Settlement 20 is a strong central spot with high resource potential and good number diversity.


Expanding towards adjacent valuable intersections along edge (19, 20) to maximize settlement opportunities.


Establish on a central, high-production intersection to maximize early resource access and future expansion.


Extend toward the most direct adjacent expansion point for a strong second settlement.


Node 24 is central, likely adjacent to high-probability numbers and ore/wheat for future cities.


Build road to 25 to expand towards likely high-probability resource tiles.


Settlement 8 is likely on a high-probability number intersection.


Build road to (8,9) to connect toward central high-probability hexes for future settlement.


Settle on a high-probability intersection to secure early resource diversity.


Connecting our two settlements with a road (9,10) creates a continuous network and opens up the potential for a future settlement at vertex 9.


Node 33 likely touches high-probability numbers (6/8) to boost future resource income.


Expand from settlement 33 to access more resource tiles.


Claim the strongest available high-probability resource intersection to establish an early production base.


Build toward the likely strongest expansion route from settlement 16.


Settlement spot 30 provides access to balanced high-production resource tiles.


Placing the road towards node 31 gives the best path for future settlement expansion.


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

Steal from WHITE who has 3 cards to increase chance of getting brick or wheat.


Buying a development card can potentially yield a victory point or a useful card to improve position, and we have the required resources.


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

We have ample wood but no brick; trading 4 wood for brick allows building a road and reduces hand size from 8.


Building road from node 10 to 11 extends our network towards a likely settlement spot, increasing our expansion potential.


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

Block Orange's key production hex and steal one of their 3 cards.


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

Trading 4 sheep for wheat converts excess cards into a useful resource while keeping hand size safe.


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

Block Orange, who is developing a road network, while stealing a card from the tied opponent.


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

Target White to steal from the player with the most cards while blocking a key resource hex.


Stealing from Orange targets an opponent with 5 cards while blocking a productive tile.


Upgrade a settlement to a city to double resource production and gain a victory point.


No trade enables an immediate build, so preserve the wheat and other resources for future development.


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

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


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

You have no wheat but need it for cities and settlements; trading excess wood for wheat reduces hand size and secures a key resource.


We have exactly the resources to buy a development card, which could give a victory point or a knight to disrupt the leader and increase our score.


Getting wood and sheep brings us one resource (wheat) away from building a settlement, which is a direct path to increasing our VP.


We have no wheat or ore to build settlements or cities, so ending turn to save resources and hope for better rolls is the safest move.


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

Trade four wheat for brick to pair with your two wood and enable an immediate road toward a future settlement.


Build a road now to advance toward a future settlement and improve your path to victory points.


Building road to connect to a high-probability 8 hex for future settlement.


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

Block the current leader, BLUE, while stealing a card from them.


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

Trading 4 ore for 1 wheat reduces hand size below the robber limit while working towards development cards.


Block the current leader BLUE on a productive occupied hex to slow their path to 10 VP.


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

Trade four sheep for brick to secure the key settlement/road resource while reducing the risky hand size.


Build a road with the available wood and brick to expand toward a future settlement and improve access to the longest-road race.


Block BLUE, the current leader with 5 cards.


Holding 4 sheep keeps our options open and stays safely under the robber discard limit.


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

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


Reduce hand size from 9 to 6 to avoid robber discard and gain potential victory point.


We have no wheat/ore, and playing the knight can steal a needed resource from BLUE who has 7 cards.


Steal from BLUE who has 7 cards and is tied for VP lead to disrupt their resources and potentially gain needed brick, wheat, or ore.


We need wheat to build settlements or cities, and we have excess sheep for a 4:1 trade.


Trading 4 sheep for 1 wheat gives me 1 sheep, 1 wheat, and 1 ore to buy a development card this turn.


I have the exact resources needed to buy a development card, which can provide knights or victory points.


Play the knight card to move the robber off your blocked tile and steal a resource.


Block an active production hex and steal a card from Orange who recently targeted us.


Target White since they have the most cards in hand and block a valuable hex.


Rob the current leader BLUE to hinder their progress toward 10 VPs.


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

Trade wood for ore to get closer to a city.


Block the current leader BLUE at a productive tile while retaining the chance to steal a card.


Trade four wheat for ore to advance toward a city, the strongest path to gaining victory points.


Trade 4 wood for 1 wheat to get the second wheat needed for a city, gaining 2 VPs and reducing hand size to avoid robber discard.


Building a city immediately adds a victory point and increases resource production.


Block Orange’s likely high-production hex after their city upgrade and deny the current leader resources.


Build a road toward expansion while spending the available wood and brick.


Trade surplus wheat for brick to pair with your wood and build another expansion road.


Build a road extending the existing network toward the central expansion route while resources permit.


Block White, who has 4 VPs, to reduce their resource advantage and potentially steal a useful card.


Trade excess ore for wheat to start building towards a city or development card.


