hand from 10 to 7 to avoid discard risk and gain potential VP or knight.


Buying a development card could give a victory point or a knight to disrupt opponents, and we have the resources.


Wood is needed to build a settlement, which will increase victory points and is a reliable way to progress.


Roll to gain resources and advance toward a build since no immediate knight play is indicated.


Play the Knight to move the robber onto the current leader’s strongest production hex and advance toward Largest Army.


Block RED, the leading opponent with the largest hand, on a likely productive hex.


Holding cards without an immediate build avoids committing resources prematurely while staying well below the robber limit.


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

Trade 4 wheat for wood to build a settlement, gaining a victory point and reducing hand size.


Build road to expand towards better resource hexes and reduce hand size.


Trade four sheep for ore to enable a development card with your existing wheat and preserve your wood.


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


Target the current leader Red to slow down their development and gain a resource card.


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

Trade surplus sheep at 3:1 for wheat to work towards settlements or development cards.


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

Convert excess sheep into wheat to progress toward city requirements (ore+wheat).


End the turn to preserve four wood rather than trading away the resource needed for a future settlement.


Build a road to expand towards a viable new settlement location while spending resources efficiently.


Buying a dev card uses spare sheep/wheat/ore and may yield VP or knight to hinder the leader.


Play knight to move robber and block leading RED (3 VPs).


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

Move robber to ORANGE's hex to force them to discard from 9 cards and steal a resource.


Build road to expand network toward likely settlement spots.


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

Trade four wood for brick to enable a road or settlement and expand toward another victory point.


Trade wheat for ore to progress toward a city while reducing hand size.


Exact resources available for a development card; potential to gain a victory point or a knight to improve position.


Build a road now to spend cards, advance expansion, and avoid a dangerous 8-card hand.


Trade four sheep for ore to preserve wheat and move toward the ore-wheat needed for a city.


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


Take wheat and ore to advance toward the essential city resources and improve future development potential.


Target rival RED (next highest VP) to block their production and possibly steal needed resources.


Buying a dev card can yield a victory point or knight to maintain pressure on the leader.


Playing knight advances largest army and lets us steal with no build options available.


Block current leader RED by moving robber to their hex.


Block the leading BLUE player on the central hex and steal a card if possible.


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


Play the knight to pressure the tied leader and gain another robber move toward a key resource.


Block BLUE, a tied leader, on a productive tile while stealing a card if possible.


Build a road now to expand toward another settlement and advance toward a future victory point.


Block the current leader, Blue, at the central hex and attempt to steal a resource.


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

Trade surplus wheat for wood to pair with brick for future road and settlement building.


Build a road to expand connectivity toward new high-value settlement locations.


Buying a development card uses our spare sheep, wheat, and ore to potentially get a victory point or a knight to block the leader.


Monopoly on wheat likely yields many cards from opponents with excess wheat, enabling settlement/city builds.


Trade four sheep for wheat to enable a development card with your ore and preserve a path toward stronger progress.


Trade surplus sheep for wood to combine with brick and build a road towards new settlement spots.


Build a road to expand towards a viable settlement location.


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

Steal from Orange who has 3 cards to gain resources and block their production.


Block the competitive hex (0, -1, 1) and steal a guaranteed resource from RED who holds 5 cards.


Holding three sheep preserves options for future development cards or settlements without risking robber discards.


Steal from ORANGE (most cards, 5) to gain resources and block their production on a known hex.


Block BLUE, the joint leader, on the central hex to disrupt their production and preserve our lead chances.


Trading away 3 sheep for 1 resource without enough to build anything is inefficient, so it is better to save cards and end turn.


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

Block the tied leader BLUE on the hex where they are likely producing, while attempting a steal.


Trade four sheep for wheat to pair with ore for a development card and reduce the risk of a robber discard.


Spend the exact sheep-wheat-ore combination on a development card for a chance at a victory point or useful progress.


Play the Knight to maintain pressure on the tied leader and work toward Largest Army while moving the robber to a productive tile.


Block the tied leader on the central hex, which is most likely to carry a high-probability production number.


Trade excess sheep at the 3:1 port for wood to pair with brick for road building.


Build a road to expand toward a valuable settlement spot.


Steal from Orange to reduce their cards and possibly get a needed resource.


