A Wargame for Capitalists &
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
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
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
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
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
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
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
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