Caesar’s Legions
1975
Command Roman campaigns and German resistance across five historical scenarios.
90
minutes
Medium
View game
Movement Points is a mechanic where pieces receive an explicit budget of points to spend on maneuvering across a board. Rather than moving a fixed number of spaces, pieces pay variable point costs depending on terrain, obstacles, or actions taken during the move.
587 results
At its core, this mechanic replaces simple space-by-space movement with a flexible spending system. A unit or character receives an allowance of points each round, which players spend incrementally to enter adjacent spaces, cross barriers, or change elevation. Because diverse terrain types demand different point expenditures, navigating a swamp or dense forest naturally slows a piece down compared to advancing along a paved road.
At the table, this introduces meaningful operational trade-offs and positional planning. Players cannot simply count hexes; they must calculate routes, weigh the safety of difficult defensive terrain against the speed of open ground, and manage point reserves to ensure their forces end up exactly where needed before their budget runs dry.
Players physically flick pieces to move them.
87 gamesPlayers cover or control grid spaces.
205 gamesPlayers move their pieces on a grid.
2,267 gamesThe game board is composed of hexagonal spaces, allowing for multi-directional movement.
2,207 gamesMultiple game elements interact in a stacked fashion.
209 gamesPlayers create specific patterns to score points.
954 gamesPlayers identify and respond to visual or logical patterns.
322 gamesPlayers collect and transport goods to different locations.
707 gamesPlayers move between fixed locations on a map or board.
1,071 gamesPieces are slid or pushed across the board.
68 gamesPlayers progress along a track.
566 gamesPlayers place tiles to form a board or map.
2,423 gamesPlayers progress along a predefined track, often gaining rewards or triggering events.
286 gamesThis mechanic primarily appeals to strategy enthusiasts and tactical planners who value nuanced board positioning over fast, abstract racing. Because tracking diverse terrain charts and optimizing multi-step routes demands deliberate calculation, games featuring this system tend to lean comfortably into medium and medium-heavy complexity weights, with relatively few appearing in casual or lightweight designs.
1975
Command Roman campaigns and German resistance across five historical scenarios.
90
minutes
Medium
View game
1986
A deep WWII simulation where every move keeps the initiative uncertain.
1200
minutes
Medium Heavy
View game
2010
Command French and English forces in two pivotal 1810 battles.
240
minutes
Medium
View game
2011
Command battalions through brutal alpine warfare with morale, logistics, and artillery in play.
120
minutes
Medium Heavy
View game
2002
A focused tactical wargame bringing four medieval battles to the table.
60
minutes
Medium
View game
1981
Command naval actions across the Age of Sail
240
minutes
Medium
View game
2019
Explore a deadly space station, battle alien powers, and save the galaxy together.
240
minutes
Medium
View game
1971
Simulate the 1940 German invasion of France in a detailed two-player campaign.
180
minutes
Medium
View game
2017
A two-player campaign across Extremadura’s decisive battles of 1809
Medium Heavy
View game
2026
Quest, battle, and scheme your way to Armello’s throne
180
minutes
Medium Heavy
View game
1975
A grand-tactical Civil War battle where every attack can exhaust your army.
120
minutes
Medium
View game
2019
Race through two Civil War battles to challenge Washington’s defenses.
3600
minutes
Heavy
View game
2023
A tense two-player struggle across the Eastern Front of World War II.
90
minutes
Medium Light
View game
1984
Command, maneuver, and logistics collide in Napoleon’s 1809 Danube campaign.
1200
minutes
Medium Heavy
View game
2020
Four card-driven mini-games portraying brief 20th- and 21st-century conflicts.
120
minutes
Medium
View game
2020
Roll the dice, launch gems, and outwit lava on a dangerous volcano island.
40
minutes
Light
View game
1977
A detailed two-player wargame of the Battle of Shiloh
180
minutes
Medium
View game
2016
Shape mobilization, command corps, and fight for supremacy in Germany
300
minutes
Medium Heavy
View game
2011
A sprawling Russo-German War simulation of encirclement, weather, and shifting power
1500
minutes
Medium Heavy
View game
2002
Command the German 1918 offensive in a low-complexity two-player wargame.
180
minutes
Medium
View game
2007
Command a desperate Eastern Front defense as Soviet forces race toward Berlin.
480
minutes
Medium Heavy
View game
1981
A two-player simulation of the U.S. Ninth Army’s 1945 Rhineland offensive
240
minutes
Medium
View game
1987
Small-scale Crusades combat with scenarios, campaigns, and character advancement.
180
minutes
Medium
View game
1979
Recreate the famous 1942 naval battle in a detailed, long-form game.
1200
minutes
Medium Heavy
View game
2025
Complete the galaxy with new empires, missions, scenarios, and more
180
minutes
Medium Heavy
View expansion
2021
Engineer hybrid dinosaurs for bigger rewards, greater threat, and flexible strategies.
