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Strategy Articles


Burn the Turn

by Nathan W, Staff Writer

18th March 2010

As I stared down at the menacing dilemma stack set before me, I caught a glimpse of my tableside adversary. The stoic expression on his face when I breezed through my first mission had been replaced by a smug smirk that somehow told me things were going to change in his favor very quickly. I glanced at my hand to find an uncomforting slew of events I didn’t need and personnel I couldn’t afford to play. Begrudgingly, I exhaled for no other reason than to keep the thoughts in my head from becoming the words in my mouth.

The next few moments resembled the madness one feels when pulling off a band-aid well before it's time. There was dreadful terror in the anticipation. The agony and ecstasy as each hair tempts fate to a life of freedom or death. And then, the realization that beneath this peaceful blanket, the hidden tempest had not subsided.

"Perhaps it’s a bluff dilemma," I tried to lie to myself.

So my hand crept forward – finally resting on the top card. What had at first seemed only to be a few cards somehow appeared to have multiplied from the time it took me to reach the stack. Was there five? Six?!?

Knowing, yet unknowing, I replayed the events in my head that had led me here. It was the tournament director’s fault for setting me up in this pairing! No. It was my friend’s fault for calling me up this morning and reminding me of this event in the first place! Not that either. The reality was: I arrived at this scenario because I was not fully prepared for what was in store.

With that, I gave a silent goodbye to my mission team and flipped over Tragic Turn.

Introduction

Tragic Turn is a high-risk, high-reward dilemma that has been prominent in a number of recent championship decks. Combined with even a small degree of deck support, this card and its subsequent "killer" dilemmas are able to ravage an unprepared mission team and leave the victim turns behind by requiring him or her to draw, pay, and play an entire new crew. However, as most dilemma piles that rely on Tragic Turn need to be filled with a number of regular, "random kill" dilemmas, facing this dilemma pile is predictable and beatable with a solid deck and intelligent strategy.

Deck Design

"Thus, what is of supreme importance in war is to attack the enemy’s strategy."

-Sun Tzu

As Shania Twain once sang "So, you've got an Emergency Transport Unit? That don’t impress me much."

While being a good and useful card, an Emergency Transport Unit or two will not guarantee your team's survival when you've been hit by the Turn. Equipment Malfunction is a very simple counter that is played quite frequently, and many commonly-used "killer" dilemmas stop the personnel first, meaning they will not be present with the Unit when the condition for the kill is resolved. So what other options are there to consider? Instead (or in addition), try and prevent kills using any of the other generic mechanisms such as Escape. Or, if you have access to affiliation-specific cards such as Medical Teams, consider using them as well. Remember, if you can somehow prevent the first kill, you will not be hit by Tragic Turn. So, even some wild and unorthodox strategies may work in your favor.

While preventing kills is an effective strategy at minimizing collateral damage, a more direct approach to combating Tragic Turn is to simply eliminate it from the game altogether. You can accomplish this in mission selection, personnel you play, and the events you use.

Alternatively, you can design your deck to take advantage of the predictability of Tragic Turn-based piles. Typically, the dilemma draw itself is not consistent or powerful enough on its own. Deck events and interrupts are necessary to fuel the large dilemma stacks. This makes event destruction an even greater ally. And speaking of those large Tragic Turn dilemma stacks, the order of these often has to be meticulously determined. Perturbations can really throw a monkey wrench into that plan.

Strategy

"Know thy self, know thy enemy. A thousand battles. A thousand victories."

-Sun Tzu

A well-designed deck simply provides the tools necessary to beat your opponent. With a poor strategy, even the most carefully-designed decks are susceptible to being humbled by the Turn.

So how should you go about your strategy when you anticipate or know you're going up against a Tragic Turn dilemma pile? One may argue that space may be slightly safer as many Tragic Turn piles are designed to leave maximum damage on missions two and three, which are typically chosen as planet missions.

However, the statistician in me wasn’t convinced and I delved into the question: what is a good mission team size to avoid getting hit by the truly evil Tragic Turn combos? Tragic Turn itself is expensive to play, and most of the "killer" dilemmas aren’t cheap either. Obviously, the fewer mission team members you bring down, the fewer will die. But, you still would like to give yourself a chance to complete the mission. And if not, stack enough dilemmas underneath to get an easy score on subsequent turns.

What I arrived at are two sets of calculations expressed in the figures below. The first is simply the probability your opponent draws Tragic Turn from a certain number of dilemmas. The second is the expected number of deaths from a certain number of dilemmas drawn (and spent). This second calculation required a number of assumptions including average "killer" dilemma cost (2.7), probability that a dilemma could be played at this mission (80%), probability that a dilemma wasn’t a repeat of another dilemma (75%), and finally that all dilemmas, themselves, only kill one personnel.

