Web and Starship
1984
Balance three powers across a realistically three-dimensional galaxy
120
minutes
Medium Heavy
View game
Point to Point Movement is a game mechanic where pieces travel along predefined routes connecting designated nodes or locations on a board. Instead of counting individual grid spaces, players move directly from one established point to an adjacent connected one.
1,051 results
At its core, Point to Point Movement simplifies geographic navigation into a network of distinct stops and connecting lines. Nodes often represent cities, outposts, or clearings, while the lines between them represent roads, sea lanes, or mountain passes. By eliminating open terrain grids, the board focuses player attention entirely on strategically vital hubs and the corridors that link them.
This structure fundamentally shapes how players evaluate distance, pacing, and conflict. It creates natural bottlenecks where opponents can set up defenses, intercept travelers, or race toward high-value objectives. Because paths are explicitly drawn, calculating travel costs and anticipating rival trajectories becomes an intuitive, highly readable part of the game’s spatial puzzle.
Players physically flick pieces to move them.
90 gamesPlayers cover or control grid spaces.
207 gamesPlayers move their pieces on a grid.
2,303 gamesThe game board is composed of hexagonal spaces, allowing for multi-directional movement.
2,261 gamesMultiple game elements interact in a stacked fashion.
211 gamesPlayers use a set number of points to move.
614 gamesPlayers create specific patterns to score points.
973 gamesPlayers identify and respond to visual or logical patterns.
329 gamesPlayers collect and transport goods to different locations.
716 gamesPieces are slid or pushed across the board.
71 gamesPlayers progress along a track.
573 gamesPlayers place tiles to form a board or map.
2,462 gamesPlayers progress along a predefined track, often gaining rewards or triggering events.
286 gamesThis mechanism is particularly well-suited for groups that enjoy deliberate spatial strategy, cooperative problem-solving, and thematic journeying without the fiddly distance measurements of miniature wargames. In practice, the vast majority of titles featuring point-to-point maps land comfortably in the medium to medium-heavy complexity range. They offer enough depth to satisfy hobbyists who enjoy logistical planning while remaining readable enough for casual players to parse routes at a glance.
1984
Balance three powers across a realistically three-dimensional galaxy
120
minutes
Medium Heavy
View game
2018
A tense Southern campaign of maneuver, sieges, partisan warfare, and logistics.
120
minutes
Medium
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2025
Race through the jungle, uncover paths, and claim the most valuable treasures.
40
minutes
Light
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2012
Lead elite commandos on high-risk missions across the Congo.
30
minutes
Medium Light
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2011
Stand against five converging columns in a fast, tense Alamo siege.
15
minutes
Medium Light
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2020
Command French paratroopers through missions against changing opposition forces.
Medium Heavy
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2025
Set sail, trade tulip bulbs, and chart a course for greater rewards.
90
minutes
Medium Heavy
View expansion
2019
A versatile promo tile adding new cattle and railway strategies to the trail.
150
minutes
Medium Heavy
View expansion
2019
Four conspirators, including three updated figures and one new addition
90
minutes
Medium
View expansion
2018
Three special tiles that add new strategic options to Orléans
90
minutes
Medium Heavy
View expansion
2019
Add four historically named conspirators to your Black Orchestra collection.
90
minutes
Medium
View expansion
2020
Load caravans, exchange goods, and pursue victory points with four new characters.
120
minutes
View expansion
2023
Redeem special ships and horses through objective-driven action advances.
120
minutes
Medium Heavy
View expansion
2017
A cost-6 device offering two powerful choices in one turn.
60
minutes
Medium
View expansion
2022
Expand your voyage with a whirlpool, new creatures, and maritime stories.
45
minutes
Medium
View expansion
2026
Add three hirelings, fresh meeples, and more variety to Root.