Trade 4 sheep for 1 ore to reduce hand from 7 to 4 cards (avoid robber discard) and secure a resource needed for a city, which is a key path to victory.


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

Stealing from RED targets a strong player holding five cards while blocking a key resource tile.


RED is the leading opponent with 3 VPs; move robber to their hex to block and possibly steal.


Steal from BLUE, who is tied for the lead, to potentially get ore or brick for a city and block their production.


Trade 4 wheat for 1 ore to reduce hand size from 8 to 5, avoiding robber discard risk, and get closer to building a city (need 3 ore, 2 wheat; currently have 2 ore, 5 wheat).


Trade excess sheep for wheat to enable buying a development card with the remaining sheep and ore.


I have the exact resources (1 Sheep, 1 Wheat, 1 Ore) to buy a development card and improve my position.


Playing a knight card allows us to steal a resource and disrupt the leading opponent with the robber.


Steal from RED who is in strong contention with 9 cards while blocking their key hex.


Buy dev card for chance at VP or knight to block ORANGE who has many cards


Need brick and wheat to build roads and settlements; Year of Plenty for both is optimal.


Build road to expand towards a new settlement location.


We have the resources to buy a development card, which can provide a victory point or a knight to help us catch up.


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

Trade four sheep for brick to complete the wood, brick, sheep, and wheat needed for a settlement and gain a likely immediate victory point.


Build the available settlement to gain an immediate victory point and expand toward future resources.


Trade excess sheep for wheat to enable buying a development card with remaining sheep, wheat, and ore.


Buying a development card uses available ore, wheat, and sheep to gain knights or victory points.


Playing the knight card allows you to move the robber to block Blue, who is tied for VPs and has many cards, and potentially steal a resource.


Steal from BLUE (tied for lead with 4 VPs) and block a central hex to reduce their resource income.


Trading sheep for ore moves us toward a city, a key victory point source.


Save resources for a city (need 1 more ore) rather than gamble on a development card.


Buying a dev card can yield a VP or knight to move the robber and uses spare resources safely.


Play knight to move robber off our tile and steal from a card-rich opponent (Orange/Red) to gain resources.


Block ORANGE, the co-leader opponent with 10 cards, to steal and slow their progress.


Trade four sheep for ore to begin securing the ore-wheat city path and avoid wasting excess sheep.


Buying a development card is the only productive legal action and offers a chance at a knight or victory point toward 10.


Play the available Knight to advance Largest Army and reposition the robber for disruption.


Block the current VP leader, BLUE, while taking a possible card from them.


Build a road that extends the existing network toward future settlement locations and preserves progress toward the Longest Road.


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

Trade surplus sheep for brick using the 3:1 harbor to pair with wood for road building.


Build a road to expand towards a viable future settlement spot.


Trade 4 sheep for ore to get 3 ore and 5 wheat, enabling a city next action.


Build a city to increase VP and reduce hand size.


Trade surplus sheep for wood to combine with our brick for building future roads.


Continue expanding the road network from vertex 46 toward future settlement locations.


Trade four sheep for ore to begin accumulating the ore needed for a city while reducing the hand toward the safe limit.


Trade surplus sheep for ore to advance toward the valuable ore-wheat city path.


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

Trade two ore for brick to pair with your wood and enable a road toward another settlement.


Build a road to expand toward another settlement opportunity while converting the available wood and brick into progress.


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

Trade surplus sheep via 3:1 maritime trade for ore to work toward city upgrades or development cards.


Holding four cards is completely safe from the robber, so keeping resources for future flexibility is best.


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

Trade sheep for wood to build a settlement and reduce hand size.


Trading sheep for ore reduces hand size to avoid robber discard and starts accumulating ore for a city, which is essential for reaching 10 VP.


Buying a development card could provide a victory point or a knight to block opponents, advancing toward 10 VPs.


Playing the knight card allows us to move the robber, steal a resource from an opponent, and disrupt their production, which is crucial since we are close to winning.


Block Blue's production on a high-probability hex and steal a card to slow their progress.


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


Trade four sheep for brick to enable an immediate road with your surplus wood and advance toward a settlement or longest road.


Build a road to expand toward another settlement site and advance toward the longest-road bonus.


Trade surplus sheep for wheat to enable buying a development card with your remaining ore and sheep.


Buying a development card converts resources into potential victory points, knights, or useful progress cards.


