(3) A Bad Case of par'Mach ( Qpid)
Dual Dilemma
Choose two personnel to be stopped. If a Klingon personnel or Jadzia Dax or Quark was stopped by this dilemma, you may draw two cards.
"This is ridiculous! I'm surrounded by corpses, my shoes are dripping with blood, and you want me to feel romantic? Why am I putting myself through this?"
Characteristics: dilemma with a cost of 3 or more, additional card draws.
Requires: Quark, Jadzia Dax, Klingon species.
Card logging info: First edited by Telak at Feb 10th, 2019. One quality log by eberlems at Feb 15th, 2019. Please support openCards and validate game text of this card a second time!
(4) Aceton Assimilators ( The Nth Degree)
Dual Dilemma
Your opponent names a dilemma. Search your dilemma pile for a copy of that dilemma and place it beneath your opponent's non-headquarters mission, then choose a personnel to be stopped for each copy of that dilemma beneath your opponent's missions. Shuffle and replace your dilemma pile.
"...we're supplying the devices with the energy to kill us."
Characteristics: dilemma with a cost of 3 or more, place opponent's dilemmas under your mission, "opponent's choice stopper" dilemma.
Card logging info: First edited by Telak at Oct 22nd, 2017. Please support openCards and validate game text of this card!
(3) Adopted Authority ( Unnatural Selection)
Dual Dilemma
Randomly select a personnel. Unless that personnel has an attribute < 5, he or she and a second randomly selected personnel are stopped and this dilemma returns to its owner's dilemma pile. Otherwise, he or she is stopped.
"That's a stupid question."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "return to owner's dilemma pile" dilemma.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(3) Aftermath ( Reflections 2.0)
Dual Dilemma
Randomly select three personnel. If the total cost of those personnel is 4 or less, they are killed. Otherwise, randomly select one of those personnel to be stopped.
"Lieutenant, I need bandages, disinfectant - something with alcohol in it."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Aggressive Behavior ( Second Edition)
Space Dilemma
Unless you have 2 Anthropology or 2 Leadership and Weapons > 8, randomly select a personnel to be killed, all your other personnel are stopped, and this dilemma is placed on your ship.
Damage - This ship is attributes -2."...their behavior toward us and the large creature is similar. It's possible they've mistaken us for a potential mate."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Agonizing Encounter ( To Boldly Go)
Dual Dilemma
For each headquarters you command, this dilemma is cost -1. Your opponent names a skill. For each of your missions that requires that skill, randomly select a personnel to be stopped.
"I was lucky that thing had knees...
"That was not his knee."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Agonizing Encounter ( To Boldly Go)
Dual Dilemma
For each headquarters you command, this dilemma is cost -1. Your opponent names a skill. For each of your missions that requires that skill, randomly select a personnel to be stopped.
"I was lucky that thing had knees...
"That was not his knee."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Agonizing Encounter ( To Boldly Go)
Dual Dilemma
For each headquarters you command, this dilemma is cost -1. Your opponent names a skill. For each of your missions that requires that skill, randomly select a personnel to be stopped.
"Let me talk to them, Pilot. I'm much more articulate."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) A Klingon Matter ( Energize)
Planet Dilemma
Unless you have 2 Intelligence and Treachery or 2 Leadership and Cunning > 32, randomly select a personnel. If that personnel has Strength < 7, he or she is killed, then all your other personnel are stopped and this dilemma returns to its owner's dilemma pile.
"Recently rumors began to circulate ... that an assassination attempt was going to be made on the family of Mogh."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Rule hint for this card
This card has an clarification: Whether or not a personnel is killed, if you do not meet the requirements, all of your personnel are stopped. (CRD 2010-05-29)
Taken form .Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Alien Conspiracy ( In A Mirror, Darkly)
Dual Dilemma
Choose three personnel. Your opponent chooses one of those personnel to be stopped.
"Sabotage the Defiant? Have you lost your senses?"
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Alien Encounter ( Extreme Measures)
Dual Dilemma
Unless you have Anthropology, Diplomacy, Exobiology, Leadership, and Integrity > 34, or command one or less headquarters missions, choose five personnel to be stopped and this dilemma returns to its owner's dilemma pile.
"I've always wanted to make love with an alien."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "return to owner's dilemma pile" dilemma.
Requires: headquarters.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) Alternatives to Fighting ( A Time to Stand)
Space Dilemma
Unless you have Navigation and Weapons > 7 or this mission is a Nebula mission, place your ship at a Nebula mission. If you cannot, all your personnel are stopped and place this dilemma on your ship.
Damage - This ship is attributes -2."Sauce for the goose, Mr. Saavik. The odds will be even."
Characteristics: dilemma with a cost of 3 or more, "reduce attributes" dilemma, "relocate" dilemma, "stop all personnel" dilemma, "relocate" ship cards, manipulate opponent's attributes (ship), Damage.
Requires: nebula mission.
Card logging info: First edited by Telak at Apr 22nd, 2016. Please support openCards and validate game text of this card!
(3) An Issue of Trust ( Captain's Log)
Dual Dilemma
Unless you have Honor or Treachery, all your personnel are stopped. If you have two or more personnel who have Honor or Treachery, randomly select all but one of those personnel to be stopped.
"You don't trust me."
"I have no reason to."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) An Issue of Trust ( Captain's Log)
Dual Dilemma
Unless you have Honor or Treachery, all your personnel are stopped. If you have two or more personnel who have Honor or Treachery, randomly select all but one of those personnel to be stopped.
"You don't trust me."
"I have no reason to."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) An Issue of Trust ( Captain's Log)
Dual Dilemma
Unless you have Honor or Treachery, all your personnel are stopped. If you have two or more personnel who have Honor or Treachery, randomly select all but one of those personnel to be stopped.
"Khan, how do you know you'll keep, your world?"
"I've given you no world to keep, Admiral. In my judgement you simply have no alternative."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) An Old Debt ( Call to Arms)
Dual Dilemma
Unless you have Biology, Physics, and Cunning > 32 or Intelligence and 2 Medical, randomly select a Leadership personnel to be killed.
"I have been waiting a long nine years for this, Picard! ... You murdered my only son! ... And I have spent these years searching, seeking a proper blood revenge. And I found it!"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Antedean Assassins ( Second Edition)
Dual Dilemma
Unless you have a personnel who has 2 Anthropology or a personnel who has 2 Telepathy, your opponent chooses an Anthropology or Telepathy personnel to be stopped. If your opponent cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"The skeletal structure in your radius and ulna is offset by .02 microns. Your arm has been amputated and surgically reattached."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Any Methods Necessary ( Hard Time)
Space Dilemma
Unless you have a Medical personnel who has Integrity < 5 or Intelligence, randomly select a personnel to be placed in your opponent's brig, then all your other personnel are stopped.
