Air Baron
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''Air Baron'' is an economic
strategy game A strategy game or strategic game is a game (e.g. a board game) in which the players' uncoerced, and often autonomous, decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decisi ...
published by
Avalon Hill Avalon Hill Games Inc. is a game company that publishes wargames and strategic board games. It has also published miniature wargaming rules, role-playing games and sports simulations. It is a subsidiary of Hasbro, and operates under the company ...
in 1996. Despite its family-oriented marketing, ''Air Baron'' plays far more like a
wargame A wargame is a strategy game in which two or more players command opposing armed forces in a realistic simulation of an armed conflict. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to s ...
than a typical family money-driven game like ''
Monopoly A monopoly (from Greek el, μόνος, mónos, single, alone, label=none and el, πωλεῖν, pōleîn, to sell, label=none), as described by Irving Fisher, is a market with the "absence of competition", creating a situation where a speci ...
''. ''Air Baron'' is for two to six players, adjusting the playable area and victory conditions accordingly.


Gameplay

''Air Baron'' challenges players to build an airline empire in the
United States The United States of America (U.S.A. or USA), commonly known as the United States (U.S. or US) or America, is a country primarily located in North America. It consists of 50 states, a federal district, five major unincorporated territori ...
by amassing a plurality of market share and
liquid assets In business, economics or investment, market liquidity is a market's feature whereby an individual or firm can quickly purchase or sell an asset without causing a drastic change in the asset's price. Liquidity involves the trade-off between the ...
. Players seek to gain ''dominance'' or ''control'' of hubs in order to amass market share. Dominance of a hub is gained by controlling the majority of associated domestic spokes; it carries a moderate income potential and market share gain. Control of a hub is gained by controlling ''all'' of the associated domestic spokes; it doubles the income potential and market share gain of dominance. Any uncontrolled domestic spoke may be purchased at face value. Takeovers of controlled spokes require a higher fee and an opposed dice roll versus the controlling player. Several factors contribute both positively and negatively to each player's dice total. If, at the end of his turn, a player has a combined total of market share and cash equal to or greater than the victory margin, he wins.


Play order

At the start of each round, one color-coded chit per player is placed in a cup. The chits are drawn sequentially to determine the current order of play. While the order of play in an individual round is generally unimportant, the interval between turns for a single player is a significant consideration.


Starting cash on hand

Starting cash is determined by die roll. To offset the advantage of first play, each player receives cumulatively more money during the initial turn.


Income

Every purchased spoke, plus all hubs, have a unique chit placed in a cup. At the start of every turn, the player randomly draws two chits, paying the owner appropriately. Chits are replaced at the end of each round.


Additional purchases

Beyond the primary domestic spokes, players can also purchase foreign spokes and
jumbo jets A wide-body aircraft, also known as a twin-aisle aircraft, is an airliner with a fuselage wide enough to accommodate two passenger aisles with seven or more seats abreast. The typical fuselage diameter is . In the typical wide-body economy cabin ...
. Foreign spokes benefit opposed takeovers at the associated hubs. Jumbo jets provide similar bonuses on the domestic spoke where deployed, or they can be held in reserve for later use in an opposed takeover. Additionally, spokes with jumbos pay double the usual rate.


Offensive operations

Normally players are limited to one purchase or takeover attempt per turn. However, players can declare a state of ''Fare Wars'' that allow an indefinite number of domestic takeover attempts provided: *The player has sufficient funds *The player does not fail an attempt While in Fare Wars, players receive an additional takeover dice roll bonus. Profits, however, are not earned while in Fare Wars. Since the state can only be entered or exited at the beginning of a player's turn, the randomized play order has a major impact on the potential for income loss.


Optional rules

Several optional rules, including strikes, crashes, government loans, and bidding, are provided as part of an ''advanced version''. These rules may be added to the basic game collectively or individually as desired.


Reviews

*''
Pyramid A pyramid (from el, πυραμίς ') is a structure whose outer surfaces are triangular and converge to a single step at the top, making the shape roughly a pyramid in the geometric sense. The base of a pyramid can be trilateral, quadrilat ...
'' #21 (Sept./Oct., 1996)


References


External links

* {{Avalon Hill Avalon Hill games Board games introduced in 1996 Economic simulation board games