Karvi
2023
Lead your crew across northern seas through trade, plunder, and upgrades.
180
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.
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.
2023
Lead your crew across northern seas through trade, plunder, and upgrades.
180
minutes
Medium Heavy
View game
2017
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45
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Medium
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2025
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60
minutes
Medium Light
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Medium Heavy
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2024
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90
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2002
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180
minutes
Medium
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2007
Battle occult forces in a war-torn 1949 with deeply customizable heroes.
120
minutes
Medium
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2022
Build your action wheel and lead a Renaissance city to greatness
150
minutes
Medium Heavy
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2015
Lead four emperors against revolts, barbarians, and the fall of Rome.
40
minutes
Medium
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2015
Build your reputation, earn the Queen’s favor, and claim the royal palace.
60
minutes
Medium
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2021
Develop Cape May’s streets, grow your wealth, and earn lasting prestige.
120
minutes
Medium
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2017
Climb, survive, and outmaneuver the competition on a deadly mountain.
180
minutes
Medium
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2017
Move pioneers, build roads, and connect your way to victory.
60
minutes
Medium
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2008
Command a seven-card campaign across the Near East in World War One
360
minutes
Medium Heavy
View game
1992
Negotiate your way through committees and into the Senate
45
minutes
Medium
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2018
Decode visual clues, race rival detectives, and stay ahead of the police.
20
minutes
Light
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2021
Unravel a Cold War murder mystery through codes, informants, and espionage.
180
minutes
Medium
View game
2013
Defend Farmingdale, discover a cure, and survive the advancing Zeds.
90
minutes
Medium Heavy
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2008
Fight for England through cards, shifting control, sieges, and hard-fought battles.
240
minutes
Medium Heavy
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2021
A fast, cooperative race to discover three cures before time runs out.
30
minutes
Medium
View game
2014
Race across the U.S. to visit parks, claim cards, and earn bonus points.
60
minutes
Medium Light
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2019
Team up, plan your ascent, and keep your flag planted at the Summit.
150
minutes
Medium
View expansion
2013
Add the U.S.S. Excelsior and new cards to Star Trek: Attack Wing.
30
minutes
Medium
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2014
A heavily armored Borg cube built for tactical combat
30
minutes
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2008
Call on nature’s power with a fierce Night Elf druid hero.
120
minutes
Medium
View expansion
2009
Add new heroes, volleys, and scenarios to the Battle of Rorke’s Drift.
20
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Medium
View expansion
2014
Four powerful Relics make the advancing Generals even harder to defeat.
90
minutes
Medium Heavy
View expansion
2024
Expand your Arctic adventure with myths, legends, and new expedition challenges.
90
minutes
Medium Heavy
View expansion
2012
Expand your espionage adventure with exclusive promotional extras.
90
minutes
Medium
View expansion
2018
Divert power before Lord Eradikus ignites his planet-destroying weapon.
60
minutes
Medium
View expansion
2016
Add three new conspirators and fresh abilities to your resistance.
75
minutes
View expansion
2014
Add Dwarven Rum and a risky card-drawing ability to the Dwarf.
90
minutes
Medium Heavy
View expansion
2018
A Gen Con 2018 promo card with three useful choices
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.