"A minor adjustment to life support should make it more cooperative. Decreasing temperature fifty degrees."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "randomly select" dilemma, "stop all personnel" dilemma.
Card logging info: First edited by Telak at Sep 9th, 2016. Please support openCards and validate game text of this card!
(4) A Private Little War ( Infinite Diversity)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Honor, Medical, Science and Integrity > 32 or Engineer, Security, Treachery and Strength > 32, randomly select a second personnel to be stopped and your opponent may download an equipment.
"A balance of power. The trickiest, most difficult, dirtiest game of them all, but the only one that preserves both sides."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, equipment related card, download, download - equipment.
Card logging info: First edited by Telak at Dec 12th, 2015. One quality log by eberlems at Feb 18th, 2019. Please support openCards and validate game text of this card a second time!
(4) Archaic Snare ( Symbiosis)
Space Dilemma
Unless you have Archaeology, 2 Security, and Cunning > 32 or 3 Engineer, Navigation, and Physics all your personnel are stopped and this dilemma is placed on this mission. When a ship is about to move from this mission, randomly select a personnel aboard to be killed.
"Surely he logged the cause of the ship's death... what captain wouldn't?"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on mission" dilemma, "randomly select" dilemma, "stop all personnel" dilemma, ship related card.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) Arena ( These Are The Voyages)
Dual Dilemma
Randomly select a personnel. Unless that personnel has total attributes > 18, your opponent places him or her on a planet mission.
"The Enterprise is dead in space, stopped cold during her pursuit of an alien raider by mysterious forces, and I have been somehow whisked off the bridge and placed on the surface of an asteroid, facing the captain of the alien ship."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Requires: planet mission.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Armed Search Party ( Captain's Log)
Dual Dilemma
Randomly select three personnel. Unless they have Strength > 17 or you have a non-Hand Weapon equipment, for each headquarters you command, randomly select one of those personnel to be placed in your opponent's brig.
"Captain, please come back down here."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "headquarter related" dilemma, "randomly select" dilemma, equipment related card.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Armed Search Party ( Captain's Log)
Dual Dilemma
Randomly select three personnel. Unless they have Strength > 17 or you have a non-Hand Weapon equipment, for each headquarters you command, randomly select one of those personnel to be placed in your opponent's brig.
"Captain, please come back down here."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "headquarter related" dilemma, "randomly select" dilemma, equipment related card.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Armus Roulette ( Second Edition)
Planet Dilemma
Randomly select four personnel. Unless they have Cunning > 22 or one of them has Cunning > 7, your opponent chooses one of them to be killed, then the other three are stopped.
"Now tell me, how would you feel if you were the instrument of death for your leader?"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "opponent's choice killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Arresting Display ( Shattered Mirror)
Dual Dilemma
Unless you have Anthropology, Security, and Telepathy or 2 Exobiology, Medical, and Cunning > 38, all your personnel are stopped. If you played an interrupt while facing this dilemma, place this dilemma in your core. To play an interrupt, you must discard an interrupt from hand.
"Why not simply ... vaporize them?"
"Like this?"
Characteristics: dilemma with a cost of 3 or more, "place in core" dilemma, "stop all personnel" dilemma, interrupt related card.
Card logging info: First edited by Telak at Nov 28th, 2018. Please support openCards and validate game text of this card!
(3) Artificial Wormhole ( Favor the Bold)
Space Dilemma
Your personnel cannot gain skills while facing this dilemma. Unless you have 2 Leadership and 2 Officer, or Engineer, Programming, and Cunning > 33, or this ship's corresponding Commander aboard your opponent may take a ship at a mission and place it at a different mission. That ship's Range for this turn is used.
"Wormhole! Get us back on impulse power! Full reverse!"
Characteristics: dilemma with a cost of 3 or more.
Requires: Commander.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Assassination Attempt ( Second Edition)
Planet Dilemma
Randomly select two personnel. Each of those personnel who does not have Treachery is killed.
"As you know, time is of the essence."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Assassination Attempt ( Second Edition)
Planet Dilemma
Randomly select two personnel. Each of those personnel who does not have Treachery is killed.
"As you know, time is of the essence."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Assassin's Blade ( Second Edition)
Dual Dilemma
Unless you have 2 Security or Cunning > 26, your opponent chooses a personnel (except an Android or a Shape-shifter) to be killed, then all your other personnel are stopped and this dilemma returns to its owner's dilemma pile.
With most security systems able to detect energy-discharge weapons, the nefarious often turn to simpler solutions.
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "opponent's choice killer" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Assassin Team ( Raise the Stakes)
Planet Dilemma
Your opponent chooses a personnel to be stopped. If he or she commands three Assassin personnel, that personnel is killed instead and all of your personnel are stopped.
"I thought it was on stun."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma.
Requires: Assassin.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Assist Rescue Operation ( To Boldly Go)
Dual Dilemma
Unless you have Anthropology, Diplomacy, and Leadership or Officer, Treachery, and Strength > 26, randomly select a personnel to be stopped, and if the opponent on your left commands Earth, he or she may download a ship and its Commander that he or she does not command. If he or she does this, that ship and personnel are then placed at a mission where your opponent could play them.
none
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, download, download - personnel, download - ship.
Requires: affiliation, Earth, Commander.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) A Taste of Armageddon ( Lower Decks)
Planet Dilemma
Randomly select a personnel with a skill required by this mission to be killed. The opponent on your left may discard an interrupt from hand to randomly select an additional personnel to be killed.
"You mean to tell me your people just walk into a disintegration machine when they're told to?"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, interrupt related card.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(3) Automated Weapons ( Second Edition)
Planet Dilemma
Unless you have 2 Security or a Hand Weapon, randomly select a personnel to be killed, then all your other personnel are stopped and this dilemma returns to its owner's dilemma pile.
"I am not sure that I remembered all of the codes for the security system. You should warn anyone going down there."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Requires: Hand Weapon.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Back to Basics ( What You Leave Behind)
Dual Dilemma
Your opponent counts each personnel and ship card in his or her discard pile and shuffles each of those cards into his or her deck. If fourteen or more cards were shuffled into his or her deck deck this way, all your personnel are stopped.
With all political authority vanished, humanity teetered on the edge of its second Dark Age.
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, ship related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Berserk Changeling ( Second Edition)
Dual Dilemma
Unless you have 2 Exobiology and 2 Science or 3 Security or two Hand Weapons, randomly select a personnel (except a Changeling) to be killed, then all your other personnel are stopped.
"The creature you're after is Odo. ... It's separate and independent from the Odo we know, and yet, at the very least, it's aware of me."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "stop all personnel" dilemma.
