Sunken City
2004
Raise a lost city, build paths, and claim ancient treasure before Neptune strikes.
45
minutes
Medium Light
View game
Roll / Spin and Move is a mechanic where a player determines how many spaces their piece advances by rolling dice or spinning a numbered wheel. It introduces random pacing, dictating immediate board positioning through a physical randomizer.
429 results
At its core, Roll / Spin and Move ties player progression directly to chance. Instead of choosing exactly how far to travel, players roll dice or flick a spinner to generate a movement allowance, then advance their token along a track, grid, or branching path. The destination space usually triggers an immediate event, reward, or hazard.
This mechanic shapes table dynamics by keeping turns brisk and unpredictable. Because nobody can guarantee where they will land on future turns, tension comes from hoping to hit beneficial safe zones while narrowly avoiding traps, obstacles, or opposing pieces.
Gameplay is based on a random draw of numbers or items, often requiring pattern matching.
113 gamesActions or results are determined by the specific icons rolled on custom dice.
236 gamesPlayers can re-roll some or all dice, often with restrictions on locking certain results.
166 gamesThis mechanism predominantly appears in light to medium-light titles, making it ideal for families, casual party settings, and mixed-age gatherings where ease of play matters more than deep tactical calculation. While serious hobbyists seeking heavy strategy often avoid pure variants of the mechanic, modern designs frequently add branching routes, action cards, or asymmetric powers to inject meaningful decisions into the roll.
2004
Raise a lost city, build paths, and claim ancient treasure before Neptune strikes.
45
minutes
Medium Light
View game
1967
Navigate shifting winds, outmaneuver rivals, and race to the finish.
60
minutes
Medium
View game
2016
Steal jewels, read hidden identities, and expose rival thieves.
60
minutes
Medium Light
View game
1990
Race the timer in a fast, frantic game of charades.
10
minutes
Light
View game
2014
Ride, hunt, gamble, and duel your way to becoming a legend.
90
minutes
Medium
View game
2002
Match colorful ladybugs before the ants overrun the board.
30
minutes
Light
View game
2012
Solve the murder through clever questioning, deduction, and hidden clues.
40
minutes
Light
View game
2023
Gather rare ingredients, cook for the King, and hunt dragons for prestige.
60
minutes
Medium
View game
2012
Build a stable, place your bets, and chase big race purses.
60
minutes
Medium Light
View game
1986
Work together to outsmart Max and guide three animals to safety.
20
minutes
Light
View game
2014
Roll three colored dice, outmaneuver enemy stacks, and master ninja duels.
20
minutes
Light
View game
2026
Roll, combine, and climb before rival goats knock you from the mountain.
45
minutes
Medium Light
View game
2008
A stealthy two-player duel of daring raids, defense, and rewards.
15
minutes
Light
View game
2022
Hop through portals, gather the magic key, and challenge the Demon King.
90
minutes
Light
View game
2008
Deduce the hidden suspect, weapon, and room before the clock runs out.
60
minutes
Medium Light
View game
2001
Humans barricade, zombies hunt, and the house becomes a battleground.
60
minutes
Medium Light
View game
2007
Roll, perform, sculpt, and answer your way to the center.
60
minutes
Light
View game
1955
Set your own life goals across fame, happiness, and money.
60
minutes
Light
View game
1985
Build a crime empire, outshoot rival gangs, and survive the city’s dangerous streets.
120
minutes
Medium
View game
1992
Roll, run, and risk Toro’s attack in a tense Pamplona dash.
45
minutes
Light
View game
2011
Build upward, share structures, and turn bonus points into wealth.
45
minutes
Medium
View game
1963
Command biplane squadrons, outmaneuver rivals, and earn ace tokens.
45
minutes
Light
View game
2009
A compact path-tile game with changing fortunes and a mischievous worm.
20
minutes
Light
View game
1992
Cross the shaking bridge, seize ancient gems, and escape the idol.
10
minutes
Light
View game
2008
Call on nature’s power with a fierce Night Elf druid hero.
120
minutes
Medium
View expansion
2025
Build unpredictable rally stages with snow, asphalt, new cars, and sharper strategy.
60
minutes
Medium Heavy
View expansion
2013
Race through a zombie-infected zoo before more animals break loose.
