r/BoardgameDesign • u/Senior_Inspector8507 • 9h ago
Game Mechanics I turned Terraforming Mars player boards into actual Mission Control dashboards (no cubes required!)
So I think we can all agree that the original Terraforming Mars player boards are an absolute work of art. Immaculate in design and practicality, I actually have one framed pride of place in my living room.
What? You don't agree?
It's the worst player board in all of boardgaming history?
Whoa whoa whoa, that's a bit far... maybe… 😉
Jokes aside, I don't think I'm saying anything too controversial here: the original paper-thin boards leave a lot to be desired. A single bumped table or accidental hand swipe sending resource cubes skittling millimeters away… completely ruining the game that's so finely balanced on the exact amounts.
There are a plethora of fantastic third-party dual-layer boards out there that fix the table-bump issue. But I wanted to take things a step or two further to address the rest of the game's tactile experience.
THE PROBLEMS & THE FIXES
- The Resource Admin & Constant Cube Juggling
Even with dual-layer boards, you’re constantly reaching into a shared bowl, grabbing loose metallic cubes, converting production into physical tokens every single generation, and swapping 1s, 5s, and 10s back and forth. It breaks the flow of actually running your corporation.
On a personal level, I'm autistic and find these situations very difficult. When is it my turn to get cubes? I always end up last and having to make do with what's left. Cue a couple dozen bronze cubes for me 😅
THE FIX: I completely eliminated the resource cubes from the player board entirely. Instead of collecting and swapping piles of cubes, you simply rotate a dial, slide a track, or flick a tactile switch! The between-round production phase becomes a 5-second (and very fun!) process using your personal control console.
- Thematic Disconnect
A game about engineering an entire planet and commanding a megacorporation should feel like you're operating high-tech hardware. Placing shiny plastic cubes on cardboard never quite captured that space-age immersion for me.
THE FIX: My background is in architecture. To me, theme and concept drive every design detail. Instead of just dual-layer wood, I designed these as spaceship consoles and Mission Control panels (drawing heavy inspiration from aviation cockpits and mechanical watch aesthetics like Bell & Ross).
The switches flip, the dials click, and the sliders track smoothly. The satisfaction of managing your megacorporation like you’re sitting at NASA Mission Control completely changes the tactile experience of playing the game.
Full Disclosure & Background
I recently left my 11-year career in architecture to pursue board game design and component engineering full-time. I approach these boards with the same rigorous design principles I used in my old day job, aiming to build what I call "Components+” - uncompromising, premium upgrades that elevate the hobby.
I have always valued quality and precision. Nobody sees the 10 rounds of design I did on just the captive slider pieces, literally changing them 0.05mm at a time until they're perfect. But they do see the result. Hopefully!
Everything is manufactured in-house by me using precision lasers. If you like the direction I’m taking these designs, feedback and thoughts mean the absolute world to a solo creator making the leap!
Thanks for checking them out—let me know what you think!
