I am of the opinion that Puerto Rico has it pretty much all the time, but only if all the players are very experienced with the game. It's like chess, in a way: for inexperienced players if one moves his pawn from here to there, it may not mean much at all... heck, it could in fact mean "couldn't think of a good play." For experienced chess players, though, that pawn move can mean anything from "that was a mistake" to "he's setting up protection for a future move of his bishop" to "ah, looks like the beginning of an Orenefsky offense or a Feinberg defensive wedge... I'm betting on the former."
Not that Puerto Rico is that deep, but when a player chooses a corn plantation over a tobacco plantation when no one has tobacco yet, that signals that he's likely working towards a cheap shipping strategy, maybe corn and sugar or corn and indigo, and maybe that he's really helping that guy on his left with the Office as a result. When a player buys a Hacienda for his first building or a Warehouse early on, I'm thinking shipper, a signal he's sending. When someone chooses the Trader even though it's benefitting another player even more, I'm thinking he's desperate for that single extra doubloon and start to figure out what building he's planning to buy. Etc. I simply contend that among experienced PR players the signals are very nearly as direct and tangible as in checkers.
For starters,
Action/Move : A single granular decision or choice made by a player to help advance their current position in the game while maintaining the highest potential payout.
Tactic(s) : Sets of one or more Actions/Moves used by a player to best position themselves to achieve their overall game goals.
Strategy : A high level method of play chosen by the player for use as a plan of action so the player may achieve the highest potential payout in the game.
Ok I look forward to any bashing, fine tuning, or altering to the above three items. But I hope we can manage to define the concepts of strategy in a game from high level to a low level set of terms. For some reason I think it might be a minor but useful set of terms for a designer to think about when implementing a new game. Since we the designers need to think about these type of game elements when we develop a game. For instance, one thought would be to also include the idea of Counter-Tactics as another term. Since hopefully a game allows one tactic to be potentially countered in order to keep all players *in the game*. If not you might be causing a run away leader issue.
Thanks...
Great summary. :) It reminds me (suggested by someone in the forum) that the easiest way to enhance tactical depth of a war game is to assign a "rock - paper - scissors" relationship (or introducing counter tactics) to the units.