Play a knight card to move the robber onto a leading opponent and steal a resource before ending the turn.


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

Target Red to steal from their large 7-card hand and slow down a leading opponent.


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

Trade 4 wheat for ore to obtain the third ore needed for a city, which gives 2 VPs and reduces hand size to avoid robber discard.


Buying a development card offers a chance at a Victory Point or useful card, advancing progress toward 10 points.


Build city to gain VP and use ore/wheat while reducing card count


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

Trade four wood for ore to complete the sheep-wheat-ore combination for a development card.


Build a road to expand toward a valuable new settlement spot and efficiently spend wood and brick.


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

Trade excess sheep for ore to enable future cities and lower card count below 8.


Trade four wheat for ore to move toward the ore-heavy city cost and improve the path to 10 VP.


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

Trade the two ore for wheat to move toward the ore-wheat city engine and improve future development potential.


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

Block the co-leader Blue who holds seven cards and steal a resource to help expand.


Block closest rival RED (4 VP) and steal a card to slow their climb.


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

Trading 4 wheat for brick enables building a settlement for +1 VP, advancing toward victory.


Playing Road Building lets us place two roads for free, advancing our expansion without spending scarce resources, and potentially helping secure longest road or a settlement location.


Expand road network towards a high-probability settlement to increase future victory point potential.


Extending the road from (11,12) to (3,12) continues our longest road potential and positions us for a future settlement.


Extend from existing road at node 3 to node 4 to open a new settlement location.


Trade excess sheep for ore to reduce hand below 8 and move closer to a city upgrade.


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


Trade excess sheep for brick to secure all four resources needed for a settlement while reducing hand size below eight.


Building a settlement gives an immediate victory point and increases resource generation.


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

Trade 4 sheep for wheat to reach city cost (3 ore, 2 wheat) and lower card count below 8.


Build city at 8 to gain a victory point using exact ore/wheat and reduce card count safely.


Trade four sheep for ore to advance toward a city using your existing wheat and preserve a strong development path.


Trade two ore for brick to gain an immediate settlement from your wood, sheep, and wheat.


Build the road from 7 to 24 to secure the available settlement site and advance toward the next victory point.


Block BLUE (tied for lead) by placing robber on a central hex and potentially steal a card.


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

Block the leading BLUE player again to suppress their production and slow their path to 10 VP.


Trade four sheep for wood to obtain the resources needed for a likely victory-point settlement.


Build the available settlement to reach 8 VPs immediately and advance toward 10.


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

Trading 3 sheep for 1 wheat sets up the exact resources needed to buy a development card.


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

ORANGE just built a settlement and is leading with 7 VPs, so move the robber to a hex likely adjacent to their settlement and steal from them to hinder their progress.


Trade sheep for wheat to advance toward a city with our 2 ore.


Extend the road from your newly built settlement to improve access to a future victory-point settlement.


Trade sheep for wood to build a settlement, reducing hand size and gaining needed resource.


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

Trade 4 ore for wheat to enable building a city, gaining 2 victory points and reducing hand size to avoid robber discard.


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

Trade 4 ore for wood to cut hand to 6 cards and acquire missing wood for a future settlement.


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


Block BLUE, the closest opponent to victory, while stealing a card if possible.


Trade four sheep for ore to begin securing the ore needed for a city and the final victory points.


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

Trading three excess sheep for a brick balances your resource hand to prepare for building settlements and roads.


Use wood and brick to expand road network towards prospective settlement locations.


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

Block BLUE, the closest opponent to victory, on a tile adjacent to their settlement and take a potential card.


Steal from BLUE who is tied for lead and has 6 cards, increasing chance to get ore or brick needed for cities.


Trading 4 wheat for brick allows us to build a settlement next turn, gaining 1 VP and reducing our hand from 8 cards to avoid discard risk.


Immediate VP gain from settlement moves us closer to 10.


Build a road to extend the existing network and pursue the tenth victory point through a future settlement or longest road.


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

Trade excess brick for ore to progress toward cities and avoid 8+ cards.


Build the connecting road from 6–7 to 7–8 to extend your network and pursue the final points.


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


Need ore to upgrade settlement to city for 2 VPs; trading 4 wheat for 1 ore is worth it with excess wheat.


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

Trade excess sheep for wood to complete settlement resources and reduce hand below 8 cards.


