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A Wargame for Capitalists &
Travellers
Air Baron is the dice rolling, airport controlling,
game where anyone can try their hand at dominating the skies.
Come join us and see whether you have what it takes to run an
airline.
Common Tactics Options:
Buy a single spoke in many hubs, providing a diverse base of
income. This improves your ability to generate cash for further
purchases, while reducing the threat you pose to others.
Focus your efforts on two or three key hubs and gain total
domination in these markets. This creates a solid base for you
to launch a carefully timed strategy and take over weaker surrounding
hubs, while aiding in the defense of your own.
You can also adopt an aggressive hostile takeover approach.
Gain some quick cash and enter Fare Wars using your funding to
literally roll over the competition. This forces your opponents
out of key hubs while you gain the cash those hubs once provided
to them.
Patience is a virtue, and perhaps the harmonious path to victory.
Build your bankroll and buy Jumbo jets. Keeping them ready to
fly at a moment's notice can greatly impact the game. If you
dispatch them at the right moment you can take control of your
competitors' hubs and claim your victory "right out of the
blue".
Do not neglect the very prosperous foreign travel market.
Set course with your sole SST, or take a loan to tap into the
wealth that overseas spokes bring. In either case, the funding
potential foreign markets bring is unparalleled and cannot be
ignored.
Format: Four (4) qualifying heats, semi-final and Final
(all 3-hr limit)
This is a family game that children 10 and over can often play
competitively. Everyone is invited to join in this great family
style game of airport acquisition and intrigue to determine the
next WBC supreme Air Baron!
To lessen adjudication problems for long games, the event
will use the following rules:
1) The first calamity marker placed in the cup will be drawn
from the Crash, Local Competitor, Strike and Recession chits.
The Fuel Hike marker is then mixed with the remaining calamities
and they are randomly distributed to the market share chart normally
- ensuring that the Fuel Hike will not be the first Calamity
in the cup and giving players longer to become established.
2) Remove the Fuel Hike chit from play after it has been drawn
once. These two changes should lessen the impact of the Fuel
Hike Calamity and the resulting probability of games running
past the time limit.
3) 5-player games will be the norm although other versions
will be played in the Heats as necessitated by size of the field
and number of games available. However, advanced rounds will
always advance a multiple of five. Check the event kiosk for
Alternate status.
4) 25 winners or alternates will advance to the semi-final
round with the winners advancing to the Final. Should less than
25 players opt to advance, sufficient 4-player games will be
played to accommodate the field. Those playing in 4-player games
(as opposed to 5-player games) will be selected at random. Should
less than 20 players appear, only the top multiple of five will
advance (e.g., 15 of 19 will generate three semi-final games
with the last four players cut). If less than five games are
played in the semi-finals, sufficient runner-ups (based on percent
of the winner's score) will advance to fill the Final with five-players.
If only one semi-final game is played, it will become the Final
instead.
ADVANCEMENT TIE-BREAKERS: In Multiple Entry, Single
Elimination events for multi-player games, players possibly qualify
for Single Elimination play in the second round by winning any
of up to four preliminary Heats. Occasionally, players may advance
wihout winning a heat. Players can enter one or more Heats without
limit. All events for most multi-player games consist of three
rounds; an opening Round consisting of two to four Preliminary
Heats, a semi-final and a Final. The semi-final round will advance
a predesignated optimum number of players to fill the second
round; i.e., 25 players for a five-player game, 16 players for
a four-player game, etc. but in all cases will advance no more
than half of all players which participated in the Preliminaries.
If insufficient players advance to warrant a semi-final round,
the scheduled semi-final will instead become the Final.
HMW TIE-BREAKERS: A Preliminary Heat win will NOT in
itself guarantee advancement. All MESE events will advance the
optimum number of players to the next round based on the following
tie-breakers without exception:
1. Most Wins
2. Win in first Heat entered
3.Win in second Heat entered
4.Win in third Heat entered
5.Win in fourth Heat entered
6. Has brought a copy of the game if needed for next round; otherwise
highest non-winning position followed by highest % of the winning
score
7. Average finish in all heats entered; e.g., a 2nd and two 3rds
= 2.67 and beats two 2nds and two 4ths (average: 3)
8.High dice roll
"Win and you're in" is no longer a given although
it is a strong possibility. This system of tie-breakers encourages
repeat play in Heats without requiring it. A single win (especially
in the first Heat entered) will probably advance that winner
but is not guaranteed to do so. Conversely, players who continue
to play additional heats after winning a Preliminary game only
enhance their chances of advancement without damaging their prospects,
but a player who wins their only Preliminary game will probably
advance without investing further time in Preliminary play. Meanwhile,
non-winners who continue in Preliminary Heats will have additional
chances to qualify in search of that elusive first win since
in most events, a single win will still advance you to a semi-final
round since alternates are often required to fill the field.
For rules clarifications used at the WBC, see http://www.boardgamegeek.com/filepage/45693/wbc-air-baron-rules-clarifications-faq
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