Requires: Hand Weapon.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Best Interests at Heart ( Favor the Bold)
Dual Dilemma
Randomly select three personnel. If the total cost of those personnel is 4 or less, lose 5 points and your opponent scores 5 points. Otherwise, randomly select one of those personnel to be stopped.
"Gallivanting around after hours is beside the point. The fact is, you're becoming increasingly unpredictable, given to swings of mood and emotion."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, lose points, score points.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Biochemical Hyperacceleration ( Necessary Evil)
Planet Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Randomly select three personnel. They cannot use their skills while facing this dilemma. Unless you have Biology, Geology, and Medical or 2 Security and Strength > 38, those personnel are returned to their owner's hand.
"I was looking right at him and he - then he just wasn't there."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Biochemical Hyperacceleration ( Necessary Evil)
Planet Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Randomly select three personnel. They cannot use their skills while facing this dilemma. Unless you have Biology, Geology, and Medical or 2 Security and Strength > 38, those personnel are returned to their owner's hand.
"I was looking right at him and he - then he just wasn't there."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Bio-neural Computer Core ( Dangerous Missions)
Dual Dilemma
Randomly select a personnel to be stopped. If your opponent does not command that personnel and you still have nine personnel remaining, place him or her on your opponent’s headquarters mission instead, then randomly select a second personnel that your opponent does not command to be placed on your opponent’s headquarters mission. That opponent now commands those personnel.
none
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Rule hint for this card
This card has an erratum: Change of wording.
Game text without errara: "Randomly select a personnel to be stopped. If the opponent on your left does not command that personnel and you have still nine personnel remaining, place him or her on your opponent's headquarter mission instead, than randomly select a second personnel that your opponent does not command to be placed on that's opponents mission headquarters. That opponent now commands those personnel.".
Taken form Current Errata 2015-04-06.This card has an clarification: That opponent only takes command of the personnel that are placed on his or her headquarters mission. (CRD 2010-05-29)
Taken form .Card logging info: First edited by at . One quality log by eberlems at Feb 17th, 2019. Please support openCards and validate game text of this card a second time!
(3) Bleeding to Death ( Necessary Evil)
Planet Dilemma
Unless you have Biology and 2 Medical or 2 Honor and Integrity > 30, randomly select a personnel to be killed, then place this dilemma in your core. At the start of each of your turns, place the top card of your deck on this dilemma. When you complete a mission, all your cards here are shuffled and placed on top of your deck, then this dilemma is removed from the game.
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place in core" dilemma, "randomly select" dilemma, "removed from the game" dilemma, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Breached ( Tacking Into the Wind)
Space Dilemma
Unless you have Navigation, Security, Transporters, and Strength > 30 or 2 Physics, Treachery, and Cunning > 30, all your personnel are stopped and this dilemma is placed on your ship.
Damage - Opponents' personnel may beam between this ship and his or her ship at this mission."They modified the bow to puncture our hull."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(4) Bread and Circuses ( Zero Hour)
Dual Dilemma
Each of your personnel with a cost of 1 or less cannot use their skills while facing this dilemma. Unless you have Archaeology, Diplomacy, and Honor or Exobiology, Transporters, and Treachery, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"... Name the Winner, brought to you tonight by your Jupiter 8 dealers from coast to coast!"
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: First edited by Telak at Jul 28th, 2017. Please support openCards and validate game text of this card!
(3) Breaking the Ice ( The Undiscovered Country)
Space Dilemma
Persistent. (When your personnel complete this mission, this dilemma's owner may discard a non-personnel card from hand to return this dilemma to his or her dilemma pile.) Unless you have 3 Geology or two non-Hand Weapon equipment, all your personnel are stopped.
"We plan to send a drilling team to the surface to collect core samples. You're welcome to participate."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma, equipment related card, discard a non-personnel card from hand, Persistent.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Bre'Nan Ritual ( To Boldly Go)
Dual Dilemma
Place this dilemma on this mission. At the start of each mission attempt at this mission, randomly select a personnel to be stopped. When this mission is completed, place this dilemma beneath your incomplete non-headquarters mission.
"Your worthiness to join our house will now be judged...according to the traditions of my family."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Brink of War ( Zero Hour)
Dual Dilemma
Unless you have 3 Diplomacy or Cunning > 40, randomly select a personnel to be stopped, then this dilemma is placed in your core. When an opponent begins an engagement involving one of your ships, each opponent's ship involved is Weapons +2.
"...you will prepare my son for immediate transport. If he is not aboard the Q'Maire in five minutes, you will suffer the consequences."
Characteristics: dilemma with a cost of 3 or more, "place in core" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, ship related card.
Requires: engagement.
Card logging info: First edited by Telak at Jul 28th, 2017. Please support openCards and validate game text of this card!
(3) Bynars' Password ( Second Edition)
Dual Dilemma
Unless you have a personnel who has 2 Engineer or a personnel who has 2 Programming, your opponent chooses an Engineer or Programming personnel to be stopped. If your opponent cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"That's the file. It'll work now."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Cadet Review ( Unnatural Selection)
Space Dilemma
Each personnel may use no more than one skill while facing this dilemma. Unless you have Engineer, Medical, Science, and Security or Diplomacy, Officer, Programming, and Transporters, your opponent chooses two personnel to be stopped.
"I hate inspections."
Characteristics: dilemma with a cost of 3 or more.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(3) Captain's Holiday ( Second Edition)
Planet Dilemma
Unless you have 2 Archaeology or 2 Geology, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"If it wasn't for me, you'd still be back there sitting in the sun... relaxing."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Captured by the Breen ( In A Mirror, Darkly)
Dual Dilemma
Randomly select three personnel. If the total cost of those personnel is 4 or less, they are placed in your opponent's brig. Otherwise, randomly select one of those personnel to be stopped.
"We must not give up. The first duty of any captured officer is to attempt escape."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Cargo Pirates ( What You Leave Behind)
Dual Dilemma
Randomly select a personnel to be stopped and if your opponent commands three Thief personnel, choose an additional personnel to be stopped.
"This ship attacked them eight weeks ago and it planted a beacon on their hull. A day later, this cruiser showed up and demanded their cargo. The Constellation tried to drive them off, but the aliens got aboard and killed three of their crew. Then they to
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: Thief.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Casualties ( These Are The Voyages)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) The personnel who has the fewest • icons is stopped. If that personnel does not have at least four • icons, he or she is killed instead.
"Twenty-two so far. Mainly radiation burns from the ship's outer areas. Could have been much worse, Captain."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, Consume.
Card logging info: First edited by at . One quality log by eberlems at Feb 17th, 2019. Please support openCards and validate game text of this card a second time!
