In the 20th Century, every country strives to develop and improve, each in its own way. Some become financial leaders. Others become centers of learning. Both science and commerce serve to propel nations toward the future – but toward what kind of future? Growth produces waste, and the greatest advances may come with the greatest cost to the environment. How will these countries mitigate the inevitable ecological catastrophes?
On a board of a game with point-to-point movement, there are certain spots that can be occupied by markers or figurines, e. g. cities on a map. These points are connected by lines, and movement can only happen along these lines. It is not enough that two points are next to or close to each other; if there is no connecting line between them, a player cannot move his or her piece from one to the other.
With point-to-point movement, you do not have a division of the board into areas which can be moved out of or into freely (like with Axis & Allies). Neither do you have a board completely covered in squares (like with Chess) or hexagons (like with Tide of Iron) that allow unrestricted or nearly unrestricted movement in any direction and to any square or hex.
Unlike these counterexamples, point-to-point movement arbitrarily restricts areas on the board that markers or figurines can occupy, and it also arbitrarily restricts the ways that these points may be reached. Oftentimes, this allows for interesting strategies.
Non-intuitive example for point-to-point movement: Risk. While Risk appears to be an Area Movement game like Axis & Allies, it is actually a point-to-point movement game, due to impassible water areas requiring overwater line connections (e.g. Japan, Brazil, Australia).