Conquest
1974
A diceless ancient-world wargame of movement, maneuver, and conquest.
120
minutes
Medium
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.
2,302 gamesThe game board is composed of hexagonal spaces, allowing for multi-directional movement.
2,259 gamesMultiple game elements interact in a stacked fashion.
211 gamesPlayers use a set number of points to move.
613 gamesPlayers create specific patterns to score points.
972 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.
2,461 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.
1974
A diceless ancient-world wargame of movement, maneuver, and conquest.
120
minutes
Medium
View game
2021
Compete as rival monks through tile placement, battles, rituals, and manuscripts.
60
minutes
Medium Heavy
View game
2021
Build shifting spy networks across Europe and complete seven missions first.
30
minutes
Medium Light
View game
1990
Race across the board by defining words before the hourglass runs out.
60
minutes
Light
View game
2024
Race across America’s national parks, camping and collecting trail stones.
60
minutes
Medium Light
View game
2021
A fast, tense wargame of Paraguay’s desperate stand
150
minutes
Medium
View game
2019
A sprawling card-driven struggle for control of revolutionary Russia
600
minutes
Heavy
View game
2024
Choose an iconic fighter, unleash special moves, and reduce your rival’s life to zero.
15
minutes
Medium Heavy
View game
2009
Race through Warsaw's underground canals to deliver vital orders
30
minutes
Medium
View game
2015
Customize a Kami master and battle for honor, karma, and domination.
90
minutes
Medium
View game
2020
A card-driven strategic wargame of conflict and intervention in the Middle East
240
minutes
Medium Heavy
View game
2020
Team up, uncover tools, and save the city from monstrous threats!
20
minutes
Light
View game
2011
Defend Farmingdale, fight the Zeds, and search for a cure before help arrives.
45
minutes
Medium
View game
2009
Defend New France as British forces advance from every direction.
25
minutes
Medium
View game
2002
Capture three islands in a row in a strategic game of shifting plans.
30
minutes
Medium
View game
2016
A tense Japanese-horror escape where every sound could summon the ghost.
120
minutes
Medium
View game
2010
A streamlined two-player strategy game about a devastating New England uprising
120
minutes
Medium
View game
2012
Command iconic WWII aircraft in fast, action-packed hex-map dogfights.
30
minutes
Medium
View game
1981
Explore the forest, remember hidden treasures, and race to the castle.
60
minutes
Light
View game
2020
Build valuable towers, control the top piece, and outscore your opponent.
20
minutes
Medium Light
View game
2025
Build a space orchestra, win patrons, and chase prestige across the Malaya sector.
150
minutes
Medium Heavy
View game
2006
Command colossal Moai and unleash the Sun against your rival.
20
minutes
Medium
View game
2023
Lead a total war through technology, alliances, codes, and military operations.
120
minutes
Medium
View game
2015
Lead an ancient empire through unpredictable turns of conquest and diplomacy.
240
minutes
Medium
View game
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.