Jours de Gloire Campagne IV: Allemagne 1813, de Lützen à Leipzig
2011
Command Napoleonic armies through five campaigns in turbulent Germany, 1813.
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.
87 gamesPlayers cover or control grid spaces.
205 gamesPlayers move their pieces on a grid.
2,267 gamesThe game board is composed of hexagonal spaces, allowing for multi-directional movement.
2,207 gamesMultiple game elements interact in a stacked fashion.
209 gamesPlayers use a set number of points to move.
601 gamesPlayers create specific patterns to score points.
954 gamesPlayers identify and respond to visual or logical patterns.
322 gamesPlayers collect and transport goods to different locations.
707 gamesPieces are slid or pushed across the board.
68 gamesPlayers progress along a track.
566 gamesPlayers place tiles to form a board or map.
2,423 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.
2011
Command Napoleonic armies through five campaigns in turbulent Germany, 1813.
120
minutes
Medium Heavy
View game
2017
Negotiate, mobilize, and besiege your way to power before the crown is claimed.
60
minutes
Medium
View game
1983
Standalone starship combat from the Star Frontiers role-playing game
60
minutes
Medium
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1975
A tense American Revolution battle of movement, skirmishes, and major battles.
60
minutes
Medium Light
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2023
Explore a haunted island, face demonic creatures, and fight to escape alive.
30
minutes
Medium
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1976
Guide your prince through a tactical hex-grid battle to the palace
30
minutes
Medium
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1954
Command armies, outplay rivals, and fight for control of the Mediterranean.
60
minutes
Medium
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2021
Four BlazBlue fighters clash in fast-paced tabletop combat.
20
minutes
Medium Heavy
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2006
Command the Peninsula Campaign and forge an army in battle
180
minutes
Medium
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1988
A fast tactical race where holes punish haste and timing earns points.
20
minutes
Light
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2016
Command the German airborne assault and seize Crete at the lowest cost.
Medium
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1965
A tense two-player fleet duel of escape, blockade, and capture.
15
minutes
Medium
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2021
Defend the Crown against rebellion, invasion, and papal opposition.
60
minutes
Medium Light
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2024
A fast-paced two-player command struggle across the 1941 desert war
60
minutes
Medium
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2019
Roll the dice, choose your route, and work together to catch Mister X.
15
minutes
Medium Light
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2003
Roll, modify, and outplay your rivals across a classic golf challenge.
90
minutes
Light
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2015
Build an underwater city, manage resources, and outscore your rivals.
120
minutes
Medium
View game
2013
Command legendary WWII aircraft in fast-paced hex-map dogfights.
90
minutes
Medium
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2020
Command rival alliances in a strategic struggle for control of New France.
120
minutes
Medium
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2013
Race through history, gather evidence, and outwit rivals before time runs out.
60
minutes
Medium
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2017
Explore and battle in the Alpha Quadrant with four repainted ships.
60
minutes
Medium Heavy
View game
2012
Re-create the savage 1943 tank battles around Kursk
Medium
View game
2019
Cooperate to save Tokyo before a growing lava monster destroys it.
80
minutes
Medium
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2004
Command the fleet through 20 pivotal Russo-Japanese War scenarios.
360
minutes
Heavy
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2013
Bring the Firespray-31's heavy armor and deadly upgrades to the table.
Medium
View expansion
2016
Two maps, distinct challenges, and tighter choices for Concordia players.
90
minutes
Medium
View expansion
2022
Add fiery allies, tactical options, and six new hirelings to the Woodland.
90
minutes
Medium Heavy
View expansion
2019
Plunder a jungle temple guarded by an undying mechanical guardian.
60
minutes
Medium
View expansion
2012
Add a rugged, heavily armed Y-wing and ion-cannon firepower to your squadron.
20
minutes
Medium
View expansion
2022
Build northern branchlets, deliver cattle farther, and unlock new rewards.
150
minutes
Medium Heavy
View expansion
2013
Add a fast, highly maneuverable Imperial starfighter to your squadron.
30
minutes
Medium
View expansion
2012
Command a legendary Rebel starfighter and take Wedge Antilles into combat.
20
minutes
Medium
View expansion
2018
Face Nyarlathotep’s many cults in a globe-spanning cosmic horror campaign.
240
minutes
Medium Heavy
View expansion
2015
Face three escalating challenges in this demanding Pandemic expansion.
45
minutes
Medium
View expansion
2011
Nearly 450 cards expand the mysteries, threats, and possibilities of Arkham.
240
minutes
Medium Heavy
View expansion
2013
Add a highly maneuverable A-wing and four elite Rebel pilots to your squadron.
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.