Medium Heavy
View expansion
2020
A special On Mars promo card with a distinctive release history
150
minutes
Heavy
View expansion
2020
Five released promos with tiles for expanding your Teotihuacan collection
120
minutes
Medium Heavy
View expansion
Point to point movement is a spatial mechanism where pieces travel along distinct, interconnected lines between specific locations or nodes. Instead of counting individual spaces across an open square or hex grid, players move directly from one hub to an adjacent connected one. This setup abstracts geography into readable travel routes such as roads, shipping lanes, or flight paths.
While grid movement allows pieces to roam across contiguous squares or hexes in many directions, point to point movement strictly restricts travel to drawn paths between locations. This eliminates ambiguous line-of-sight issues and tedious distance calculations over open terrain. As a result, gameplay focuses player attention on strategic intersections, shared transit hubs, and natural chokepoints.
For casual players and families, accessible titles like Labyrinth and Stop Thief! provide clear, engaging introductions to networked maps. Labyrinth accommodates 2 to 4 players ages 8 and up in brisk 20-minute sessions where the connecting corridors shift each turn. Meanwhile, Stop Thief! plays in 30 to 60 minutes for ages 10 and up, challenging investigators to track a suspect fleeing between connected city spaces.
Yes, point to point networks create intense tactical friction and direct blocking opportunities in two-player games. For instance, Unmatched: Battle of Legends, Volume One plays in 20 to 40 minutes and is best with 2 players, utilizing connected circular spaces to create tense positioning duels. On the heavier side, Imperial Struggle is specifically designed for 2 players, spending 120 to 240 minutes fighting for influence across regional node networks.
Many games built on point to point networks feature solo modes where you navigate maps against an automated threat or escalating game timer. Cooperative adventure titles like Eldritch Horror and Arkham Horror support 1 to 8 players, allowing a lone investigator to journey between global cities or neighborhood hubs to close dangerous portals. In these games, predefined routes give solo players clear visual parameters to calculate optimal travel efficiency.
Experienced hobbyists looking for deep logistical challenges can turn to complex strategy titles like Root and Here I Stand. Root combines point to point forest paths with asymmetric woodland warfare in 60 to 90 minutes for 2 to 4 players. For an even more demanding experience, Here I Stand is a heavy historical wargame best with 6 players that spans 180 to 900 minutes across a sweeping European transit network.
Play times vary considerably depending on complexity, ranging from fast 20-minute games to extensive multi-hour campaigns. Lighter deduction games such as Shadows: Amsterdam can wrap up in just 20 minutes. Conversely, medium-heavy eurogames like Orléans run roughly 90 minutes, while grand-scale wargames can easily take several hours to finish.
Roll-and-move relies on dice rolls to propel pieces forward along a linear track, whereas point to point movement emphasizes player decision-making across a branching web of routes. Modern point to point games typically have players expend action points, discard cards, or manage supplies to select their path. This provides meaningful tactical control over navigation, tactical retreats, and positioning rather than leaving your progress to random dice values.
A common mistake is neglecting escape routes and getting trapped at narrow bottlenecks. Because movement is strictly restricted to printed pathways, an opponent occupying a vital junction can cut off your retreat or force you to take expensive, inefficient detours. Successful players consistently monitor alternate pathways and assess how opponents can intercept them before advancing into a dead-end hub.
Cooperative games frequently adopt point to point maps because visible hubs make crises and collective logistics transparent to all players. In Pandemic, which plays in 45 minutes for 2 to 4 players, clear connections between cities let the team calculate exact travel costs turns in advance. This shared clarity allows players to coordinate multi-turn plans, trade cards, and treat disease hotspots before outbreaks spiral out of control.
Point to point maps provide a structured framework for hidden movement by narrowing down the fugitive’s possible routes into distinct, trackable options. In Scotland Yard, which plays in 45 minutes for 2 to 6 players, the hidden player reveals the type of transit used—such as taxi, bus, or underground—along specific network lines. The pursuing detectives must analyze the board’s connections to eliminate impossible locations and close off escape paths.