Dilemma Theory III: Chaos Theory
by Britt Bisson
In Parts 1 and 2 of Dilemma
Theory, Rom discussed the two basic types of dilemmas and popular combos
and orders of arrangement. Today in Part 3 of the Dilemma Theory subject
we move on to one of my more favorite
aspects of the game: Chaos Theory.
First off, what exactly is Chaos Theory? Chaos
Theory is a simple premise that flows from the basic point of dilemmas
themselves: to stop your opponent from completing missions. Those of us
who believe in Chaos Theory believe dilemmas are only as effective as they
are unexpected. Therefore, a dilemma combo may not be effective if your
opponent suspects the next card in the arrangement. Subsequently, it may
be to the benefit of the player to play a random assortment of dilemmas
that individually have the ability to stop an opponent on any given occasion.
Further, if your opponent knows that you are not playing specific combos
in your dilemma set then you gain a psychological advantage over your opponent.
Now of course there have been some problems with
this. Unfortunately with the rise of scan cards and special abilities that
allow your opponent to glance at, or discard dilemmas; Chaos Theory was
not viable because many people would not attempt a mission until they believed
they could get through the dilemmas with relative ease or were sure there
was nothing there that would harm their away team. But now that there are
several referee cards regulating scans as well as cards like the 62nd rule
which benefit those who do not use scans, mission attempts are a little
more unexpected.
The best way to show this through a couple examples.
Let’s consider a rather predictable dilemma set we’ve all seen numerous
times. Let’s say you are attempting for the first time and you have no
knowledge of what lies in waiting. It is a Federation away team and has
a broad range of skills. You first encounter Unscientific Method and you
are forced to sacrifice a Science Personnel but you continue on and encounter
Hippocratic Oath, now right away this should tip you off to something.
At any time you have the right to check the number of remaining cards seeded
under a location and if Hippocratic Oath is staring you in the face after
an Unscientific Method, its an almost guaranteed tip-off that Scientific
Method is next. So in this case I sacrifice a Medical and know right away
that next when I encounter Scientific Method I can use McCoy to discard
it and finish the attempt. No surprises here whatsoever and by the time
you’ve seen the second card you know what to expect, it's an anti-Science
combo and extremely popular.
Now consider the following that I seeded under a
planet mission in my last tournament. Armus – Skin of Evil (Guaranteed
to kill something) then Security Precautions (Rarely used) then Chula:
The Dice and ending with Q. This combo generated completely at random worked
very effectively and actually was the difference in my game. The opponent
in question watched me as I seeded my planet dilemmas, then my space and
then shuffled my P/S dilemmas together with three Q-Flash doorways and
dealt them under missions in no particular order. The result is Chaos.
The key to Chaos Theory is to seed a high number of P/S dilemmas and to
do so randomly to give the effect that their placement does not matter;
that it is arbitrary. It induces a sense of fear in the opponent and forces
them to consider mission attempts more carefully or to risk scanning the
location and face nasty consequences at the hands of Q the Referee (it
downloads Scanner Interference or Panel Overload). Not to mention the presence
of a Q-Flash Side deck which can cause absolute havoc with an away team
when used properly.
Consider the following; it is a list of the dilemmas I used in my last
Chaos Theory deck:
Q- Flash X 3
Security Precautions
Armus Skin of Evil
Hologram Ruse
The Sheliak
Chula: The Dice X 2
In the Pale Moonlight
Q
Lethean Telepathic Attack
Skullduggery
Outpost Raid
Dangerous Liaisons
Cardassian Trap
Chula: The Lights
Dead End
Friendly Fire
Maglock
Navigational Hazards
Drumhead
Note that there were only
3 Space dilemmas and 4 planet dilemmas in that mix, the rest were P/S or
Doorways that seed as dilemmas, 15 of them. All with relatively difficult
conditions of passage or death attached. Seeded randomly to cause havoc.
Chaos Theory is not for everyone and many will tell you it never works,
but I’ve used it many times and it can be very helpful in some tight situations
particularly during a stretch between sets where dilemma sets become predictable
and somewhat boring. But Chaos Theory is only as effective as it is surprising
and therefore the same sets may not work twice in a row. As with any form
of dilemma combos what works for one person may not work for another and
what works in one region may be totally useless in another, but that may
be one of the things that works toward your advantage is that using Chaos
Theory from
time to time creates combos you may have never thought of yourself
and also allows you to put your opponent off guard.
Good luck and good hunting.
Britt Bisson
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