In "abstract strategy games, the game is only loosely tied to a thematic concept, if at all. The rules 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" games despite having a chance element.["citation needed] A smaller category of non-perfect abstract strategy games incorporate hidden information without using any random elements; for example, "Stratego.
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  and that the playing of these games helps to automate strategic awareness.
Eurogames, or German-style boardgames, are a relatively new genre that sit between abstract strategy games and simulation games. They generally have simple rules, short to medium playing times, indirect player interaction and abstract physical components. The games emphasize strategy, play down chance and conflict, lean towards economic rather than military themes, and usually keep all the players in the game until it ends.
This type of game is an attempt to simulate the decisions and processes inherent to some real-world situation. Most of the rules 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).
"Wargames are simulations of military battles, campaigns or entire wars. Players will have to consider situations that are analogous to the situations faced by leaders of historical battles. As such, war games are usually heavy on simulation elements, and while they are all "strategy games", they can also be "strategic" or "tactical" in the military jargon sense.
Traditionally, wargames have been played either with "miniatures, using physical models of detailed terrain and miniature representations of people and equipment to depict the game state; or on a board, which commonly uses cardboard "counters on a "hex map.
Popular miniature wargames include "Warhammer 40,000 or its fantasy counterpart "Warhammer Fantasy. Popular strategic board wargames include "Risk, "Axis and Allies, "Diplomacy, and "Paths of Glory. "Advanced Squad Leader is a successful tactical scale wargame.
Strategy video games
Strategy video games are categorized based on whether they offer the continuous gameplay of "real-time strategy (RTS), or the discrete phases of "turn-based strategy (TBS). Often the computer is expected to emulate a strategically thinking "side" similar to that of a human player (such as directing armies and constructing buildings), or emulate the "instinctive" actions of individual units that would be too tedious for a player to administer (such as for a peasant to run away when attacked, as opposed to standing still until otherwise ordered by the player); hence there is an emphasis on artificial intelligence.
Modern day turn-based
One of today's modern games that has become a sensation for its strategy and tactics is the X-COM franchise, specifically the two most recent games that they released, "X-COM: Enemy Unknown (2012) and "XCOM 2 (2016). These two games portray the player as a commander of an international organization known as X-COM. The player's job is to repel an alien force using the recourses that you are given by each region and country that is a part of the organization. The game is played through confrontations with the alien force using a squad of 4 to 6 soldiers with periods of time in between where the player is able to even the odds placed against them by upgrading weapons and armor for the soldiers using technology that is recovered from the aliens. These upgrades result in boosted health as well as laser and plasma based weapons and are necessary to achieve if the player wishes to complete the game. Like chess the games have different classes of soldiers with different abilities which can turn the tide of the game if you use them correctly or not. The come in six classes for each game. In "X-COM: Enemy Unknown the soldier classes consist of heavy, capable of dealing heavy damage and carries rockets as well as grenades, the sniper, capable of hitting enemies from beyond line of sight and do immense amounts of damage with single shot, the support, can heal teammates and provide cover using smoke, the assault, which relies on getting up close in order to use the shotgun that they use to make short work of any enemy, the Psionic, this class specializes in applying status effects and generally messing with the opponent's force, and finally the MEC, this used to be a fully organic being but volunteered to replace their organic body with robotic augments, this gives them massive amounts of health and makes them the tanks of the game on the protagonists side.
Another aspect of turn-based strategy rather than just a battlefield in modern video games is controlling countries such as in the civilization franchise and their most recent title "Civilization VI. This strategy game forces the player to look at the world as a whole as there are multiple countries involved in the game that will react to the player and their actions and how the influence the world. The player must maintain relations with other nations as they try to progress their society forward by the inclusion of funding to sections of their society such as "mathmatics, "art, "science, and "agriculture. Each of these is important to maintain as the player progresses because without the added funds to these branches of society most players will be stuck in the dark ages while other civilizations advance into renaissance eras and further. This can cause turmoil in the players civilization as well as revolt and will bring the civilization crumbling to the ground. This is only a small portion of the game, the other nations around the player will offer treaties and alliances but some of these are shams and are used to lure the player into a false sense of security as an allied nation begins to take over resources or land that used to belong to the player. In these situations it becomes tricky to navigate as there are two paths, negotiation or war. Often times negotiations are the best choice because it avoids conflict and allows your society to progress further where as war takes a considerable amount of resources and the player must also be aware of the actual allies that the opposing force has and how much aid they will provide. Unfortunately negotiations are not always possible and it can result in war, this makes it very important to have loyal allies of your own and a suitable army with sufficient technologies which is all supported by your societies math and science departments respectively.
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