Real-time strategy
Also said as RTS
Gather resources, build a base, train an army and destroy the enemy, all at once in a continuous clock. It promises to make you a general, and tests how many things you can do at the same time.
Every worker you build delays a soldier, and every second you spend looking at one thing costs you another. Strategy and sheer speed are mixed together, and that thrills experts and scares off newcomers.
Say it
“RTS with one resource: workers really walk to the mine and back, a soldier costs as much as two workers, and the first enemy attack arrives at three minutes to punish greedy openings.”
Where you’ve seen it
Westwood's Dune II (1992) set the pattern, and Blizzard's StarCraft (1998) became a professional sport in South Korea. Its workers really do walk to minerals and carry them back, so where you build changes how fast you earn.
Not to be confused with turn-based strategy
Both are about choices. Turn-based gives you time to make the right one. Real time asks how many right ones you can make per minute.