(4) Casualties of War ( Energize)
Planet Dilemma
Randomly select three personnel. If the total cost of those personnel is 4 or less, they are killed. Otherwise, randomly select one of those personnel to be killed.
"The Klingons had us pinned down. We couldn't beam out because they had a transport scrambler running. We called for a hopper. As soon as it set down, the Klingons came after us."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Center of Attention ( Second Edition)
Dual Dilemma
Unless you have 3 Security or a Hand Weapon and Cunning > 28 or Quark, your opponent chooses a Treachery personnel to be killed, then all your other personnel are stopped.
"Alright, somebody else count it."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "stop all personnel" dilemma.
Requires: Hand Weapon, Quark.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Chained Environment ( Return to Grace)
Planet Dilemma
Unless you have 2 Diplomacy and 2 Geology or Cunning > 36, all your personnel are stopped and, if there are no other dilemmas on this mission, place this dilemma on this mission. Add Science to each of this mission's requirements.
"Akuta alone speaks to Vaal. I am the eyes and the voice of Vaal. It is Vaal's wish."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, "stop all personnel" dilemma, modify opponent's mission requirements.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(3) Chameloid Chicanery ( Captain's Log)
Dual Dilemma
Randomly select a personnel to be stopped. If your opponent has an Infiltrator at this mission, randomly select a personnel to be killed.
"Would you mind explaining that little trick you do?"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Chula: Move Along Home ( To Boldly Go)
Dual Dilemma
Randomly select three personnel. If the highest Strength among those personnel is even, all three of them are stopped.
"...perhaps they're giving us some sort of behavioral test. Like a laboratory rodent who must work his way out of a maze."
Characteristics: "Chula" dilemma, dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Chula: The Chandra ( What You Leave Behind)
Dual Dilemma
Randomly select a personnel. Repeat this until you select a personnel with a cost equal to or greater than the first personnel that you selected. Stop each selected personnel.
"Allamaraine, count to four.
Allamaraine, then three more.
Allamaraine, if you can see.
Allamaraine, you'll come with me."
Characteristics: "Chula" dilemma, dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Chula: The Dice ( In A Mirror, Darkly)
Dual Dilemma
Unless you have a personnel with Integrity > 6, a second personnel with Cunning > 6, and a third personnel with Strength > 6, all your personnel are stopped.
"Roll! Roll? But you haven't even told me the rules yet!"
Characteristics: "Chula" dilemma, dilemma with a cost of 3 or more, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Chula: The Dice ( In A Mirror, Darkly)
Dual Dilemma
Unless you have a personnel with Integrity > 6, a second personnel with Cunning > 6, and a third personnel with Strength > 6, all your personnel are stopped.
"Roll! Roll? But you haven't even told me the rules yet!"
Characteristics: "Chula" dilemma, dilemma with a cost of 3 or more, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Chula: The Dice ( In A Mirror, Darkly)
Dual Dilemma
Unless you have a personnel with Integrity > 6, a second personnel with Cunning > 6, and a third personnel with Strength > 6, all your personnel are stopped.
"Roll! Roll? But you haven't even told me the rules yet!"
Characteristics: "Chula" dilemma, dilemma with a cost of 3 or more, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Code of Honor ( Strange New Worlds)
Planet Dilemma
Randomly select two personnel. They cannot use their skills while facing this dilemma. Unless you have Anthropology, Diplomacy, and Honor or Law, Security, and Strength > 35, all your personnel are stopped.
"If your conduct toward us is worthy, if you respect our customs, and if we see this respect, we will become friends."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Code of Honor ( Strange New Worlds)
Planet Dilemma
Randomly select two personnel. They cannot use their skills while facing this dilemma. Unless you have Anthropology, Diplomacy, and Honor or Law, Security, and Strength > 35, all your personnel are stopped.
"If your conduct toward us is worthy, if you respect our customs, and if we see this respect, we will become friends."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Commanding Presence ( Balance of Terror)
Space Dilemma
Species 8472. Unless you have 3 Security or 2 Navigation and Cunning > 30 or a personnel with 2 Honor, all your personnel are stopped and this dilemma is placed in your core.
"High-minded ideals are one thing, but your actions tell a very different story. You infiltrated our re-creation, captured and killed one of our people."
Characteristics: dilemma with a cost of 3 or more, "place in core" dilemma, "stop all personnel" dilemma, Species 8472.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(3) Compromised Tactics ( Lower Decks)
Dual Dilemma
Your opponent chooses a personnel they command but do not own. Your copies of that personnel are stopped. Unless you have the skills on that personnel, all your personnel are stopped.
"You realize, Admiral, that with the assistance of Captain Picard, the Borg will be prepared for your defenses."
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma.
Requires: take command (of opponent cards).
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(3) Confined to Quarters ( Call to Arms)
Space Dilemma
Randomly select three personnel. If any of those personnel has Leadership, all three are stopped.
"As first officer, it is my responsibility to point out any actions that may be mistakes by a commanding officer. Sir."
"Then maybe it's time you found other responsibilities. You're relieved."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Conflict of Interests ( Lineage)
Dual Dilemma
Unless you have 3 Archaeology or Integrity > 36, all your personnel are stopped. If four or more personnel of the same species are stopped by this dilemma, this dilemma's owner may discard a random card from hand to return this dilemma to his or her dilemma pile.
"Without cooperation, we will get nowhere."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "species related" dilemma, "stop all personnel" dilemma, discard a random card from hand.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) Contaminating a Culture ( Captain's Log)
Dual Dilemma
Randomly select a personnel to be killed. You may prevent this by placing one of your equipment cards present in its owner's discard pile.
"We came down to retrieve my communicator. Now we've lost two of them. Not to mention my phase pistol and a pair of scanners."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, equipment related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Coolant Leak ( Extreme Measures)
Dual Dilemma
Unless you have Engineer or a personnel who has a cost of 4 or more, all your personnel are stopped. If you have two or more personnel who have Engineer or cost 1 or less, randomly select all but one of those personnel to be stopped.
"I estimate two minutes to a warp core breach!"
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, "stop all personnel" dilemma.
Requires: personnel who has a cost of 4 or more.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) Cornered ( A Time to Stand)
Planet Dilemma
Unless you have 2 Astrometrics and 2 Navigation or command a completed mission with span 4 or more, randoly select two personnel to be killed.
"Don't tell me the Maquis didn't have a Plan B."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, span related card.
Requires: mission with span 4.
Card logging info: First edited by Telak at Apr 22nd, 2016. Please support openCards and validate game text of this card!
(3) Covert Ambush ( Raise the Stakes)
Space Dilemma
Unless you have a personnel with 2 Engineer or a personnel with 2 Programming, place this dilemma in your core. When your personnel is about to be placed in an opponent's brig, this dilemma's owner may remove this dilemma from the game to randomly select an additional personnel present to be placed in that opponent's brig.
