DEV Community

FileFreight
FileFreight

Posted on

Selling printable Terraforming Mars score sheets as downloads: the sheet your buyer trusts when a city is argued over

A printable Terraforming Mars score sheet is judged in the twenty minutes after the last generation ends, when the board is a crowded map of cities, greeneries and special tiles, every player's cards are spread in piles that mix blue, green and face-down red events, and the final score has to be rebuilt from six different kinds of evidence at once. That is the trap this game sets for paper. A Terraforming Mars total is not one number earned in one way; it is your Terraform Rating carried straight into points, plus awards that depend on who funded them and who tied, plus milestones that were locked in hours earlier for eight MegaCredits, plus a board count in which one greenery can pay its owner and pay every city standing next to it, plus a card count that starts with the cards holding little cubes and ends with event cards most tables have already tidied away. A sheet that records only the final total has kept the answer and thrown away all six workings. A week later, "I had 93" is an opinion; "TR forty-five, nine greeneries, three cities worth five, three and three, cards sixteen with six from resource cards" is a fact that can be re-walked from the numbers alone. Every disputed Terraforming Mars finish is the same dispute in different clothes — a second-place award given to one player when two tied for it, a city counted only against its owner's greeneries, a milestone nobody wrote down when it was claimed, an event card with negative points left out of the card pile. That is why this vertical rewards a particular kind of seller. Not the seller with the prettiest red-planet artwork, because the planet comes in the boxed game and your buyer already owns it. The seller whose sheet gives each scoring step its own row in the game's own order, forces the award row to show the counts behind first and second, records each city separately with its adjacent greenery count, and writes down the MegaCredits left over while the money is still on the table. Nobody refunds a score sheet because a game was long. They stop reordering when a winner was argued over and the sheet held one total and no evidence. This guide walks through what a serious printable set actually contains, the rules every buyer assumes your sheet enforces, a worked game with the arithmetic checked the hard way, what the main channels really take from a low-priced set, the delivery failures specific to a game whose score starts on the board, and the setup that prevents each one — including the honest cases where you should stay exactly where you are.

What a printable Terraforming Mars set actually contains (and why cities get a line each, not a box)

A serious set contains five things, and the first is the one most pads get wrong. First, a six-step scoring table, one row per step, in the game's own final-scoring order — Terraform Rating, awards, milestones, board greenery, board cities, cards — each row with room for the working, not just the points. The order is not formatting fussiness; it is the rulebook's own anti-confusion device, and a sheet that lets a table jump straight to cards will be re-scored from the top the first time a total is challenged.

Second, an awards block with, for each funded award, three lines: the award's name, every player's count in that award's measure, and the points those counts bought. Awards are the row nobody can check from memory, because the measures — most tiles, highest MegaCredit production, most science tags, most heat, most steel and titanium combined — are all counts that change in the last generation and are gone once cubes are swept back into the supply. A single "awards: 7" box is a claim. Three named blocks with counts are evidence.

Third, a city block with a line per city, each line showing how many greenery tiles stand next to that city. A city scores one point for each adjacent greenery, whoever owns those greeneries, and the same greenery can score for several cities at once. That double duty is the single most argued rule in the scoring, and a sheet with one "cities" box invites both errors at once: counting only your own greeneries around your cities, and counting a shared greenery once globally instead of once per city it touches. One line per city makes both workings visible before the city total is allowed to exist.

Fourth, a card block split in the rulebook's own two passes: resource-collecting cards first, with the resource count and the rate written beside each, then all remaining played cards including events, then any multiplier cards — the Jovian-style cards the rules tell you to count separately — on their own line. Events are played face down, they can be worth negative points, and they are the first thing a tired table throws in the box. A sheet that does not name the event pass will lose it.

Fifth, a setup and end line at the head and foot of the sheet: the map played, which milestones were claimed and by whom and which awards were funded and in what order, the generation the game ended in, and — at the foot — each player's MegaCredits left over. Map changes the milestone and award lists. Milestone and award choices change what can still be claimed or funded. MegaCredits left over are the tie-break, and a sheet that records only totals has thrown the tie-break away at the exact moment it was countable.

The rules every buyer assumes (and the checks that enforce them)

Your buyer assumes the sheet knows the game. These are the rules it has to enforce, stated the way a scorekeeper needs them at the table.

Terraforming Mars ends when all three global parameters are complete: oxygen at fourteen percent, temperature at plus eight degrees, and nine ocean tiles on the board. The game does not stop mid-generation when the last parameter lands; players finish that generation, including the production phase, and only then score. After production, players have one final chance, in player order, to convert plants into greenery tiles at eight plants per tile. Those last greeneries still earn their placement bonuses and still count in scoring — one point for the tile itself and one point for each city they stand beside — but oxygen is already at its maximum and cannot be pushed past it. A sheet with a "final greenery placed" tick per player stops the commonest endgame omission: scoring the board before the last greeneries are down.

