Player elimination is one of those design problems everyone claims to hate and then quietly recreates anyway.
Commander does it accidentally. Board games do it intentionally. That difference matters more than people want to admit.
You don’t need a rules degree to feel it. You just need to be the person who got knocked out on turn six and is now pretending to enjoy watching everyone else play for the next hour.
Board games figured out how to avoid that feeling years ago. Commander still shrugs and hands you a snack.
Commander Eliminates Players Without Ending The Game
That’s the core issue.
In Commander, eliminating a player rarely moves the game toward a satisfying ending. It just changes the seating arrangement.
One player is gone. Three remain. The threat landscape resets. The game stretches.
If you’ve ever watched a table stabilize after a knockout instead of accelerate, you’ve seen the flaw in real time.
This is why so many Commander games feel emotionally finished long before life totals actually matter, a pattern explored in why Commander games end before life totals.
The game says continue. The table says we’re done.
Board Games Treat Elimination As A Phase Change
Modern board games almost never eliminate players early without compensation.
If someone gets knocked out, something else happens immediately.
The game speeds up.
Scoring changes.
Hidden roles flip.
A timer starts.
Elimination is a signal, not a side effect.
When a board game removes a player, it acknowledges the social cost and repays it structurally.
Commander doesn’t.
Commander just says good luck.
Why Waiting Is Worse Than Losing
Losing isn’t the problem.
Waiting is.
In Commander, losing often means sitting idle while the game continues in a state that no longer includes you. That’s dead time. Social dead time. Emotional dead time.
Board games work hard to avoid that. Even games with elimination usually offer one of three safety valves.
You still influence the outcome.
The game ends quickly.
You transition into a different role.
Commander offers none of those consistently.
Once you’re out, you’re out.
The Scoop Timing Trap
This is where things get awkward.
Because players know elimination feels bad, they start scooping early to avoid it. Or worse, scooping strategically to influence outcomes.
This creates social friction and confusion about intent, a dynamic unpacked in the psychology of scoop timing in multiplayer Magic.
Board games don’t ask players to navigate this emotionally loaded gray area. The rules handle it.
Commander asks players to self-regulate in a space where incentives are misaligned.
That’s not fair to anyone at the table.
Commander Mistakes Survival For Engagement
Commander often treats being alive as the same thing as being engaged.
They are not the same.
You can be alive and irrelevant. Alive and bored. Alive and waiting for someone else to finally pull the trigger.
Board games focus on engagement first. Survival is secondary.
If you’re in the game, you matter. If you stop mattering, the game moves on.
Commander keeps bodies at the table long after their impact evaporates.
Board Games Design For Losing Gracefully
Here’s an underappreciated truth.
Board games design for how losing feels.
They want you to lose and still want to play again. They want the loss to feel earned, clear, and finite.
Commander losses often feel ambiguous.
Did you lose because of a misplay?
Politics?
Threat misreads?
Someone drawing the perfect answer at the wrong time?
Ambiguity is fine.
Prolonged ambiguity is exhausting.
The Kingmaker Problem Is Worse Than Elimination
Here’s the twist.
Commander’s fear of elimination creates a worse outcome: kingmaking.
Players hang on at low life with no real path to victory, influencing outcomes through spite, deals, or desperation plays.
Board games aggressively minimize kingmaker scenarios. Endgame triggers. Scoring transparency. Fixed round counts.
Commander leaves kingmaking to etiquette.
Etiquette is not a system.
Why This Shows Up More In Casual Commander
In competitive Commander, elimination usually accelerates the game. The combo finishes things.
In casual Commander, elimination often stalls it.
The strongest player gets dogpiled. The weakest player gets removed. The middle drags on.
This is why casual tables generate more frustration than clarity, something explored in why casual Commander creates more salt.
The game punishes success and boredom equally.
Board Games Solve This With Shared Endings
Many modern board games end collectively.
Someone triggers the end, but everyone resolves it together. Final scoring. Final reveals. Final chaos.
Even when you lose, you’re present for the ending.
Commander endings are often solitary. One player wins. Others concede. The moment diffuses.
That’s not wrong. It’s just emotionally thin compared to what board games deliver.
What EDH Still Gets Wrong About Fairness
Commander often equates fairness with symmetry.
Everyone starts at 40. Everyone draws one card. Everyone gets a commander.
Board games define fairness differently.
Fairness is meaningful participation for the full duration of the game.
Commander offers equal opportunity, not equal experience.
That distinction matters.
Why This Isn’t A Call To Remove Elimination
Player elimination isn’t evil.
Unacknowledged elimination is.
Board games don’t avoid elimination because it’s cruel. They avoid it because it’s expensive socially.
Commander keeps paying that cost and wondering why tables feel drained by game three.
What Commander Could Steal Without Breaking Itself
This isn’t about rewriting EDH.
It’s about adopting pressure valves.
Endgame accelerators when a player is eliminated.
Explicit last-stand mechanics.
Shared incentives that trigger closure.
None of these require changing the soul of the format.
They just require admitting that waiting isn’t fun.
The Quiet Reason Board Games Feel Kinder
Board games assume your time matters.
Commander assumes your patience does.
That difference shows up the moment someone gets knocked out early and stays for snacks instead of the game.
Commander doesn’t need to become a board game.
But it could stand to learn why board games don’t leave people behind when the fun part is over.
Because nobody quits a hobby over losing.
They quit over waiting.


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