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Fare Wars ... a wargame for capitalists
Air Baron saw some lofty participation numbers from
1996 through 2000 but had dropped off in recent years. I'm happy
to report our numbers are heading back towards the 100s with
a showing of 80 people for 2004. For those of you who didn't
make one of the FOUR heats - what can I say, you missed out on
the "Good Times Game of 2004". Next year is to be just
as exciting, so do your best to make it out.
It was exciting to see the different strategies employed at
the tables. While some shoot straight up the middle buying up
Dallas-Fort Worth and its ilk, others would bunker down in LAX
and JFK biding their time hoping to accumulate enough cash to
win. However, the most successful strategy seemed to be taking
control of Miami and eventually controlling Atlanta with presence
in surrounding hubs. I didnít keep official stats, but
this was also the strategy used by the eventual champion Michael
Musko in the final game.
There were 26 games played resulting in 123 calamities being
drawn. While the likelihood of each one being drawn should be
even, Local Competitor was only drawn 13% of the time. Recession
was drawn 19%, Crash 22%, Oil Can 23% and Strike 24% of the time.
In games where the oilcan was drawn more than three times, you
only had a 10% chance of finishing in the allotted three-hour
limit. If it was drawn four times you almost had no chance and
if it was drawn five times, you were certain to be adjudicated
and the winner would have a measly 170-market share and cash
total.
Here are a few rule variants Iím thinking about for
next year, please e-mail me and let me know what you think. These
rule variants would be used to help keep games going and end
before the three-hour limit is up ... who really wants to be
adjudicated anyway?
1. Crash, Local Competitor, Strike and Recession are mixed
up, one is chosen and placed on the first calamity marker. Oilcan
is then mixed with the remaining and they are distributed on
the market share chart. This would give the game a chance to
get going before the oilcan comes out and steals all your money.
2. Profit taking. Similar to Fare Wars in the sense that you
have to declare if you're in or out before drawing chits. If
you're in, then every chit of yours pulled brings in three times
the value, but you roll at a -2 (defense and attack).
3. Remove the Oilcan chit from play whenever it is drawn after
the two-hour mark.
Let me know what you think ... you can e-mail me at the address
listed below.
Next year I plan on running just three heats, one during the
week, one Friday night and one on Saturday. I'd also like a volunteer
to run one of the heats (Friday night or Saturday). If you're
interested again, e-maili me at the address below.
Until next year, don't overlook those foreign hubs and keep
flying the friendly skies of Lancaster Air!
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