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
Common Tactics Options:
Spread your hub presence into many diverse markets, providing
a solid base of income. Thus, improving your ability to keep
cash on hand for further purchases, while remaining a minor threat
to your opposition waiting to spring your trap.
Perhaps 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 moments notice can greatly impact the
game. Keep the engines warmed and dispatch them at the right
moment to overthrow your competitors hubs to claim your victory
"right out of the blue".
Do not neglect the very prosperous foreign travel market.
Set course with your sole Super Sonic Transport, 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 3hr
There will be no "Air Baron" session for young folks
at WBC this year, but it is a family game that children 10 and
over can play competitively. Everyone is invited to join in this
great family style game of airport overthrow and intrigue to
determine the 2005 WBC Sky Captain and the Airports of Tomorrow.
To lessen adjudication problems, the event will use the following
1) The first calamity marker placed in the cup will be drawn
from the Crash, Local Competitor, Strike and Recession chits.
The Oil can marker is then mixed with the remaining calamities
and they are randomly distributed to the market share chart normally
- ensuring that the Oil Can will not be the first Calamity in
the cup and giving players longer to become established.
2) Remove the Oil can chit from play if it is drawn after the
two-hour mark. These two changes should lessen the impact of
the Oil Can Calamity and the resulting probability of games running
past the time limit.
3) Five-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
4) 25 winners will advance to the Semi-Final round for five games
with the winners advancing to the Final. Should less than 25
players opt to advance, sufficient four-player games will be
played to accommodate the field. Those playing in four-player
games (as opposed to five-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
% of the winner's score) will advance to fill the final with
five-players. If only one Semi-Final game is played, it will
be the Final instead.
MESE 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 MESE events for 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 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 semifinal round, the scheduled semifinal
will instead become the Final.
NEW MESE 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. Win in first Heat entered
2. Most Wins
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