
Description
A player is eliminated from the game if certain conditions are met.
Discussion
This mechanism is a bit of an outlier compared to the others in this category, as they trigger the end of the game for all players. Player Elimination ends the game for only one player, while the others continue. As such, it often works in conjunction with Last One Standing (VIC-17 King of the Hill). While common in older American games like Monopoly and Risk, this mechanism has largely fallen out of favor in modern hobby board game design. The primary reason is the negative social interaction of excluding a player from the activity while the other players continue. In a long game, like Monopoly or Diplomacy, a player eliminated early may have to wait hours for the others to finish, and this is generally considered a cardinal sin of modern game design. There are exceptions to this. Short games can successfully include Player Elimination, as wait times are minimal. Love Letter and Coup are prime examples of this. In Love Letter, a round takes only a few minutes to play, and players are routinely knocked out of the round. However, the wait is short, and it is fun to watch the remaining players try to finish it out. Another genre where Player Elimination is accepted is games that support large numbers of players, like Werewolf. These games are social events, and often, players are eliminated somewhat randomly by the group until the player count is reduced enough for people to start making meaningful decisions. It acts as a narrowing funnel. Even here, however, modern design is moving away from Player Elimination. Two recent popular social deduction games, The Resistance and Secret Hitler, both eschew Player Elimination to keep everyone involved until the end. One of the primary reasons is that eliminates the problem of accidental information leakage from eliminated players as they observe the remainder of the game. Designers should generally steer clear of Player Elimination mechanisms for games longer than 15–20 minutes. If players can be eliminated, they need another activity to keep them engaged, or the game needs to end shortly thereafter. For example, in Shadow Hunters, once a player is eliminated, the game ends immediately (since each player has a unique victory condition) or shortly thereafter.
Sample Games
7 Wonders (Bauza, 2010) Coup (La Maza and Pales, 2012) Diplomacy (Calhamer, 1959) Love Letter (Kanai, 2012) Monopoly (Darrow and Magie, 1933) The Resistance (Eskrisge, 2009) Risk (Lamorisse and Levin, 1959) Secret Hitler (Boxleiter, Gupta, and Matthews, 2016) Shadow Hunters (Ikeda, 2005) Werewolf (Davidoff and Plotkin, 1986)

描述
如果满足某些条件,玩家将被从游戏中淘汰。
讨论
与此类中的其他机制相比,此机制有点离群,因为它们触发所有玩家的游戏结束。玩家淘汰(Player Elimination)只结束一名玩家的游戏,而其他人继续。因此,它通常与“幸存者”(Last One Standing)(VIC-17 山丘之王)结合使用。虽然在像《大富翁》(Monopoly)和《Risk》这样的老式美国游戏中很常见,但这种机制在现代爱好棋盘游戏设计中已基本失宠。主要原因是将玩家排除在活动之外而其他玩家继续的负面社交互动。在像《大富翁》或《外交》(Diplomacy)这样的长游戏中,早期被淘汰的玩家可能需要等待数小时才能等待其他人完成,这通常被认为是现代游戏设计的首要罪过。此外也有例外。短游戏可以成功地包含玩家淘汰,因为等待时间极短。《情书》(Love Letter)和《政变》(Coup)就是这方面的典型例子。在《情书》中,一轮只需要几分钟,玩家经常被踢出一轮。然而,等待时间很短,观看剩下的玩家试图完成比赛很有趣。另一种接受玩家淘汰的类型是支持大量玩家的游戏,如《狼人杀》(Werewolf)。这些游戏是社交活动,通常,玩家被群体某种程度上随机淘汰,直到玩家人数减少到足以让人们开始做出有意义的决定。它起到了缩小漏斗的作用。然而,即使在这里,现代设计也正在远离玩家淘汰。最近两款流行的社交推理游戏《抵抗组织》(The Resistance)和《Secret Hitler》都避开了玩家淘汰,以保持每个人都参与到最后。主要原因之一是它消除了被淘汰玩家在观察剩余游戏时意外泄露信息的问题。设计师通常应避免在长于15-20分钟的游戏中使用玩家淘汰机制。如果玩家可以被淘汰,他们需要另一项活动来保持参与,或者游戏需要在此后不久结束。例如,在《Shadow Hunters》中,一旦一名玩家被淘汰,游戏立即结束(因为每位玩家都有独特的胜利条件)或此后不久结束。
游戏范例
7 Wonders (Bauza, 2010) - 《七大奇迹》 Coup (La Maza and Pales, 2012) - 《政变》 Diplomacy (Calhamer, 1959) - 《外交》 Love Letter (Kanai, 2012) - 《情书》 Monopoly (Darrow and Magie, 1933) - 《大富翁》 The Resistance (Eskrisge, 2009) - 《抵抗组织》 Risk (Lamorisse and Levin, 1959) - 《Risk》 Secret Hitler (Boxleiter, Gupta, and Matthews, 2016) - 《希特勒的秘密》 Shadow Hunters (Ikeda, 2005) - 《暗影猎人》 Werewolf (Davidoff and Plotkin, 1986) - 《狼人杀》