Final scoring then runs in a fixed order. First, Terraform Rating: your TR at the end of the game is your starting score, point for point — a TR of forty-two is forty-two points before anything else is added. Second, awards. Third, milestones. Fourth, the board: greenery tiles, then cities. Fifth, cards. The highest total wins, and a tie is broken by the most MegaCredits left over — the actual money in hand, not production, not TR. If a sheet does not have a MegaCredits-left line, it cannot settle the closest games in the game's own way.

Awards only score if they were funded during the game. Funding is an action, and the price rises with each award funded: eight MegaCredits for the first, fourteen for the second, twenty for the third, and no more than three awards can be funded in a game. The player who funded an award gets no special consideration in it; funding buys the category into the game, not the points. At scoring, each funded award pays five points to first place and two points to second place, except in a two-player game, where only first place scores. Ties are friendly, and your sheet's award block has to be able to show both friendly outcomes: players tied for first all receive five points and no second place is awarded at all, while players tied for second all receive two points. The base-game awards are Landlord, for the most tiles in play of any type; Banker, for the highest MegaCredit production; Scientist, for the most science tags in play; Thermalist, for the most heat resources still in hand; and Miner, for the most steel and titanium resources combined. Other maps swap in their own lists, which is why the map line at the head of the sheet is not decoration.

Milestones are the mirror image: a race during the game, not a comparison at the end. If you meet a milestone's condition, you may claim it as an action by paying eight MegaCredits and placing your marker on it. Only three of the five milestones can be claimed in a game, each milestone can be claimed by only one player, and once claimed it stays claimed — it does not matter if another player later exceeds the requirement you met. Each claimed milestone is worth five points at scoring. The base-game milestones are Terraformer, for a Terraform Rating of at least thirty-five; Mayor, for owning at least three city tiles; Gardener, for owning at least three greenery tiles; Builder, for having at least eight building tags in play; and Planner, for having at least sixteen cards in your hand when you claim it. Because a claim is a moment in the middle of a three-hour game, the sheet needs the claim recorded when it happens — name, player, and the count that qualified — not reconstructed at midnight from what the board happens to still show. Planner in particular cannot be reconstructed at all: a hand of sixteen cards in generation seven may be a hand of four by the end.

Board scoring is two separate counts, and the sheet keeps them separate for a reason. Each greenery tile you own is worth one point to you. Each city you own is worth one point for each greenery tile adjacent to it, regardless of who owns those greeneries. Oceans belong to no one and score nothing in themselves. Count in player order, city by city, and write the adjacency count beside each city as you go; the rules themselves recommend one player handling the scoring while the others check it, and a per-city line is what makes that checking possible instead of theatrical.

Card scoring is two passes, not a pile. First count the points on cards that collect resources — write the card, the resources on it, and the rate, because "three resources" is worth three points on one card and one point on another. Then gather all your remaining played cards, including all your played events, and count their points; some events are negative, and negative is still a score. Cards whose points depend on a collection — Jovian tags are the textbook case — may have to be counted separately, exactly as their text says, so give them their own line rather than folding them into a running total nobody can unpick.

A worked game, and the arithmetic, checked the hard way

Four players, base map, no expansions, every step scored in the sheet's order while the board and the card piles are still on the table. Three milestones were claimed during the game and three awards were funded; both facts are written at the head of the sheet, where they belong.

Start with Terraform Rating, the one row that needs no counting because the track kept it all game: Cleo forty-five, Ana forty-two, Ben thirty-eight, Dan thirty-six. Cleo leads before scoring properly begins, and the sheet's job is to show whether the board and the cards overturn that lead or confirm it.

Milestones next in the worked sheet's claim order — the points are the same whichever order you add them, but the claim lines are what prove them. Ana claimed Mayor when her third city went down, five points. Ben claimed Terraformer at thirty-five TR, five points. Cleo claimed Gardener with her third greenery, five points. Dan claimed none, zero. Three claims, the game's maximum, each with its qualifying count written at claim time: three cities, thirty-five TR, three greeneries.

Awards take longer, because each funded award needs its counts before its points. Landlord was funded first, for eight: tiles in play at the end were Ana fourteen, Cleo thirteen, Ben eleven, Dan nine — Ana takes five for first, Cleo two for second. Banker was funded second, for fourteen: MegaCredit production was Ben twenty-eight, Ana twenty-four, Cleo twenty-four, Dan twenty. Ben takes five for first, and Ana and Cleo, tied for second, take two each — friendly ties pay both players in full, and a sheet with room for only one second-place name would have robbed one of them. Scientist was funded third, for twenty: science tags in play were Cleo nine, Dan seven, Ana five, Ben four — Cleo takes five, Dan two. Add the three awards up per player: Ana five plus two is seven, Ben five, Cleo two plus five is seven, Dan two. Note what the counts prove and a total cannot: Dan's only award points come from a category funded by someone else, at a price Dan never paid — exactly as the rules intend.

