Merchant of Venus (Second Edition)
2012
Trade across alien worlds, upgrade your ship, and build a space-faring fortune.
240
minutes
Medium Heavy
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.
112 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.
2012
Trade across alien worlds, upgrade your ship, and build a space-faring fortune.
240
minutes
Medium Heavy
View game
2010
Race your goats up six mountains, time your climbs, and steal the summits.
20
minutes
Light
View game
2009
Navigate invisible walls, remember the maze, and recover the lost magic objects.
30
minutes
Light
View game
2008
Hunt a supernatural villain through a cursed town of secrets and darkness.
120
minutes
Medium
View game
2020
Roll, aim, and chase the high score across four pinball-inspired tables.
30
minutes
Medium
View game
2022
Draft dice and guide three travelers across Shikoku’s scenic paths.
30
minutes
Medium Light
View game
-3000
A timeless dice-driven duel of movement, risk, and strategy.
30
minutes
Medium Light
View game
1988
Trade across a changing universe, upgrade your ship, and build a fortune.
180
minutes
Medium
View game
1980
Command mythical legions, recruit monsters, and fight for the last Titan standing.
240
minutes
Medium Heavy
View game
2014
Roll, explore, and escape the cursed temple before time runs out.
10
minutes
Medium Light
View game
2007
Outwit rival rug sellers, place carpets wisely, and build the richest spread.
30
minutes
Light
View game
2002
Relive iconic Star Wars battles with unique character decks and team play.
30
minutes
Medium Light
View game
1994
Negotiate high-stakes deals, manipulate investors, and build the biggest bankroll.
60
minutes
Medium Light
View game
2016
Race the Phantom, gather a heroic crew, and defeat the Darkhouse.
30
minutes
Medium Light
View game
2007
Race through a fantasy world, claim the Crown, and survive your rivals.
90
minutes
Medium
View game
2025
Host secret celebrations, evade enforcers, and protect a vibrant community.
120
minutes
Medium Heavy
View game
2008
A magnetic hide-and-seek adventure between a mummy and daring tomb raiders.
45
minutes
Light
View game
2021
Race, flick, throw, and outmaneuver rivals in a wild dodo-dino dash!
20
minutes
Medium Light
View game
2013
Roll, explore, gain experience, and confront the evil beyond the Warp rift.
120
minutes
Medium
View game
1979
Lead your four-rider team through a tense Tour de France-type race.
90
minutes
Medium Light
View game
1988
Deduce hidden identities, find your partner, and complete a secret mission.
90
minutes
Medium
View game
1973
Gather escape equipment, outwit the guards, and free POWs before time runs out.
180
minutes
Medium
View game
2022
Plot the perfect line, manage your dice, and race against the clock.
60
minutes
Medium
View game
1984
Move the spies, hide your color, and deduce who is secretly ahead.
30
minutes
Light
View game
2008
Expand the survival horror battle between small-town Heroes and Zombies.
90
minutes
Medium
View expansion
2018
Add reliable ship powers and interactive missions to every Xia session.
Medium
View expansion
2015
Four modular additions for longer races, smarter bets, and open cooperation.
45
minutes
Medium Light
View expansion
2008
Face the Grim Reaper as four new heroes pursue the Crown of Command.
90
minutes
Medium
View expansion
2009
Descend into a subterranean realm with new characters, cards, and adventures.
90
minutes
Medium
View expansion
1989
Rescue the Emperor through 10 perilous adventures beneath Karak Varn.
120
minutes
Medium
View expansion
1991
Face the Witch Lord across 10 sequential adventures beneath the ruins of Kalos.
120
minutes
Medium
View expansion
2010
Climb the enchanted peaks, gather riches, and face the Eagle King.
90
minutes
Medium
View expansion
2013
Shop, collect bounties, and compete for the Crown of Command.
90
minutes
Medium
View expansion
2009
Face the Ice Queen in a bone-chilling Talisman adventure.
90
minutes
Medium
View expansion
2010
Three new decks and intense scenarios sharpen the fight for survival.
60
minutes
Medium
View expansion
2010
Choose the light or darkness in a tense race for the Crown of Command.
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.