Pacific War 1942: Solitaire
2024
Command the Allies, hold the Pacific, and push Japan back.
Light
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.
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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.
208 gamesPlayers move their pieces on a grid.
2,316 gamesThe game board is composed of hexagonal spaces, allowing for multi-directional movement.
2,275 gamesMultiple game elements interact in a stacked fashion.
212 gamesPlayers use a set number of points to move.
614 gamesPlayers create specific patterns to score points.
978 gamesPlayers identify and respond to visual or logical patterns.
333 gamesPlayers collect and transport goods to different locations.
722 gamesPieces are slid or pushed across the board.
71 gamesPlayers progress along a track.
574 gamesPlayers place tiles to form a board or map.
2,471 gamesPlayers progress along a predefined track, often gaining rewards or triggering events.
288 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.
2024
Command the Allies, hold the Pacific, and push Japan back.
Light
View game
2024
Hack minds, outmaneuver rivals, and profit before the city collapses.
120
minutes
Medium Heavy
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2011
An open chase across London where every player gets to be Mister X.
20
minutes
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2022
Work together, wield magic, and outwit Daedalus before time runs out.
40
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2023
Plan your park day, brave the crowds, and chase the perfect photo.
60
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2009
Plan the Ardennes offensive from headquarters and outmaneuver your opponent.
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1990
Six classic Dragon Magazine games in one enhanced collection
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2015
Shift the underwater maze, chase hidden symbols, and race back home.
30
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Light
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2020
Discover empires, negotiate or conquer, and pursue gold across the Americas.
360
minutes
Medium
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2015
Stack, pin, and outmaneuver rival crabs to make the final move.
20
minutes
Medium Light
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2014
Lead the Allied rescue at Dunkirk and strive to match history.
60
minutes
Medium
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2014
Climb the rooftops, collect fish, and become the city’s Top Cat.
60
minutes
Medium Light
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2016
Command B-17s through a dangerous campaign over Axis-held Europe.
120
minutes
Medium
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2017
Battle for shifting majorities across a field of interconnected triangles.
30
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Medium
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2015
Command the Resistance and face relentless Terminator forces on the battlefield.
60
minutes
Medium Heavy
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2008
A fast, card-driven grand strategy of the American Civil War
180
minutes
Medium
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2020
A tense 1939 campaign of invasion, resistance, and mechanized warfare
90
minutes
Medium
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1996
Lead a team of frogs in a moonlit race for a beautiful lotus bouquet.
30
minutes
Medium Light
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2024
Sail the Aegean, tame monsters, and earn the gods’ favor.
105
minutes
Medium Heavy
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2019
A fast-paced, no-dice struggle for control of wartime Europe
120
minutes
Medium
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2010
Build the canal, place your workers wisely, and cultivate valuable vines.
30
minutes
Medium
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2019
A playful introduction to chess through stories, art, and custom pieces
Light
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2012
Build the battlefield, move your forces, and defend Hoth from the Empire!
15
minutes
Light
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2015
Reroute trains, deliver goods, and complete five contracts to win.
60
minutes
Medium
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2019
Shape snowy dreams, build charming landscapes, and slide through winter wonder.
90
minutes
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2007
An 80-page companion packed with counters, variants, history, and strategy
480
minutes
Medium Heavy
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2021
A promo hero with movement control and a quest-action reroll.
60
minutes
Medium Heavy
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2019
A versatile Clank! companion rewarding risky dungeon discoveries
60
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Medium
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2022
Mix monsters, chase Spook Juice, and tackle three unusual party challenges.
60
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Medium Heavy
View expansion
2011
Expand the war with new scenarios, events, counters, and an atomic endgame.
60
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Medium
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2006
Descend into perilous waters and hunt for legendary treasures.
180
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Medium
View expansion
2023
A complete collection of stretch goals and first-campaign expansions
90
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2024
Control Alpha Bot, battle elite Cylindroids, and survive escalating challenges.
150
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Heavy
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2023
Add seven permanent city effects for greater setup variety and new combos.
90
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Light
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2018
Face corruption, new foes, and the darkest challenges in Hara.
180
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Medium Heavy
View expansion
2013
Command a notorious D7 battlecruiser steeped in subterfuge and experimentation.
30
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.