Board scoring is where the night is actually decided. Greeneries owned: Cleo nine, Ana eight, Ben six, Dan five — twenty-eight tiles, nine plus eight plus six plus five, each worth one point to its owner. Cities, line by line. Ana's three cities stand beside four, three and two greeneries: four plus three plus two is nine. Ben's two cities stand beside three and two: five. Cleo's three cities stand beside five, three and three: eleven — the biggest city row of the night, built as much from other players' greeneries as from her own nine, which is legal, normal, and the first thing a total-only pad gets challenged on. Dan's two cities stand beside two and one: three. Board totals, greenery plus cities: Ana seventeen, Ben eleven, Cleo twenty, Dan eight. Cleo's four-point TR lead over Ana has become a seven-point lead before cards, and Ben — who is about to post the biggest card score at the table — is already too far back on the board for it to save him.

Cards, in the two passes. Resource cards first: Ana four points from her resource cards, Ben three, Cleo six, Dan two. Then the rest of the played cards: Ana twelve, Ben eighteen, Cleo ten, Dan fourteen. Then events, the pass tired tables skip: Ana minus one, Ben plus two, Cleo zero, Dan minus two. Card totals: Ana four plus twelve minus one is fifteen; Ben three plus eighteen plus two is twenty-three; Cleo six plus ten is sixteen; Dan two plus fourteen minus two is fourteen. Ben's twenty-three is the best card row of the night by seven points, and it still is not enough — which is precisely the story a good sheet preserves, because next week nobody will believe the player with the best cards finished third.

Now the totals, row by row. Ana: TR forty-two, awards seven, milestones five, greenery eight, cities nine, cards fifteen — forty-two plus seven is forty-nine, plus five is fifty-four, plus eight is sixty-two, plus nine is seventy-one, plus fifteen is eighty-six. Ben: thirty-eight plus five plus five plus six plus five plus twenty-three is eighty-two. Cleo: forty-five plus seven plus five plus nine plus eleven plus sixteen is ninety-three. Dan: thirty-six plus two plus zero plus five plus three plus fourteen is sixty. Cleo wins by seven, ninety-three to eighty-six, on TR and board, not on cards. And the foot of the sheet still matters even without a tie: MegaCredits left were Dan thirty-one, Cleo twenty-four, Ana eighteen, Ben nine. Dan holds the most cash at the table and the lowest score by twenty-two points — the clearest possible proof that the tie-break line and the total line are different numbers, and that a sheet needs both.

What the channels actually take from a low-priced set

A printable Terraforming Mars score sheet is a low-priced consumable, typically in the same few-dollars band as the other score sheets in this series, and at that price the channel arithmetic — not the sticker — decides what you keep. Work it on a representative sale, and put your own current figures in before you list, because these rates change and your product page should never quote this guide's numbers as the channel's promise.

On a marketplace sale, the buyer finds you, and you pay for being found: a listing fee where the marketplace charges one, a transaction percentage on the total including any tax handling the marketplace applies, and a payment-processing slice. On your own storefront, there is no listing fee and no marketplace transaction percentage, but there is still processing, and there is the monthly cost of the delivery tool itself, spread across however many sets you actually sell that month. A flat monthly delivery cost is gentle at fifty sales and brutal at five, which is why the honest comparison is never the headline percentage — it is what is left from one representative order, in one representative month, after every layer has taken its part. Do that arithmetic for a single set, for a bundle of map variants, and for the price you would need if a buyer orders once and never returns, because a score sheet is a repeat-purchase product only when game night repeats.

Delivery itself is part of the channel decision, not an afterthought. The buyer has a game scheduled, often that weekend, and the file has to arrive as a clean download link that works on the phone in their hand at the moment of purchase, opens as the printable you described, and stays available when they come back for a second pad before the next session. If your delivery tool sends expiring links, stamps the buyer's details across the page where a score grid needs to be clean, or makes re-downloads a support conversation, the channel that looked cheaper on percentages will cost you the reviews that sell the next copy. Score sheets live and die on a very practical promise: buy it, print it, play on it tonight.

The three delivery failures specific to a game whose score starts on the board

Digital delivery fails in generic ways for every product — a link that expires, a file that will not open — and those are covered by every platform's help pages. A Terraforming Mars score sheet has three failures of its own, and all three happen after a technically successful download, which is why sellers who only check "did the file arrive" never see them coming.