Figure (top): Probability of drawing Tragic Turn when three copies exist in a 35-card dilemma pile. Figure (bottom): Expected number of deaths when facing a Tragic Turn dilemma pile (3 in 35). The top line represents when you cannot stop any deaths. The bottom line represents if you can stop exactly one death. Note: Tragic Turn will not necessarily appear in the dilemma stack.

What these results show is the significance of being able to stop at least one kill, prevention of numerous dilemma draws, and attempting (and completing) missions with a limited number of personnel.

My deck

With these results and strategies in hand, I set out to make a deck that could effectively ‘Burn the Turn’. Choosing Deep Space Nine personnel as my core group meant I could rely on Medical Teams and Ezri Dax (Resourceful Counselor) to prevent kills. I debated the merits of going Mouth of the Wormhole, but found Earth (Home of Starfleet Command) to better emulate the other facets of my results: event destruction with Luther Sloan (Man of Secrets) and attribute boosting to micro-team with Joseph Sisko (Creole Chef).

In the end, this deck accomplishes the goals set out for it. While perhaps not immune to every scenario, I believe it could survive (and thrive) against the average Tragic Turn deck. The deck is also small enough (and customizable enough) for you to add and remove anything that fits your fancy, so feel free to do so.

And as always, do not forget the words of Sun Tzu.

"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat."

-Sun Tzu

-djl-




This deck is currently eligible for the following family or families of achievements:

Decklist

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Missions
Headquarters
1U162•Earth, Home of Starfleet Command
Planet
3U90•Expose Changeling Influence
2U100•Investigate Maquis Activity
Space
17V47•Honor the Fallen
1U177•Investigate Alien Probe


Draw Deck (51)
Equipment
4C322x Emergency Transport Unit
Event
13U273x •Energize
5P73x Medical Teams
5P122x Security Drills
3U631x The Trial Never Ended
14R431x •U.S.S. Enterprise-J
2C692x Unexpected Difficulties
Interrupt
12R371x Grav-Plating Trap
16V271x Uninvited
Personnel
Federation
1C2511x Altman
1C2542x Bandee
1S2562x •Benjamin Sisko, Defiant Captain
14R792x •Ezri Dax, Resourceful Counselor
16V351x •George Primmin, Starfleet Security
15V322x •Jake Sisko, Engineer's Apprentice
5P281x •James T. Kirk, Living Legend
2U1232x •Joseph Sisko, Creole Chef
12R712x •Julian Bashir, Medical Staffer
6P501x •Kira Nerys, Starfleet Emissary
1R2721x •Leyton, Chief of Starfleet Operations
1R2752x •Luther Sloan, Man of Secrets
18V261x •Melora Pazlar, Independent Personality
20V261x •Miles O'Brien, Vastly Outnumbered
1C2781x Mills
15V351x •Nog, Eager Ensign
1C2801x Paulson
3U1811x •Sarina Douglas, Cataleptic Conundrum
17V651x •William Ross, "Temporary" Ally
13R842x •Worf, Defiant Commander
Non-Aligned
12C971x •Ambassador Gral, High-Ranking Official
7C1071x •Sigmund Freud, Father of Psychoanalysis
Ship
Federation
14R1121x •I.K.S. Qel'Poh, H.M.S. Bounty
19V152x •U.S.S. Centaur, Patrolling Ship
10R1101x •U.S.S. Enterprise-C, Yesterday's Enterprise
1C3931x U.S.S. Excelsior
Dilemma Pile (36)
Dual
10C11x A Pattern of Lies
8R11x Agonizing Encounter
10R21x An Issue of Trust
4C61x Back Room Dealings
14U41x Chula: The Chandra
17V51x Full Complement
4C151x Guess Who's Coming to Dinner?
17V61x He Wasn't Nice
14C101x Old Differences
18V51x Polywater Intoxication
3U261x Secret Identity
14U131x Shocking Betrayal
3U281x Skeleton Crew
18V61x The Captain's "Guest"
13R202x The Dal'Rok
4R271x The Dreamer and the Dream
2C251x Timescape
Planet
12C51x Excalbian Drama
6P63x Hard Time
10C121x Necessary Execution
12R141x No Kill I
3U251x Rogue Borg Ambush
12U191x Vault of Tomorrow
15V91x We'll Never Know
Space
15V11x Breaking the Ice
17V21x Causal Recursion
3R121x Gomtuu Shock Wave
1C361x Magnetic Field Disruptions
14U91x Night Terrors
8R131x Outclassed
1R421x Personal Duty
8C191x Warp Bubble Mishap
7R151x Where No One Has Gone Before


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