Meridian Lines
Chart a route through a changing sky.
- Players
- 1–4
- Minutes
- 35–45
- Age guide
- 10+

Meridian Lines gives you a sky to navigate and a set of routes that cannot all be completed. Connect observation points, work around changing conditions and decide when a shorter path is worth more than a beautiful detour.
Solo play turns the same system into a measured route puzzle. At a full table, the race for shared observations makes the order of your choices just as important as the route itself.
Component inventory
- Celestial map board
- Compass tokens
- Route and objective cards
- Observation markers
- Solo guide
- Printed rules
Sequence of decisions
Choose an observation
Identify the next point your route needs.
Chart a line
Commit a route card and connect the map.
Record the journey
Complete objectives and total the value of your connected observations.
A direct line can preserve a future choice.
Two observations might be connected through a tempting detour. Trace what that route contributes to your objective and what it commits along the way. The map is a planning surface, and the order in which you connect its useful points can matter as much as their eventual shape.
A different pace for one player
The included solo guide supports a one-person route puzzle. With other players, pay attention to shared observations as well as your own intended line. Leave the celestial map visible and keep objective cards organised so a discussion about a route refers to the same information.
Three systems. Three forms of commitment.Player observations
Describe the decisions that matter, rather than the result alone. These are unverified visitor assessments and should be read in that context.