Strategy game

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{game, team, player}
{theory, work, human}
{system, computer, user}
{math, number, function}
{rate, high, increase}
{service, military, aircraft}
{@card@, make, design}
{war, force, army}

A strategy game or strategic game is a game (e.g. computer, video or board game) in which the players' decision-making skills have a high significance in determining the outcome.

The term "Strategy" comes ultimately from Greek, "Strategia," meaning Generalship [1]. It differs from "Tactics" in that it refers to the general scheme of things whereas "Tactics" refers to organization and execution[2].



Abstract strategy

In abstract strategy games, the game is only loosely tied to a real-world theme, if at all. The mechanics do not attempt to simulate reality, but rather serve the internal logic of the game.

A purist's definition of an abstract strategy game requires that it cannot have random elements or hidden information. This definition includes such games as Chess, Go and Arimaa (a game with multiple moves within a turn). However, many games are commonly classed as abstract strategy games which do not meet these criteria. Games such as Backgammon, Octiles, Can't Stop, Sequence and Mentalis have all been described as "abstract strategy"[citation needed], despite having a luck element. A smaller category of non-perfect abstract strategy games incorporate hidden information without using any random elements. An example is Stratego.

Team strategy

One of the most focused team strategy games is 'Contract Bridge'. This card game consists of two teams of two players, whose offensive and defensive skills are continually in flux as the game's dynamic progresses. Some argue that the benefits of playing this team strategy card game extend to those skills and strategies used in business [3] and that the playing of these games help to automate strategic awareness.


This type of game is an attempt to simulate the decisions and processes inherent to some real-world situation. Most of the mechanics are chosen to reflect what the real-world consequences would be of each player action and decision. Abstract games cannot be completely divided from simulations and so games can be thought of as existing on a continuum of almost pure abstraction (like Abalone) to almost pure simulation (like Strat-o-Matic Baseball).

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