"Will of the council" votes let each player choose among options, and the choice with the most votes happens. Importantly, every player votes—including you and your opponents—and you simply count the totals. Some cards have effects that scale or repeat based on votes (like Council's Judgment exiling the most-voted permanent).
The common mistake is forgetting that you don't control the outcome alone; politics matter, and ties usually mean all tied options happen unless the card says otherwise. Also, players vote in turn order starting with the voter's controller—knowing the order lets later voters react, which fuels deal-making.
In Commander's multiplayer environment, voting cards shine because they turn the table's politics into a resource. You can bribe, threaten, or bargain for votes, and effects like Expropriate or Council's Judgment dodge protection by not "targeting," making them excellent answers to hexproof or indestructible threats.