Strategy splits on time. Turn-based games are about the best move; real-time games are about the best move you can make in four seconds. Everything else — the setting, the scale, the unit roster — matters less than which of those two you enjoy.
Whether losing teaches you something. A good strategy game makes the reason you lost legible, so the next attempt is different rather than just longer. If defeat feels arbitrary, the systems are hidden too well.
Grid-based, turn-based, and every unit matters. The recruit-and-build-a-roster loop is half the appeal.
A map, a hundred turns, and an evening that disappears. These reward planning several moves out.
Build order, map control, and hands that have to keep up with your plan. Campaigns are usually the way in.
Scale. Tactics is one battle, unit by unit — Fire Emblem, Advance Wars. Strategy is the campaign around it: economy, territory, and which battles to fight at all.
Advance Wars teaches turn-based tactics better than anything else, and Age of Empires IV does the same for real time. Both explain themselves as you play.
Turn-based ones, yes — the whole genre started on consoles. Real-time strategy is genuinely worse without a mouse, with a few exceptions built for it like Halo Wars.
Start from something specific rather than from the genre:
Or by the machine you own:
Or start from a game you already love — every title we cover has a page of hand-written recommendations, and the best-games lists cut the same library by era, audience and mood.