"Maximum power to the shields. Kill the music."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "place in core" dilemma, "randomly select" dilemma, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Crippling Attack ( Energize)
Space Dilemma
Unless you have 2 Leadership and Officer or 2 Navigation and Shields > 6, randomly select a personnel to be killed, then this dilemma is placed on your ship.
Damage - This ship is attributes -2."Direct hit, sir. Moderate damage to their aft shield generators."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, "reduce attributes" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Curt Reprimand ( The Undiscovered Country)
Dual Dilemma
Randomly select three personnel. If the cost of any of those personnel is 1 or less, all three are stopped. Otherwise, randomly select one of those personnel to be stopped.
"You men have work? ... Then snap to it."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Damaged Reputation ( Second Edition)
Planet Dilemma
If you have Integrity > 50, lose 5 points. Also, unless you have 2 Diplomacy or Intelligence and 2 Treachery or Strength > 30, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"I'm Captain Kathryn Janeway. This is Commander Tuvok. We're from the Federation starship Voyager."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma, lose points.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Dangerous Climb ( Call to Arms)
Planet Dilemma
Unless you have 2 Geology or Strength > 40, randomly select a personnel to be killed, then all your other personnel are stopped and this dilemma returns to its owner's dilemma pile.
"Isn't there a beginner cliff we can start on?"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Dangerous Liaisons ( Second Edition)
Dual Dilemma
Unless you have 2 Science and 2 Security or 3 Treachery, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"It's light. ... Nice... I'll take two thousand."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Dangerous Missions ( In A Mirror, Darkly)
Planet Dilemma
Place this dilemma on this mission. Each personnel who has a cost of 2 or less cannot use his or her skills while facing dilemmas. At the end of this turn, this dilemma is overcome.
"Central Security claims to have no record of Klaang, but they told me about an enclave on level nineteen where Klingons have been known to go. Something about live food."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Dead Ringer ( Lower Decks)
Dual Dilemma
Your opponent chooses a personnel. You may replace him or her with a personnel in your discard pile that has at least one of the same skills. If you do, place the personnel your opponent chose in your discard pile. Otherwise, all your personnel are stopped.
"There was no way for the security computer to know that it was Thomas, not William, who boarded the Defiant."
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, "use" your discard pile.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(3) Dead Weight ( A Time to Stand)
Dual Dilemma
Each of your personnel who does not have aa skill required by this mission is stopped.
"Duty calls. Hey, I understand. Why don't you come back later on? You and me'll find us a couple of low-mileage pit woofies, and help 'em build a memory."
Characteristics: dilemma with a cost of 3 or more.
Card logging info: First edited by Telak at Apr 15th, 2016. Please support openCards and validate game text of this card!
(3) Dealing With Pressure ( Necessary Evil)
Dual Dilemma
Randomly select three personnel. Unless one of those personnel has an attribute > 6, all three are stopped.
"No one here is going to die. The bridge will send a rescue party as soon as possible, so I want you all to stop crying. Everything is going to be all right."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Dedication to Duty ( Energize)
Space Dilemma
Randomly select a personnel. Unless you choose to kill that personnel, your opponent draws a number of cards equal to the number of • icons on that personnel.
"He stayed at his post... when the trainees ran."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Depression ( Call to Arms)
Dual Dilemma
Unless you have 2 Anthropology or 2 Medical or Telepathy and Integrity > 32, your opponent chooses a personnel to be stopped and this dilemma is returned to its owner's dilemma pile.
"One has to find something to do with one's time. For some reason, my work isn't as... fulfilling as it used to be."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Difficult Rescue ( Captain's Log)
Space Dilemma
Unless you have Shields + remaining Range > the number of personnel attempting this mission, randomly select a personnel to be killed and all your other personnel are stopped.
"But that array has such a narrow scan field, we might as well break out the palmbeacons and try to find them that way."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Dignitaries and Witnesses ( Reflections 2.0)
Dual Dilemma
Unless you have an Admiral or a General or 3 Leadership, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"'Today the guns are silent. A great tragedy has ended. We have known the bitterness of defeat and the exultation of triumph, and from both we have learned there can be no turning back. We must go forward to preserve in peace what we've won in war.'"
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Requires: Admiral, General.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Dignitaries and Witnesses ( Reflections 2.0)
Dual Dilemma
Unless you have an Admiral or a General or 3 Leadership, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"On behalf of all of us, Mr. President, I am authorized to plead guilty."
"So entered. Because of certain mitigating circumstances, all changes but one are summarily dismissed."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Requires: Admiral, General.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Disarming Dream ( In A Mirror, Darkly)
Dual Dilemma
Your opponent names a species. Randomly select a personnel of that species to be stopped.
"I have had one hundred eleven dreams since I first discovered the program nine months ago. In all of that time, I have never experienced such strange and disturbing imagery in a dream. I believe it was ...a nightmare."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "species related" dilemma, species related cards (unspecific).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Disgraceful Assault ( Energize)
Space Dilemma
Unless you have 2 Security and Transporters, randomly select a personnel to be stopped. Unless you have Biology and 2 Medical, that personnel is killed instead, then all your personnel are stopped.
"With a direct torpedo hit you crippled our entire gravitational field, and two of your Starfleet crew beamed aboard wearing magnetic boots - and did this."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Disruptor Accident ( Energize)
Space Dilemma
Randomly select a personnel. Unless you choose to kill that personnel, he or she and a second randomly selected personnel are stopped.
"There was an alien here ... who'd taken Romulan form. I was firing at her. ... The doctor got in the way."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(9) Distress Call ( These Are The Voyages)
Space Dilemma
This dilemma is cost -3 for each mission you have completed. All your personnel are stopped.
"Earth Outpost Four reports they're under attack. A space vessel, identity unknown."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Divide and Conquer ( Lower Decks)
Planet Dilemma
When your opponent reveals this dilemma, add 5 to each of this dilemma's attribute requirements for each interrupt in that opponent's discard pile. Unless you have 2 Diplomacy and Cunning > 20 or 2 Security and Strength > 20, all your personnel are stopped.
"... a test of strength? Meaningless, since you have none. A test of intelligence, then? Equally as meaningless."
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, manipulate opponent's discard pile, interrupt related card.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(3) DNA Analysis ( Call to Arms)
Dual Dilemma
Unless you have a personnel who has 2 Medical or a personnel who has 2 Science, your opponent chooses a Medical or Science personnel to be stopped. If your opponent cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"There's no doubt, Captain. Right down to your regressive strain of Shalaft's Syndrome. He's a clone."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) DNA Security Scan ( Energize)
Dual Dilemma
Unless you have Engineer and 2 Programming or 2 Security and Cunning > 36, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"Unauthorized entry detected. ... Access to programmer interface has been denied."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Dragon's Teeth ( Zero Hour)
Dual Dilemma
Randomly select two personnel. Unless their total cost is greater than the number of cards in your hand, they are killed.
