Grand Conquest
2006
An expanded abstract strategy game with siege engines, camels, and puzzles
60
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.
1,107 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.
91 gamesPlayers cover or control grid spaces.
210 gamesPlayers move their pieces on a grid.
2,336 gamesThe game board is composed of hexagonal spaces, allowing for multi-directional movement.
2,297 gamesMultiple game elements interact in a stacked fashion.
212 gamesPlayers use a set number of points to move.
616 gamesPlayers create specific patterns to score points.
985 gamesPlayers identify and respond to visual or logical patterns.
335 gamesPlayers collect and transport goods to different locations.
727 gamesPieces are slid or pushed across the board.
71 gamesPlayers progress along a track.
578 gamesPlayers place tiles to form a board or map.
2,483 gamesPlayers progress along a predefined track, often gaining rewards or triggering events.
289 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.
2006
An expanded abstract strategy game with siege engines, camels, and puzzles
60
minutes
Medium Heavy
View game
2014
Outmaneuver rival armies across the perilous campaigns of Southern Germany.
360
minutes
Medium
View game
2019
Rebuild shattered cities through cards, deals, and area control.
60
minutes
Medium
View game
2015
Shape the five-way 1912 race through cards, geography, and chance.
90
minutes
Medium
View game
2013
Race to the attic through fast, creative word challenges.
60
minutes
Light
View game
2015
Command a desperate Vietnam War relief campaign against a race against time.
Medium Light
View game
2023
Fast solo WWII battles on one sheet, with every decision carrying weight
10
minutes
Light
View game
2019
A two-player struggle for the Austrian succession across a war-torn Europe.
300
minutes
Medium
View game
2018
A tense imperial struggle of diplomacy, conquest, and proxy wars
180
minutes
Medium
View game
2022
Fight through Mediolanum, uncover the clues, and escape the unleashed horde.
120
minutes
Medium Heavy
View game
2026
Defend Barovia against four uniquely challenging monsters.
60
minutes
Medium
View game
2020
Four Shovel Knight fighters clash in fast-paced card-driven arcade battles.
25
minutes
Medium Heavy
View game
2020
Investigate Lovecraftian horrors before the 40-day countdown ends
120
minutes
Medium
View game
2008
Lead Rome’s rival factions through the civil war of 50–44 BC.
45
minutes
Medium
View game
2012
Command ancient kingdoms, win tribute, and shape the Near East through war.
480
minutes
Medium
View game
2022
Build a lively hot-spring town through bag-building and clever development.
60
minutes
Medium
View game
2015
Set out for treasure, mushrooms, quests, and adventure in a gnome-sized world.
90
minutes
Medium
View game
1994
Command colossal Titans and Gargants in a battle of Epic-scale destruction.
240
minutes
Medium
View game
2016
Shape mobilization, command corps, and fight for supremacy in Germany
300
minutes
Medium Heavy
View game
2003
Race from the Shire to Mount Doom while friends, foes, and Nazgul intervene.
20
minutes
Light
View game
2011
Race, pay the leader, and turn clever Power cards into a winning advance.
60
minutes
Medium Light
View game
1994
Push a wobbling boat, collect cargo, and try to finish with the fewest bits.
30
minutes
Light
View game
2015
Command an invasion while balancing military goals and political consequences.
120
minutes
Medium Light
View game
2027
Command vampires, raise the undead, and seize control of war-torn Romania.
120
minutes
Medium
View game
2013
Expand Edo with three modular additions and support for a fifth player.
60
minutes
Medium Heavy
View expansion
2023
Harness the full moon with powerful abilities, potions, and chain reactions.
90
minutes
Medium Heavy
View expansion
2021
Two promotional cards introducing a dangerous system and a costly colonization option.
120
minutes
Medium Light
View expansion
2003
Explore a dangerous astral sphere and become a legendary hero.
180
minutes
Medium
View expansion
2007
Bring Carthage’s mercenaries and mighty navy into the struggle for Italy.
360
minutes
Medium Heavy
View expansion
2020
Three promotional tiles for the Orléans base game or deluxe edition.
90
minutes
Medium Heavy
View expansion
2015
A solo journey to Tours with citizens and goods to deliver
Medium
View expansion
2018
Expand the Hack Shack with six clever cross-colorized Command cards.
90
minutes
Medium Heavy
View expansion
2018
Reposition a library book tile instantly and earn 7 victory points.
90
minutes
Medium
View expansion
2018
Boost every gold gain this turn with this powerful Companion promo card.
60
minutes
Medium
View expansion
2016
Face Cthulhu-filled worlds, close portals, and risk your sanity.
40
minutes
Medium
View expansion
2018
A time-themed promo card with a powerful discard-pile action
60
minutes
Medium
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.