air baron

Updated 4/19/2011

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   Terrace, Table #7     Vista     Limerock    
Ballroom B     Host A

Ken Rothstein, NY

2010 Champion

2nd: Scott Fenn, MD

3rd: Brandon Bernard, PA

4th: Bob Jamelli, PA

5th: Matt Fagan, NJ

6th: Bill Crenshaw, VA
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

Scott Fenn, MD

2011 GM



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.

Common Tactics Options:
Buy a single spoke in many hubs, providing a diverse base of income. This improves your ability to generate cash for further purchases, while reducing the threat you pose to others.

Focus your efforts on two or three key hubs and gain total domination in these markets. This creates a solid base for you to launch a carefully timed strategy and take over weaker surrounding hubs, while aiding in the defense of your own.

You can also adopt an aggressive hostile takeover approach. Gain some quick cash and enter Fare Wars using your funding to literally roll over the competition. This forces your opponents out of key hubs while you gain the cash those hubs once provided to them.

Patience is a virtue, and perhaps the harmonious path to victory. Build your bankroll and buy Jumbo jets. Keeping them ready to fly at a moment's notice can greatly impact the game. If you dispatch them at the right moment you can 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 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, semi-final and Final (all 3-hr limit)
This is a family game that children 10 and over can often 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 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 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 after it has been drawn once. These two changes should lessen the impact of the Fuel Hike Calamity and the resulting probability of games running past the time limit.

3) 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.

4) 25 winners or alternates will advance to the semi-final 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 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 semi-final 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.

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 semi-final round since alternates are often required to fill the field.

For rules clarifications used at the WBC, see

 GM      Scott Fenn [1st Year]   NA    NA

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