r/boardgames • u/Senior_Inspector8507 • 3h ago
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.
We know the global parameters being on individual player boards is a bit controversial and may not suit everyone for lots of reasons! However, from a design perspective we love what we've produced and as a couple of neurodivergent gamers, having a board in front of us rather than a central main board has been game changing! Also, if we're honest there's something very fun about flicking the switches and turning those dials 😄