Block current leader WHITE by moving robber to their tile


No immediate build possible; keep ORE for future city and end turn safely with 6 cards.


Saving ORE for a city is better than trading it for a single wheat, as we need two wheat and keeping ORE increases our chance to build a city later.


Block Orange, tied for the lead but holding the most cards, on a likely productive hex and steal a card.


Block current leader WHITE by moving robber to their hex


Keep ore for city and end turn to await resources.


Need wheat to build city for 2 victory points; trading 4 ore for wheat is the best use of excess ore.


Buying a development card advances our strategy and keeps our hand well below the discard limit.


Keeping ore for a future city is best since trades waste needed ore and no build actions are available.


Buying a development card gives a chance for a victory point or a knight to block the leader, and reduces hand size to avoid discarding.


Need SHEEP and WHEAT to build a settlement; this maximizes progress toward 10 VPs.


Build road to expand towards a settlement for next turn.


Only action I can afford; buying a development card could give a victory point or useful card to progress.


Extending our road from 27 to 28 prepares for a future settlement on a high-probability hex.


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


Block BLUE, a tied leader with five cards, to hinder their progress and gain a potential steal.


Playing the knight card allows us to move the robber to block the tied leader (WHITE) and steal a needed resource, while rolling gives uncertain outcomes.


Tied for lead with White, so block White's production and steal a resource.


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

Block a hex adjacent to WHITE and steal a card from the co-leader.


We have exactly the resources to buy a development card, which could give a victory point or helpful progress, and no immediate building options.


Trading 4 ore for 1 wheat reduces hand size below the discard limit and enables buying a development card.


I should purchase a development card with my sheep, wheat, and ore to work towards victory points or knights.


Save the Monopoly card for a turn where opponents hold more resources or when specific resources are needed for key builds.


Build a road to expand our network toward new settlement spots while using spare wood and brick.


Rolling gives a chance to get needed wheat/ore/sheep from high-probability numbers, while playing knight risks going to 8 cards and doesn't immediately enable a build.


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

Reduce hand size to avoid robber discard and gain wheat for future settlement/city.


Playing the knight card allows us to steal a resource, possibly sheep, to help build a settlement, and may also move us towards the largest army.


Move robber to block the leading opponent (WHITE) with the highest VPs and steal a card to hinder their progress.


Extending towards a promising settlement location to increase victory point potential.


Monopoly on wheat allows stealing the wheat Orange just traded and robbed for, enabling a city upgrade with my 3 ore.


Building a city increases victory points and boosts resource production while efficiently using excess ore and wheat.


Trading 4 wheat for an ore reduces hand size below the discard limit and enables buying a development card with sheep, wheat, and ore.


Buying a development card advances my progress toward victory points and keeps my hand safe from the robber.


Build a road to expand network toward high-yield numbers with remaining wood/brick.


Reduce hand size to avoid discard and position for future settlement.


Building a road extends our network toward longest road, potentially securing 2 VPs and victory.


We need wheat to build a settlement and win, so we should save our wood and brick for that rather than building a road.


Buying a development card leverages current resources and provides potential victory points or useful progress cards against the leading opponent.


Extend network from existing road to increase future settlement options.


Steal from leader BLUE to potentially get wheat and slow their progress.


Building road (29,30) reduces hand size to avoid robber discard and extends our road network towards potential settlement areas, increasing chance for longest road.


Keep the sheep for now rather than trading 4:1 until a specific build target is reachable.


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

Trade four wheat for wood to pair with your brick for a road and improve expansion potential.


Use the available wood and brick to extend toward a likely open expansion point rather than ending without progress.


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

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


Block the leader BLUE and steal a card to help reach 10 VPs.


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

Trade excess sheep for a third ore to get closer to building a city.


Build settlement to gain a victory point and expand toward resources.


Trading 4 ore for 1 wheat gives you the missing resource to build a settlement, bringing you to 9 VPs and closer to victory.


Building a settlement brings us to 9 victory points, one step from victory.


Build road from new settlement to expand and get closer to longest road or a new settlement.


Trading four ore for one wheat allows purchasing a development card to build towards victory points while reducing hand size below eight.


Buying a development card leverages current resources effectively and reduces hand size while Orange leads with 8 VPs.


Play a knight to block Orange, the clear leader at 8 points, and steal a resource.


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

Block the game leader Orange and steal a resource to slow their path to 10 points.


Trade excess wheat for brick to progress toward a settlement using your existing wood and wheat.


Build toward the contested intersection near Orange's recent expansion, improving your road network while limiting the leader's future growth.


Build a road to expand network toward future settlement spots using spare wood and brick.


Building a road might secure the longest road and win the game.


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

Steal from leader ORANGE to block their progress to 10 VPs.


Build road to expand network while keeping robber on leader Orange


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

Need wheat to build a settlement and win; steal from RED who has the most cards to maximize chance of getting wheat.


Building settlement 2 will give me the 10th victory point and win the game immediately.