The design of the Turn Order prevents that from being possible currently. GMs will always see everything in the Turn Order. Players will see: All tokens on the objects layer on the page they are on. Custom Items -- text only, not associated with a token. Given that information, there are a few alternatives you could use: Instead of token turns, you can enter Custom Items for everything in combat that should be seen on multiple maps. You'll lose the images and the ability to highlight which token on the board has a turn. You can add tokens from multiple maps so that your players always see the turn order correctly (but you'll see duplicates of tokens). The GM will have a cluttered Turn Order and skipping to the next turn will be slightly tedious. Don't use the Turn Order, create a Handout with the turns listed in it and pop it up for all your players. You'll need to manually update it for each change of turn, or just use it as a reference and tell players where you are on it. In all three cases, a Mod (API) Script could help. AddCustomTurn will make it easier to do 1. A simple script that skips subsequent turns for tokens representing the same character but on different maps could help with 2. You could write a whole script around 3. With your final note, I assume you're talking about the 8 resize squares and the rotate handle when you have a token selected? If you're using a Grid with a Cell Width of less than 1, the interface gets squished. Ideally you'd avoid that. If you're using uploaded tokens, you could rematte them with a border such that they are taking up a 3x3 grid space (so, 105p x 105p on a .5 Cell Width) and get more control over what they look like.