Playing road building places roads for free, expanding our reach while conserving bricks and wood for a future settlement.


Building to 26 claims a contested vertex near Orange's network and secures future settlement options.


Building settlement at 26 gives an immediate victory point and uses our available resources efficiently.


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

Trade excess sheep for ore to get under the 8-card hand limit and work towards a city.


Trading 3 sheep for another ore prepares the 3 ore needed to upgrade a settlement to a city.


Keep the 3 ore to save towards upgrading a settlement to a city once another wheat is acquired.


Trade 4 sheep for ore to reduce hand size from 10 to 7 (avoiding discard on next 7) and get closer to a city, needing only 1 more ore.


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

Trade four sheep for brick to complete a settlement resource set and pursue the final two victory points.


Build a road now to advance toward a settlement or longest road while resources allow.


Holding 7 cards is safe from the robber limit, and keeping the 3 ore keeps us close to a city upgrade.


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

Block the co-leader BLUE to hinder his progress and possibly steal a card.


Block BLUE on the likely higher-probability central hex while preserving the chance to steal a card.


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

Trade two ore for brick to enable a road with your wood while reducing your hand below the discard threshold.


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


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

Trade excess ore for brick to reduce hand size below the robber threshold and prepare resources for building a settlement.


Build a road to expand toward a valuable new settlement spot.


Building a city gives me a victory point and reduces my hand size, moving me closer to 10.


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

Trading wheat for ore gets us closer to a city for the win.


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

Trade 3 brick for ore to get 3 ore and 2 wheat, enabling a city build soon while reducing card count below 8.


Build city now to use exact wheat+ore and increase lead to 8 VPs.


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

Trade four wheat for wood to complete the resource set for a settlement and reach 9 VP.


Build the road that advances the connected route near the contested 49–50 segment and preserves a path to the winning settlement.


Block the leader (Blue) from their productive hex and potentially steal a needed ore card.


We cannot build a city or settlement this turn, and trading would leave us without needed wheat.


Trade excess brick for ore to progress toward a city upgrade needed for the final victory points.


Trade four wheat for wood to complete the wood-brick-sheep-wheat settlement cost and pursue the winning tenth point.


Build the legal settlement immediately to gain a crucial victory point and move to 9 VP.


Build a road to expand toward a new settlement location and utilize resources efficiently.


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

Block the co-leader Blue by moving robber to a hex where they have a settlement to steal a resource and disrupt their progress.


We need one more ore to build a city for victory; trading wheat for ore reduces hand size and secures the needed resource.


Build the available road to pursue the final victory point via longest road while preserving resources.


No single trade enables a winning build, so end the turn while preserving resources.


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

Trade excess sheep for wood to reduce card count below eight and work towards building a road or settlement.


Building a settlement at spot 34 immediately increases victory points and resource production.


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

Steal from ORANGE who has the most cards and block the central hex to slow a close opponent.


Trading 4 wheat for 1 ore moves us closer to building a city (needs 3 total ore) and is the only immediate VP-building path.


Trade bricks for ore to step closer to city cost (need 3 ore,2 wheat) while reducing hand size.


Cannot afford a city or settlement; keep ore for future city and end turn safely.


Trade four sheep for brick to pair with your wood and enable a settlement once wheat is obtained, your fastest route to 10 VP.


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

Trade surplus sheep for wheat using the 3:1 port to work towards development cards and settlements.


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

Reduce hand size to avoid robber discard, and obtain brick for potential future settlement.


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

Trade 4 sheep for 1 ore to have 3 ore and 4 wheat, ready to build a city and win.


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Trade 4 wheat for wood to reduce hand from 9 to 6 cards and obtain scarce wood for future settlement.


Cannot build any VP-yielding structure now; best to end turn and hope for wheat.


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

Trading 3 brick for wheat gives us the 2nd wheat needed to upgrade a settlement to a city for a victory point while keeping card count safe.


Keep ORE and WHEAT to build a city next turn for a 9th VP; trading ore away loses city potential.


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

Trade four sheep for wheat to enable a settlement and reach 10 victory points.


Trade excess sheep for ore to assemble resources needed for a development card or city.


Building settlement at vertex 14 gives +1 VP, reaching 9 VPs, and reduces hand size to avoid robber discard.


Building a city on the newly placed settlement will give the final victory point.