air baron

Updated 4/16/2013

ABN  HMW  
  17     18      18
    18   9     20  
    9    

      Limerock        Terrace 5   

Michael Holmquist, PA

2012 Champion

2nd: Andy Gardner, VA

3rd: Stephane Dorais, qc

4th: Luke Koleszar, VA

5th: Ed O'Connor, NJ

6th: Robert Sohn, NJ
Event History
1996    Jack Jaeger      118
1997    James Garvey      110
1998    Fred Minard        94
1999    Ken Rothstein      117
2000    John Coussis     109
2001      Jack Jaeger       72
2002     Chris Storzillo        73
2003     Jonathan Fox        68
2004     Michael Musko        80
2005     Robert Sohn        75
2006     Brandon Bernard        90
2007     John Coussis        70
2008     Erica Kirchner        67
2009      Chris Storzillo         60
2010     Ken Rothstein        57
2011     Stephane Dorais        61
2012     Mike Holmquist        68

Henry Richardson, VA
2013 GM

Links

   

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 and turn a profit.

One of the many attractions of Air Baron is the diverse number of strategies available. Employ the Butterfly, the Golden triangle, the Terminator, the Jumbo, or devise your own, but be warned: Lady Luck has a seat at every table, and she can magnify or minimize any strategy's outcomes!

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, semifinal and Final (all 3-hr limit)
This is a family game that children 10 and over can (and often do) 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!

For 2013, we will continue to offer a Novice Table where new or rusty players can learn the game without tournament pressures. We also will introduce a new Optional rule: Jumbo jumbo jets!

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 Cost Hike marker is then mixed with the remaining calamities and they are randomly distributed to the market share chart normally - ensuring that the Fuel Cost Hike will not be the first Calamity in the cup and giving players longer to become established.

2) After two hours of play the Fuel Cost Hike has no effect and is removed from play when drawn and replaced by another draw. These two changes should lessen the impact of the Fuel Hike Calamity and the resulting probability of games running past the time limit.

3. Time will be called after two-and-a-half hours. Players will complete the current round and then play one more round. At that point the game will end and the leader will be declared the winner.

4) 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.

5) 25 winners or Alternates will advance to the semifinal 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 semifinals, sufficient runners-up (based on percent of the winner's score) will advance to fill a 5-player Final. If only one semifinal 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 semifinal and a Final. The semifinal round will advance a predesignated optimum number of players to fill the second round; i.e., 25 players for a 5-player game, 16 players for a 4-player game, etc. but in all cases will advance no more than half of all players participating in the Preliminaries. If insufficient players advance to warrant a semifinal round, the scheduled semifinal 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 semifinal 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

 GM      Henry Richardson [6th Year]   NA
    ehr0@juno.com    540-351-0352

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