"If I were to take you at your word, the ancient Talaxians might call me 'vaadwaur' - foolish. That's what they came to call anyone who allowed themselves to be deceived by an enemy."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: First edited by Telak at Jul 28th, 2017. Please support openCards and validate game text of this card!
(3) Dramatis Personae ( Strange Bedfellows)
Planet Dilemma
Unless you have 2 Medical and 2 Science or 2 Archaeology and Transporters, you opponent chooses one: kill the personnel with the fewest •; or, kill the personnel with the lowest total attributes.
"Could that energy matrix have somehow caused them to reenact the power struggle that destroyed the Saltah'nans?"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(3) Dressing Down ( Call to Arms)
Dual Dilemma
Randomly select three personnel. If the cost of any of those personnel is 1, all three are stopped.
"Well, I'm really very sorry you didn't enjoy your time at the Academy, Ensign. As far as I'm concerned, you should have been expelled for what you did. Quite frankly, I don't know how you made it on board this ship. You're dismissed."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Drumhead ( Second Edition)
Space Dilemma
Unless you have Law, randomly select a personnel who has Integrity < 4 to be placed in its owner's discard pile. If you cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"I am deeply concerned about what is happening here. It began when we apprehended a spy, a man who admitted his guilt and who will answer for his crime. But the hunt didn't end there."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "relocate" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Dumb Waiter ( Face of the Enemy)
Dual Dilemma
Your opponent reveals one of his or her personnel at this mission. Unless you have the skills on that personnel, your opponent chooses three personnel to be stopped.
"For the first forty minutes, it was like pulling teeth even getting him to admit his name."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(3) Echo Papa Attack ( Raise the Stakes)
Dual Dilemma
Your personnel cannot gain skills while facing this dilemma. Unless you have these requirements: - Medical, Officer, and Security; or - Leadership, Navigation, and Programming, randomly select a personnel to be killed and this dilemma returns to its owner's dilemma pile.
"To be totally armed, is to be totally secured."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Elemental Instability ( Shattered Mirror)
Dual Dilemma
The opponent on your left chooses a personnel to be killed for each Trellium-D you command. Unless you have 2 Engineer and 2 Science or 2 Acquisition and 2 Biology, choose two personnel to be stopped.
"Some of our calculations may have been slightly off."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(4) Enemy Boarding Party ( Second Edition)
Space Dilemma
Randomly select three personnel. Each of those personnel who has Strength < 6 is killed.
"Prepare a boarding party - bring me Picard!"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Environmental Contaminants ( Symbiosis)
Planet Dilemma
While you have a higher score than each of your opponents, this dilemma is cost -3. Unless you have Biology, 2 Diplomacy, and 2 Science or 2 Engineer, 2 Exobiology, and Cunning > 38, randomly select two personnel to be killed.
"It's a synthetic compound primarily used as an industrial lubricant, usually under the strictest safety protocols. It's quite toxic."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "killer" dilemma, "randomly select" dilemma.
Card logging info: First edited by Telak at Jul 26th, 2018. Please support openCards and validate game text of this card!
(3) Eugenic Transformation ( Lineage)
Planet Dilemma
Unless you have 3 Exobiology or Cunning > 36, all your personnel are stopped. If four or more personnel of the same species are stopped by this dilemma, this dilemma's owner may discard a random card from hand to return this dilemma to his or her dilemma pile.
"Our Augments might have looked human, but they were Klingon. Stronger, more intelligent."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "species related" dilemma, "stop all personnel" dilemma, discard a random card from hand.
Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(4) Explosive Decompression ( Second Edition)
Space Dilemma
Randomly select a personnel to be killed. If you still have nine personnel remaining, randomly select a second personnel to be killed. If you still have ten personnel remaining, randomly select a third personnel to be killed.
Though most starships are outfitted with emergency forcefields in the event of a hull breach, there is unfortunately a slight delay before they can be activated.
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Exposed Power Relay ( Energize)
Dual Dilemma
Randomly select a personnel to be stopped. If you still have nine personnel remaining, that personnel is killed instead, then randomly select a second personnel to be killed. If you still have ten personnel remaining, your opponent chooses a third personnel to be killed.
"If the energy flowing through this arc were interrupted by a non-conductive material, it is likely that the circuit would be broken."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Eye to Eye ( Reflections 2.0)
Dual Dilemma
Your opponent names a number. Randomly select two personnel. Each of those personnel that has an attribute matching that number is stopped.
"You don't trust me."
"I guess I am - a little - afraid of you."
"Then you fear yourself."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Face to Face ( Energize)
Space Dilemma
Your opponent names a skill. Randomly select two personnel. Each of those personnel that has that skill is killed.
"The duplicate atoms couldn't occupy the same point in space-time for very long before..."
"Mutual annihilation."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Face to Face ( Energize)
Space Dilemma
Your opponent names a skill. Randomly select two personnel. Each of those personnel that has that skill is killed.
"The duplicate atoms couldn't occupy the same point in space-time for very long before..."
"Mutual annihilation."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Family ( Extreme Measures)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you reveal an Honor personnel from your hand or reveal a Treachery personnel from your hand, place that personnel on the bottom of his or her owner's deck instead.
"They took everything I was. They used me to kill and to destroy, and I couldn't stop them. I should have been able to stop them!"
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, "relocate" personnel cards - return to his or her owner's deck.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) Ferengi Locator Bomb ( The Undiscovered Country)
Planet Dilemma
Unless you have Navigation, Physics, and Programming or Acquisition, Treachery, and Cunning > 32, randomly select a personnel to be placed on the bottom of his or her owner's deck and all your personnel are stopped.
"You see the discoloration around the impact perimeter? Those are sorium and argine traces."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "stop all personnel" dilemma, "relocate" personnel cards - return to his or her owner's deck.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Final Adventure ( Reflections 2.0)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Your opponent names a number. For each of your headquarters missions, randomly select a personnel who has a cost equal to that number to be killed and this dilemma returns to its owner's dilemma pile.
"The least I could do - for the Captain of the Enterprise."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma, Consume.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Final Triumph ( Genesis)
Dual Dilemma
Unless you choose to discard an event from your hand, your opponent chooses a personnel to be stopped.
"No ... Kirk. The game's not over. To the last I will grapple with three!"
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, event related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Final Triumph ( Genesis)
Dual Dilemma
Unless you choose to discard an event from your hand, your opponent chooses a personnel to be stopped.
