A Wargame for Capitalists &
Air Baron is the dice rolling, airport controlling
game where anyone can be claimed the greatest success the skies
have known. Come join us and see how your approach to dominating
the airline industry compares.
Common Tactics Options:
Buy a single spoke in many hubs, providing a solid base of
income. This improves your ability to keep cash on hand for further
purchases, while reducing your threat to your opposition.
Focus your efforts on two or three key hubs and gain total
domination in these markets. This creates multiple bases for
you to launch your carefully timed strategy and take over the
weaker surrounding hubs.
There is always the appeal of a hostile takeover approach.
Gain some quick cash and enter Fare Wars using your funding to
literally roll over the competition. This forces your opponent
out of spaces and you gain control and the potential revenue
the spokes once provided to them.
Patience is a virtue, and perhaps the harmonious path to victory.
Build your bankroll and store the Jumbos in your hanger. Having
them ready to fly at a moment's notice can greatly impact the
game. Maybe jumbos may enter a game and new flights will begin!
Keep the engines warmed and dispatch them at the right moment
to 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 $20 million loan to
tap into the wealth that overseas travelers 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).
There is no Air Baron session for juniors at WBC this
year, but it is a family game that children 10 and over can play
competitively. Everyone with a valid WBC badge is invited to
join in this great family style game of airport acquisition and
intrigue to determine the next WBC supreme Air Baron! In this
game anyone can fly!
To lessen the need for adjudication, the event will use the
following rules modifications:
- 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.
- Remove the Fuel Hike chit from play whenever it is drawn after
the two-hour mark. These two changes should lessen the impact
of the Fuel Hike Calamity and the resulting probability of games
running past the time limit.
- 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, the elimination rounds will
always advance a multiple of five. Check the event kiosk for
- 25 winners will advance to the semifinal round for five games
with five winners advancing to the Final. Should less than 25
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 semifinal games with the last four
players cut). If less than five games are played in the semifinals,
sufficient runner-ups (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 defacto Final.
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
without 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 which participated 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:
The WBC Multiple Entry-Single Elimination (MESE) seeding criteria
are: 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) percentage of winning score; 7) average finish
in all heats entered; 8) high dice roll. For all ties, criteria
will be checked in order.
"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.