42s Baltimore Street Gettysburg, PA 17325

FourCorners Commander Party

Official Event Rules & Scoring

FourCorners Commander Party is our take on multiplayer Commander, built to reward more than simply being the last player standing. Players earn points through placement, eliminations, achievements, and positive gameplay while navigating a few additional rules designed to encourage interactive and engaging games.

These rules serve as the standard FourCorners Commander Party ruleset. Individual Commander Party events may also include special set-specific rules or mechanics.

Entry & Event Structure

Entry: $12 per player

$10 from each entry goes toward prize support.

  • Pods of four players whenever possible
  • Three rounds
  • 80-minute rounds
  • Points-based scoring
  • Prizes awarded based on total points earned
  • Players may change decks between rounds
  • Official Commander ban list applies

Placement Points

At the end of each game:

1st Place — 4 Points
2nd Place — 3 Points
3rd Place — 2 Points
4th Place — 1 Point

Elimination Points

Players also receive:

+1 Point for each opponent eliminated

Maximum 3 Elimination Points per game.

Bonus Achievements

Bonus points reward players for accomplishing additional objectives during the game.

First Blood — +1 Point

Be the first player to deal combat damage to an opponent.

Commander First Blood — +1 Point

Be the first player to deal combat damage to an opponent with your commander.

Commander Commitment — +1 Point

Cast your commander 5 or more times from the Command Zone during the game.

Board Diversity — +1 Point

Control four or more nonland permanents with different qualifying card types at the same time.

Qualifying types include:

  • Creature
  • Artifact
  • Enchantment
  • Planeswalker
  • Battle
  • Saga

Each permanent must represent a different type.

A permanent with multiple qualifying types counts as one type of your choice for this achievement.

Tokens do not count.

Save a Player — +1 Point

Prevent another player from being eliminated when they otherwise would have been eliminated.

Maximum once per round.

Best Sportsmanship — +1 Point

Awarded for positive gameplay, table conduct, and contributing to an enjoyable game.

If there is a tie, the point goes to the first eliminated player.

Commander Reveal

Commanders are revealed at the first draw step of the game.

Conceding / Scooping

Players may concede only at sorcery speed.

Players may not concede simply to deny another player an elimination.

If a player concedes when their elimination is inevitable, the player responsible for that elimination still receives the appropriate Elimination Point.

Event staff have final say when determining who receives credit for an elimination.

Command-Zone Advantage

A commander that generates value or can be cast, activated, or put onto the battlefield from the Command Zone without paying its normal mana cost may receive a:

–1 Point penalty per game when used.

This includes:

  • Triggered abilities functioning from the Command Zone
  • Activated abilities from the Command Zone
  • Static or continuous effects functioning from the Command Zone
  • Alternative casting or deployment methods that bypass the commander’s normal casting requirements

The penalty applies once per game, regardless of how many times the applicable ability or effect is used.

Because unusual card interactions can occur, event staff have final say on edge cases.

Combo Wins

If a player demonstrates a game-ending combo that cannot be stopped, that player is immediately declared the winner.

  • The combo player receives 1st-place points.
  • Eliminations completed before the combo is confirmed still count.
  • Bonus achievements must be completed before the combo is confirmed to count.
  • Players are not required to physically perform unnecessary repetitions of a demonstrated loop.

After the winner has been determined, the remaining players may continue from the current board state to determine their final placements.

End of Round

When time is called:

  1. The active player finishes their current turn. This is Turn Zero.
  2. The next player in turn order receives one final turn.
  3. If a player wins during that final turn, the game ends immediately.
  4. If nobody wins, the remaining players draw.

Draws & Placement Points

When a game ends in a draw, players remaining in the game split the available placement points after eliminated players have been assigned their placements.

Fractions are rounded down.

Gameplay Penalties

These rules are intended to discourage gameplay patterns that can create particularly uninteractive multiplayer games while still allowing players significant freedom in deckbuilding.

Extra Turns

–1 Point for each extra turn taken.

Repeated Permanent Loops

–1 Point for looping the same permanent three or more times through the same repeated interaction.

Free Creatures

The first instance each turn of an effect casting, playing, or putting one or more creatures onto the battlefield without paying their mana cost is allowed.

Each additional instance during that turn results in:

–1 Point

A single spell or ability putting multiple creatures onto the battlefield simultaneously counts as one instance, not one instance per creature.

Fast Eliminations

Eliminating another player during:

Turn 1 — –3 Points
Turn 2 — –2 Points
Turn 3 — –1 Point

Land Destruction

Destroying 50% or more of a player’s lands — –8 Points

Destroying all lands on the battlefield — –10 Points

Take-Backs

Once priority, phase, or turn has passed:

–1 Point per occurrence

Maximum –2 Points per game.

Player Conduct & Spectators

Commander Party is intended to remain competitive while maintaining a positive multiplayer environment.

Players are expected to:

  • Treat opponents, spectators, and staff respectfully
  • Maintain a reasonable pace of play
  • Clearly communicate game actions
  • Avoid intentionally disrupting games they are not participating in
  • Follow event staff rulings

Spectators are welcome to observe games but may not influence gameplay or provide outside information.

Interfering with a game you are not participating in may result in:

–10 Points

Serious or repeated conduct issues may result in additional action at the discretion of event staff.

Special Commander Party & Themed Event Rules

FourCorners occasionally runs Commander Party alongside an official Wizards of the Coast Commander Party, Magic Presents event, or other themed Commander experience.

When this happens, the official event’s special mechanics are layered on top of the FourCorners Commander Party rules.

These events may introduce:

  • Special objectives
  • Additional abilities or effects
  • Location or event cards
  • Special game pieces
  • Additional gameplay choices
  • Alternate win conditions

Event-specific rules will be explained before play begins and take precedence where they directly conflict with the standard FourCorners rules.

Rules Updates & Player Feedback

The FourCorners Commander Party rules are designed to encourage interactive games, varied deckbuilding, sportsmanship, and an enjoyable competitive Commander environment.

This is a living ruleset.

Rules are subject to change as Commander Party evolves. FourCorners may adjust scoring, achievements, penalties, or individual rules when necessary to improve gameplay, address unintended interactions, clarify unusual situations, or improve the overall balance of the event.

Meaningful player input is always appreciated.

If you have a suggestion, concern, or encounter an interaction that you believe should be clarified, please bring it to event staff. Constructive feedback based on actual gameplay helps us continue improving Commander Party for everyone.

Event staff retain final authority over rules interpretations, scoring questions, and unusual interactions during an event.

FourCorners Comics & Games
Gettysburg, Pennsylvania | Hanover, Pennsylvania

Current FourCorners Commander Party Rules — Updated September 2026