"No ... Kirk. The game's not over. To the last I will grapple with three!"
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, event related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Flare of Rage ( Balance of Terror)
Planet Dilemma
For each Persistent dilemma beneath this mission, this dilemma is cost -1. Unless you have Anthropology, Medical, 2 Security, and Strength > 35 or 2 Archaeology, Transporters, and 2 Treachery, randomly select two personnel to be removed from the game.
"Something like a transporter beam seems to have snatched him away..."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "randomly select" dilemma, "removed from the game" dilemma, remove cards from the game (other cards).
Requires: Persistent.
Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(3) Flashpoint ( Zero Hour)
Dual Dilemma
Your opponent chooses , , or . Randomly select two personnel. Unless neither of those personnel have that icon or both of those personnel have that icon, they are killed.
"...we're responsible for an explosion even though it occurred before our ship arrived here?"
"We've traveled back to a point in time before the explosion, so, yes, we can be responsible for it."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Requires: Alternate universe related, Future related, Past related.
Card logging info: First edited by Telak at Jul 28th, 2017. Please support openCards and validate game text of this card!
(3) Flim-Flam Artist ( Energize)
Planet Dilemma
Unless you have Diplomacy and 2 Programming or Law and Cunning > 32, all your personnel are stopped, your opponent may draw a card, and this dilemma is returned to its owner's dilemma pile.
"Although I consider this woman's claim upon my ship to be an empty threat, it has further inspired my determination to expose her for the fraud she is."
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, additional card draws.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Forced Into Labor ( Peak Performance)
Planet Dilemma
Unless you have Geology, Leadership, and Trellium-D or 2 Security and Strength > 32, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"Post guards at their landing craft. If they get back to their starship I'll lose nearly a hundred new workers."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Last edited by Telak at Dec 14th, 2015. One quality log by eberlems at Feb 21st, 2019. Please support openCards and validate game text of this card a second time!
(7) Formal Hearing ( Necessary Evil)
Dual Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1. Unless you have Diplomacy, Intelligence, 2 Programming, and Cunning > 38 or 2 Honor, Law, and 2 Officer, randomly select three personnel to be stopped.
"We are here to consider the request of the Klingon Empire that Lt. Commander Worf be extradited for trial on charges of murder."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "randomly select" dilemma, "randomly stopper" dilemma, event related card.
Requires: plays in your core.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(7) Formal Hearing ( Necessary Evil)
Dual Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1. Unless you have Diplomacy, Intelligence, 2 Programming, and Cunning > 38 or 2 Honor, Law, and 2 Officer, randomly select three personnel to be stopped.
Tournament Promo - Series VI
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "randomly select" dilemma, "randomly stopper" dilemma, event related card.
Requires: plays in your core.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(6) Forsaken ( Call to Arms)
Dual Dilemma
Unless you have 2 Honor or 2 Treachery, all your personnel are stopped. Each Honor or Treachery personnel that uses his or her skills while facing this dilemma is placed on the bottom of his or her owner's deck.
"Something's wrong. ... There's nothing. The Prophets show me nothing. They won't speak to me!"
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, "relocate" personnel cards - return to his or her owner's deck.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Fractured Time ( In A Mirror, Darkly)
Dual Dilemma
Randomly select nine personnel. All your other personnel are removed from the game.
"In theory, the act of sealing the fissure should also restore the barriers between quantum states."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "removed from the game" dilemma, remove cards from the game (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Frame of Mind ( Dead Stop)
Dual Dilemma
Unless you have 3 Security or 2 Telepathy or William T. Riker, randomly select all but one of your personnel. Place them on the bottom of your deck, then reveal cards from the top of your deck until you reveal the same number of personnel cards. You now command those personnel, they join the mission attempt (discard any duplicate unique personnel). Place the other revealed cards on the bottom of your deck.
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "relocate" dilemma, "relocate" personnel cards - return to his or her owner's deck, manipulate your deck.
Requires: William T. Riker.
Card logging info: First edited by Telak at Oct 31st, 2017. Please support openCards and validate game text of this card!
(4) Friendly Fire ( 20th Anniversary Collection)
Dual Dilemma
For each of your headquarters missions, randomly select a personnel to be killed. You may discard two events from hand to prevent this.
"I hate Ferengi..."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: First edited by Telak at Dec 7th, 2014. Please support openCards and validate game text of this card!
(5) Frozen by Fear ( Balance of Terror)
Space Dilemma
For each Persistent dilemma beneath this mission, this dilemma is cost -1. Unless you have 2 Honor, Law, Medical, and Cunning > 35 or Officer, 2 Science, and 2 Treachery, randomly select two personnel to be removed from the game.
"Please, I don't understand what it wants!"
"Not true. He does know."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "randomly select" dilemma, "removed from the game" dilemma, remove cards from the game (other cards).
Requires: Persistent.
Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(3) Full Security Alert ( Reflections 2.0)
Dual Dilemma
Randomly select a Security personnel to be stopped. If that personnel costs 2 or less, randomly select two other Security personnel to be stopped.
"More security, transporter room four. More security. More security!"
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Generous Offer ( Balance of Terror)
Dual Dilemma
When your opponent reveals this dilemma, he or she may give you command of his or her Commodity to add 10 to each of this dilemma's attribute requirements. Unless you have Archaeology and Cunning > 30 or Diplomacy and Strength > 30, all your personnel are stopped.
"I am willing to pay you your weight in gold in exchange for the disc."
Characteristics: dilemma with a cost of 3 or more, enhance the requirements of your dilemmas, "stop all personnel" dilemma.
Requires: Commodity.
Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(3) Gomtuu Shock Wave ( Call to Arms)
Space Dilemma
Unless you have 2 Diplomacy and Integrity > 32 or Telepathy and Integrity > 35, all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is attributes -2."Whatever Tin Man hit us with, it fried circuits I thought were unfryable."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Gomtuu Shock Wave ( Call to Arms)
Space Dilemma
Unless you have 2 Diplomacy and Integrity > 32 or Telepathy and Integrity > 35, all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is attributes -2."Whatever Tin Man hit us with, it fried circuits I thought were unfryable."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Gomtuu Shock Wave ( Call to Arms)
Space Dilemma
Unless you have 2 Diplomacy and Integrity > 32 or Telepathy and Integrity > 35, all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is attributes -2.Tournament Promo - Series VII
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Gravimetric Distortion ( Second Edition)
Space Dilemma
Unless you have 2 Astrometrics or 3 Engineer or a personnel who has 2 Navigation, all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is attributes -2."Better to ride the rapids than face the hive."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Gravitational Anomaly ( Peak Performance)
Space Dilemma
Unless you have Navigation, Science, and Trellium-D or Geology, Physics, and Cunning > 32, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"You're sure it's not a problem with the grav-plating?"
