These are all strategic concepts that have shown up in old games, but which apply to whole categories of strategy games. It's good to know about them when designing new strategy games. I've tried to match these terms to their original sources. (General terms) Dominance (Game Theory) - Maintaining a position where you are at a small advantage compared to the opponent in every single aspect of the game. Once dominance is achieved, you can typically win by either copying the opponent's tactics with an advantage or by countering whatever they do. (Turn based games) Threat (chess) - Setting up a move that could cause crippling damage to the opponent's strategy. The opponent must spend their next move to prevent the threat or make a larger threat, or suffer the consequences. Check (chess) - A threat to win the game on the next move, done to force a response from the opponent rather than for the chance to win the game outright. Checkmate (chess) - A position where one player can move, but the other player will win immediately no matter what they do. Fork or Double Threat (chess) - Making two different threats simultaneously, to which the opponent can only respond to one. Usually, the one they don't respond to will be carried out. Pin (chess) - Being unable to use a piece because it's blocking an important move for the opponent. Zugzwang (chess) - A position where every move a player might make would put them at a disadvantage. This uses the fact that they must make a move against them. Transpose (chess, borrowed from mathematics) - Two different sequences of moves that lead to the same position after the same number of moves. Important for planning openings. Gambit (Chess) - presenting an offer of material advantage to your opponent in exchange for a positional or tempo advantage. Blocking Move (unknown/ concept from Go) - Making a move to prevent the opponent from playing the same move. Temperature (Game Theory, adopted by Go) - The value of having an extra move in a turn based game. A game-state (or region thereof) is Hot if the next player to make a move there gains an advantage from it even for a relatively weak move, while it's Cold if being forced to act next is a disadvantage (i.e. mutual Zugzwang). Tenuki (Go) - Responding to a move with an unrelated move elsewhere. This lets the opponent take two moves in a row in one area in exchange for taking two moves in a row elsewhere. There are two reasons to do this; either you think the other area is more important or you want the opponent to commit to a direction before deciding how to respond. (Risk, hidden information and probability terms) Feint (Fencing) - a fake attack, intended to provoke an inappropriate response. Mixed Strategy (Game Theory) - In a simultaneous-action game where predicting the opponent leads to an advantage, choosing from several actions randomly or pseudo-randomly. Poke (Fighting games?) - A low risk, low reward aggressive action. In hidden information or fast real-time games, frequent pokes are often used to make higher-risk attacks less immediately obvious. Scout (RTS games) - In a game with hidden information, sacrificing material in exchange for revealing hidden information. Yomi (Fighting games) - In a simultaneous-action game where predicting the opponent leads to an advantage, attempting to learn how the opponent chooses their actions rather than using a simple Mixed Strategy. (Pacing terms) Rush strategy (Warcraft II?) - Attempting to end the game quickly, before the opponent has set up their own strategy. Rushdown (Fighting games) - In a real-time game, taking actions that require a response at a higher frequency than the opponent can think through your actions. This can lead to confusion and, hopefully, inappropriate responses. Turtling (various) - A passive style of play that tries to keep the opponent from gaining large advantages while accumulating small advantages.