I think many of the kingdoms that got votes have multiple good strategies, especially kingdom 4.
All kingdoms got votes .
My point was mostly about kingdoms #5 and #8 (1st and 3rd place resp. at the time of this post, 1st and 2nd at the time of my original post) have some parts more or less clear (with several tactical considerations). For instance, it is clear you want CH and WT, respectively. I am not saying they are easier than the others or anything, just that the strategy is a bit more clear and the tactics are the main focus. Compare to, for instance, kingdom #9, which, for me at least, is a complete enigma from the go.
Compare with #9, for instance.
Yeah, sorry, as you could tell I meant Kingdoms which got more votes that others.
Kingdom 5 had divergent strategies, in that JOG went for mountebank. But in a game that is played correctly it will be an exact mirror. Kingdom 8 the only divergent strategy is more like tactics, or route to build. e.g., opening with rats, and minion vs. catacombs, whether to pick up tunnel or not, etc. So yes, those are more tactical kingdoms. (By the way, it's possible to end the game on turn 5 in kingdom 8 in a solitaire game with perfect shuffle luck.)
What's the enigma with kingdom 9? Is is not just an engine with essentially ALL the cards? That one also strikes me as a tactical kingdom. There are definitely lots of choices with buy order and witch and stuff of course, but I count that as tactics.
Anyway, I think that Kingdom 4 has the most and the best balanced divergent strategies, so it makes sense it got all of those votes. But in general I agree, having multiple viable strategies is a plus for a kingdom that should have been valued more highly.