120
minutes
Medium Heavy
View expansion
2021
Add six aquatic dinosaur species, new scoring goals, and algae management to your park.
120
minutes
Medium Heavy
View expansion
1988
Lead your squad through four dangerous solitaire missions.
240
minutes
Medium Heavy
View expansion
1977
Command Pacific air missions with fighters, bombers, flak, and naval targets.
60
minutes
Medium Heavy
View expansion
2023
Face dark forces with a new hero, loyal pets, and fierce new challenges.
480
minutes
Medium Heavy
View expansion
2021
Solo cards, 68 illustrated dinosaur meeples, and six special building tiles
120
minutes
View expansion
2013
An illustrated guide to mastering the detailed BAR warfare system
120
minutes
Heavy
View expansion
2024
Expand your adventure with sinister swamps, perilous plains, and new heroes.
180
minutes
Medium
View expansion
2007
A detailed D-Day and Normandy beachhead campaign in three distinct stages.
2160
minutes
Medium Heavy
View expansion
1978
Expand tactical World War II air combat with new aircraft, ships, counters, and rules.
120
minutes
Medium Heavy
View expansion
1993
Advanced Squad Leader scenarios and a Gavutu-Tanambogo mini-HASL campaign
Heavy
View expansion
Movement points provide a piece with a numerical budget to spend each turn when traveling across the board. Instead of moving a flat number of spaces, pieces pay variable point costs depending on the terrain, elevation, or obstacles in their way. This turns positioning into an economic decision where every step must be budgeted against your available total.
Standard grid movement treats every space identically, whereas movement points vary the cost based on the environment. In basic grid games, a roll or stat of three moves you three spaces regardless of what sits between your start and destination. With movement points, crossing a river or entering dense woods may cost two or three points for a single space, accurately reflecting environmental friction.
Yes, many introductory games use straightforward movement allowances without complex reference charts. In Survive: Escape from Atlantis!, players receive a simple pool of three movement points per turn to navigate their survivors toward safety across land and sea. Similarly, Last Defense! offers a fast, accessible cooperative experience where players spend movement points to rescue scientists in games lasting around 20 minutes.
For younger players, Echidna Shuffle is designed for ages 6 and up and plays in just 10 to 20 minutes. Players roll a custom die to gain a movement point allowance, which they spend guiding communal echidnas along forest trails to pick up and deliver critters. It teaches the core principle of budgeting steps along branching paths without overwhelming math.
Movement points excel at two players because exact positioning directly drives tactical tension and combat maneuvering. In Unmatched: Cobble & Fog, two players spend set movement allowances to manage range and line of sight during rapid 20- to 40-minute skirmishes. For battlefield strategy, Memoir ’44 allows two opponents to maneuver units through towns, hills, and barbed wire in accessible 30- to 45-minute tactical matches.
Yes, cooperative and scenario-driven games with movement pools translate naturally to solo play. In Robinson Crusoe: Adventures on the Cursed Island, a solo survivor spends action allocations each round to explore harsh island terrain and gather critical supplies. Deep fantasy campaigns like Gloomhaven also work smoothly solo, challenging a single player to calculate exact movement values through dangerous dungeon rooms.
Experienced players looking for heavy systems often prefer titles that feature granular terrain costs and logistical planning. The wargame classic Advanced Squad Leader demands intricate calculations where units spend fractions of their movement allowance based on foliage, fortifications, and enemy sight lines. For epic sci-fi strategy, Twilight Imperium: Fourth Edition lets players upgrade fleet drive values to traverse hazardous gravity rifts and vast space systems over sessions lasting four or more hours.
Session length depends entirely on the game’s overall weight and scope. Lighter titles like Carcata finish in 20 to 40 minutes, while medium-weight deck-builders like Clank!: A Deck-Building Adventure typically run between 30 and 60 minutes. Heavy tactical simulations and grand strategy epics can easily extend from two to six hours due to the sheer volume of navigation choices.
The most common mistake is spending an entire point allowance solely on forward momentum without planning where the piece will halt. Ending a turn stranded in exposed, open terrain or stopping just one hex short of a defensive barrier makes pieces easy targets. Strong players calculate their paths backward from safe, defensible hexes to ensure they never run dry in high-risk zones.
Movement points allow game designers to mirror genuine physical geography without writing unique, convoluted movement rules for every map feature. Assigning higher point values to rough hills, mud, or river crossings organically creates natural bottlenecks and travel corridors. This rewards players for planning realistic lines of advance and deciding when to sacrifice speed for terrain protection.
Yes, calculating multiple route options across varied terrain costs can slow down play if players try to optimize every point. Comparing three or four potential paths to conserve a single point often leads to overthinking. Modern designs help mitigate this delay by using intuitive, color-coded terrain borders and printing costs directly onto the map boards.