  • The wrong-map delivery. The buyer ordered the base-map sheet and received a variant-map file — a milestone and award list from another map, with names their game does not use and conditions their board cannot meet — or the reverse, and their first scoring either hunts for rows that do not exist in their game or, worse, does not hunt at all and scores the wrong categories in confident silence. Map is a scoring fact in this game, not artwork, so the map belongs in the filename, in the listing title, and in the preview, in words, not implied by a thumbnail.

  • The single-total file. The delivered sheet is a handsome one-page pad with one box per player and room for a total — the exact design this guide has argued against, sold to a buyer who discovered at midnight that friendly award ties need two second-place lines, that three cities need three adjacency lines, and that a hand-claimed Planner milestone needs a claim line written hours earlier. The file downloaded perfectly. It failed as a score sheet the first time the game was argued over, and the review will say the product was useless in a way a delivery dashboard will record as a success.

  • The unprintable board. Terraforming Mars sheets are wider than most — up to five players, six scoring rows, a city block that grows with the game — and a file laid out for a screen can collapse on paper: city lines squeezed until adjacency counts have nowhere to go, grey text that vanishes on a home printer, or a two-page split that separates the card rows from the totals they feed. The buyer prints it once, writes sideways in a margin, and scores the rematch from memory. Test-print the delivered file at one hundred percent, on a cheap printer, and score the worked game in this guide on the printout; if the numbers do not fit the lines, the product is not finished, however clean the PDF looked zoomed in.

Editions and occasions are different products

The fastest way to ruin a good Terraforming Mars sheet is to keep adding to it. The base game, scored across six steps for up to five players with a per-city block and a two-pass card block, wants a table wide enough for a full table of players, the award counts kept intact, and nothing else on the page. Everything else a buyer might want is a different product for a different table, and should be sold as one, with its own listing, its own preview, and its own delivered file.

A variant-map edition is the clearest case: other maps replace the milestone and award lists wholesale — different conditions, different award measures — so a sheet that tries to print every map's lists on one page becomes a form nobody can read at scoring time. Give each map its own file, with its own milestone and award names printed in full, and let the buyer choose the map they actually own. An expansion edition is a separate product for the same reason: expansions that add their own scoring, their own cards, or their own endgame steps need their own rows, and folding them into the base sheet punishes the majority of buyers, who play the base game, with clutter for content they do not own. A two-player edition can be slimmer and should be: awards pay only first place, the city block is smaller, and a sheet that still prints a second-place award line invites the one error the two-player rule exists to prevent. A solo edition is a different occasion again — one player against the game's own targets, where the sheet's job is a generation-by-generation record across repeated attempts, not a five-column comparison. And a tournament or club edition, with space for several games, dates, and a running table of winners and tie-break money, is a record book, not a pad; clubs buy it once and use it for a season, and they will pay for durability of layout in a way a Friday-night buyer will not.

Splitting editions is not upselling for its own sake. Each split keeps the delivered file honest: the buyer for the base game gets a sheet that matches the game on their table, row for row, and the seller gets listings whose previews can promise exactly what the file contains — which is the only promise a low-priced printable has to keep.

The setup that prevents all three (and when to stay put)

The setup is boring, and it is the product. One canonical file per edition, named so the map and the edition are in the filename itself. The listing, the preview image, and the delivered file changed in the same edit or not at all, with the preview re-exported from the delivered file rather than kept as a separate image that can drift. A delivery check you actually run: place a test order for each edition, download what the buyer downloads, and confirm the file in hand is the edition the listing promised — the wrong-map failure survives every proofread and dies to a single test order. Keep the file light, the columns honest widths, and the print margins safe, so the sheet that arrives is the sheet that prints.

Deliver it with a tool that sends the buyer a working download at purchase, keeps that download available when they come back for the next game night, and does not carve a percentage out of a few-dollars sale on top of the marketplace and the processor — that combination is exactly what FileFreight is built for: a flat monthly price for delivery and license handling, your own checkout, your own files, and no per-sale platform slice quietly deciding that a score sheet is not worth selling. Set the test order, the print test, and the edition check as a routine you run every time you change any file, not as a launch-week ceremony you ran once.

And when to stay put, honestly: if you sell one set a month to friends who already forgive your delivery quirks, if your current platform's fees on your actual volume come to less than any flat monthly tool would cost, or if your buyers are all on a marketplace whose built-in delivery you cannot replace without losing the traffic that finds you, then stay where you are and spend the hour improving the sheet instead. The arithmetic in the channel section cuts both ways, and a seller who has run it honestly knows which side they are on. What you should not do is stay put by default while a wrong-map file, a single-total layout, or an unprintable board quietly teaches your buyers that your sheets cannot be trusted when a city is argued over — because in this vertical, that moment is the entire product.

Top comments (0)