Marvel Splendor Organizer / Case study

I reorganized a whole board game around setup and play.

I designed a compact five-part storage system for Marvel Splendor: a main box, lid, categorized card holder, token holder, and five spacers that adapt token depth for different player counts.

View my published model

My roleProduct / CAD designer
I made5 printable STL files
I printed withNo supports / 0.2 mm layers
I publishedCults3D / July 2023
Completed compact Marvel Splendor organizer filled with cards and tokens

What I wanted

I wanted the storage to make the game easier to play.

I needed to fit pieces with very different shapes, keep the cards separated, and make setup and cleanup faster. I also had to account for the rule that games with fewer than four players use fewer tokens.

My solution: I made removable spacers that work like false bottoms, so a smaller set of tokens stays near the top instead of falling into a deep compartment.

How I designed it

I gave each of the five parts one clear job.

  • Main box: I sized it around the complete packed system.
  • Card holder: I divided it around the game’s card categories.
  • Token holder: I organized the dense circular pieces so they are easy to reach.
  • Five spacers: I changed the usable depth for different player counts.
  • Lid: I closed everything into one portable package.

I published it for 100% infill, no supports, and a 0.2 mm layer height. I avoided supports because that makes the parts easier for someone else to print and clean up.

I originally published this image and the model details on my Cults3D page.

How I shared it

I turned my own print into something other people could use.

I published five STL files under my Cupwalk1 account. I named every part, listed how many copies to print, explained the spacers, and included the settings I used.

What I learned

I learned that good CAD starts with how the object will be used.

  • I model the inventory before the container. Every card and token category gives me a real size requirement.
  • I can turn rules into geometry. The player-count rule gave me the spacer idea.
  • I design around the printer. Support-free parts give me fewer failure points and less cleanup.
  • I treat documentation as part of the product. Other people need quantities, settings, and a clear explanation.