I think the question is largely meaningless, because few games have been studied by humans (or human computer programmers) with the depth and intensity that has been achieved for games like chess and go.
In general, games with many choices and no obvious strategies are good for people and bad for computers. Two examples that fit this paradigm, and have been proposed as examples of "hard for computers" are Arimaa and Havannah _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/