120
minutes
Medium Light
View expansion
2026
Face five Dread Sorcerers across ten perilous quests in the Northern Dread Wastes.
View expansion
2008
Unleash a stealthy Troll rogue and master the art of dirty tricks.
120
minutes
Medium
View expansion
2025
Journey into a perilous crypt and keep its powerful artifact from Zargon.
90
minutes
View expansion
2017
Add Diddy Kong's flexible movement and coin-stealing power to your collection.
Light
View expansion
2017
Add Rosalina’s coin-stealing and rent-collecting powers to Monopoly Gamer.
Light
View expansion
1988
Expand Abalone for 3–6 players with flexible marble-based variants.
20
minutes
Medium Light
View expansion
2017
Add Fire Mario’s coin-dropping powers to your Monopoly Gamer battles.
Light
View expansion
1993
Survive 60 minutes of high-fidelity fright with the Blood Countess.
60
minutes
Medium
View expansion
2009
A classic ending returns for random selection in Talisman's evolving finale system.
90
minutes
Medium
View expansion
Roll and move is a classic gameplay system where a physical randomizer—typically dice or a spinner—determines how many spaces your pawn advances along a board. Your piece travels that set distance across tracks, grids, or pathways, and landing spaces trigger events, hazards, or rewards. Modern designs frequently pair this basic loop with card play, route choices, or custom dice to keep decisions engaging.
The primary criticism is a lack of player agency, especially when a bad roll completely negates careful planning or leaves someone trailing behind with no path to recover. In older mass-market titles, rolling low often meant losing an entire turn of meaningful progress. Contemporary games solve this by letting players mitigate their rolls through gear, route options, or alternative actions.
Modern designs give players meaningful control over the randomizer rather than forcing them into a single linear path. For instance, Formula D lets drivers choose which gear die to roll, trading speed for the risk of overshooting corners. Other games introduce push-your-luck mechanisms, branching intersections, or cards that modify values to keep turns tactical.
A lively choice for family game night is Camel Up, which plays with 2 to 8 players and takes just 20 to 30 minutes. Rather than controlling a single runner, players bet on stacked racing camels moving via randomized pyramid dice, keeping turns fast and hilarious. For young adventurers, the pirate racing game Jamaica combines card-driven movement with dice values for ages 8 and up.
Yes, several complex titles incorporate movement dice into deep economic or adventure systems. In Xia: Legends of a Drift System, players upgrade their spaceship engines to roll larger dice while exploring a sandbox galaxy. Similarly, Merlin uses player dice drafted to move characters around a shared rondel track, demanding tight long-term planning.
In roll and move, your movement distance is set by chance on each turn, meaning you must adapt your plans around the generated number. In contrast, action point systems grant players a fixed budget of points each round to spend freely on moving, attacking, or interacting. Grid movement often separates positioning from physical dice altogether, prioritizing deterministic spatial tactics over lucky rolls.
Many roll and move games work well at two, though head-to-head dynamics depend heavily on board conflict and shared pacing. The classic fantasy wargame Titan specifically plays best with 2 players, turning randomized track movement into tense tactical maneuvering. However, light racing titles often shine brightest with larger groups where chaos and lead changes can multiply.
Certain roll and move games support solo play, provided the design includes an automated opponent, a survival timer, or a beat-your-own-score objective. In Escape: The Curse of the Temple, 1 to 5 players race against a ten-minute soundtrack, using real-time dice rolls to explore and flee a collapsing temple. Complex sandbox games like Merchant of Venus (Second Edition) also include solo rules for exploring galactic trade routes.
Always calculate your odds and prioritize landing spaces with high positive value or safe fallbacks. In push-your-luck games like Can’t Stop, knowing when probability turns against you and securing your progress is far better than rolling until you bust. Whenever a game offers branching routes, steer toward paths where multiple possible die faces result in useful outcomes.
Roll and move covers a broad spectrum, from 10-minute party games to epic 4-hour thematic campaigns. Lighter offerings such as Deep Sea Adventure finish in about 30 minutes with minimal rule overhead. Meanwhile, adventure-heavy titles like Talisman: Revised 4th Edition typically run 90 minutes or longer as characters slowly grind for stats across sprawling circular tracks.