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. 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, semi-final 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 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, 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 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 when 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.
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) Twenty-five 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
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 sem-ifinal 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.
HSW 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 semi-final
round since alternates are often required to fill the field.