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Last edited by Telak at Dec 14th, 2015. One quality log by eberlems at Feb 21st, 2019. Please support openCards and validate game text of this card a second time!
(3) Graviton Ellipse ( Second Edition)
Space Dilemma
Unless you have Astrometrics, Engineer, and Physics or Shields + unused Range this turn > 13, all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is attributes -2."According to the Federation database, it travels through subspace, emerging occasionally without warning."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Greater Needs ( Tacking Into the Wind)
Planet Dilemma
Unless you have Anthropology, Diplomacy, Exobiology, and Integrity > 30 or Leadership, Transporters, Treachery, and Strength > 30, all your personnel are stopped and this dilemma is placed on your ship at this mission.
Damage - Your personnel cannot begin a mission attempt at this mission."The ship! I must have the ship!"
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) Hard Time ( Reflections 2.0)
Dual Dilemma
Place this dilemma in your core. Randomly select a personnel and place him or her on this dilemma. At the start of your next turn, remove this dilemma from the game and return the personnel on it to his or her owner's hand.
"- you haven't been in prison. What you experienced was an artificial reality, an interactive program that created memories of things that never actually happened."
Characteristics: dilemma with a cost of 3 or more, "place in core" dilemma, "randomly select" dilemma, "relocate" personnel cards - return to hand, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Hard Time ( Reflections 2.0)
Dual Dilemma
Place this dilemma in your core. Randomly select a personnel and place him or her on this dilemma. At the start of your next turn, remove this dilemma from the game and return the personnel on it to his or her owner's hand.
"We punish our offenders by giving them memories of incarceration modified to fit each offender's personality. It's more efficient and much more effective than maintaining an extensive prison system."
Characteristics: dilemma with a cost of 3 or more, "place in core" dilemma, "randomly select" dilemma, "relocate" personnel cards - return to hand, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Harsh Conditions ( Necessary Evil)
Planet Dilemma
For each headquarters mission you command, your opponent names a skill. Place this dilemma on this mission. While your personnel is facing a dilemma, he or she cannot use those skills. At the end of this mission attempt, this dilemma is overcome.
"This is the gulag Rura Penthe! ...Punishment means exile from prison to the surface. On the surface, nothing can survive."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place on mission" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Harsh Conditions ( Necessary Evil)
Planet Dilemma
For each headquarters mission you command, your opponent names a skill. Place this dilemma on this mission. While your personnel is facing a dilemma, he or she cannot use those skills. At the end of this mission attempt, this dilemma is overcome.
"This is the gulag Rura Penthe! ...Punishment means exile from prison to the surface. On the surface, nothing can survive."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place on mission" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Hazardous Materials ( Dead Stop)
Space Dilemma
For each Trellium-D the opponent on your left commands randomly select a personnel to be killed. Unless you have Engineer, Medical, and Security or Anthropology, Navigation, and Officer, place this dilemma on your ship.
Damage - When your opponent plays an equipment that costs 1 or more, randomly select a personnel aboard this ship to be killed.Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, equipment related card, kill opponent's personnel, Damage.
Card logging info: First edited by Telak at Oct 31st, 2017. Please support openCards and validate game text of this card!
(4) Head to Head ( Energize)
Planet Dilemma
Your opponent names a skill. Randomly select two personnel. Each of those personnel that has that skill is killed.
"Kill him! He's the one!"
"Not me, you idiot! Him!"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Head to Head ( Energize)
Planet Dilemma
Your opponent names a skill. Randomly select two personnel. Each of those personnel that has that skill is killed.
"Kill him! He's the one!"
"Not me, you idiot! Him!"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Historical Curiosity ( 20th Anniversary Collection)
Space Dilemma
Unless you have Anthropology, Law, and Transporters or Shields > 8, randomly select two personnel to be stopped and your opponent draws up to two cards.
"Security, send a detachment to the transporter room immediately. Phaser sidearms, and be prepared to give presidential honors."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, additional card draws.
Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(3) History Repeats Itself ( Call to Arms)
Planet Dilemma
Randomly select three personnel. If any of those personnel has Anthropology, all three are stopped.
"There's something about that date, October 26th, 1881. But what was it?"
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Houdini Mines ( Energize)
Planet Dilemma
Unless you have 2 Engineer and 2 Science or 2 Programming and 3 Security, randomly select a personnel to be killed, then this dilemma returns to its owner's dilemma pile.
"You can walk by the same place a hundred times and nothing happens. And then ... bang."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Identity Theft ( Unnatural Selection)
Dual Dilemma
Your opponent names a card. If you have one copy of that card in your discard pile, choose a personnel to be stopped. If you have a second copy of that card in your discard pile, randomly select a personnel to be killed. If you have a third copy of that card in your discard pile, all your personnel are stopped.
"One William Riker is unique... but a hundred of him, a thousand of him, diminishes me in ways I can't even imagine."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "stop all personnel" dilemma, "your choice stopper" dilemma, "use" your discard pile.
Card logging info: First edited by Telak at Aug 21st, 2013. One quality log by Roga Danar at Sep 8th, 2013. Please support openCards and validate game text of this card a second time!
(3) Imagined Emergency ( Captain's Log)
Dual Dilemma
Unless you have Engineer, Exobiology, and Medical or Leadership, Security, and Strength > 30, randomly select a personnel to be stopped and your opponent may move up to two dilemmas from beneath one of your missions to another of your non-headquarters missions.
"Sisko to Kira. Report. Kira, can you read me?"
"Disregard, Commander. False alarm. Kira out."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Impressive Trophies ( Second Edition)
Dual Dilemma
Unless you have Cunning > 32, your personnel who has the highest cost is placed in your opponent's brig, then all your other personnel are stopped.
"Your insults are as pitiful as your efforts to escape."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Incorporeal Parasite ( Unnatural Selection)
Dual Dilemma
Your opponent names a number. If you have 4 or more personnel who have a cost equal to that number, choose one: randomly select two of those personnel to be killed; or all of those personnel are stopped. Otherwise, randomly select a personnel with a cost equal to that number to be stopped.
"...a creature without form, that feeds on horror and fear, that must assume a physical shape to kill."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: First edited by Telak at Aug 21st, 2013. One quality log by Roga Danar at Sep 8th, 2013. Please support openCards and validate game text of this card a second time!
(3) Indecent Proposal ( Strange Bedfellows)
Dual Dilemma
Randomly select a personnel who costs 5 or more to be stopped. If you cannot, your opponent chooses a personnel to be stopped. If a personnel who costs 5 or more was stopped by this dilemma, return this dilemma to its owner's dilemma pile.
"I am not for sale. And if, by some chance, I were to become available, I would rather eat Orion wing-slugs than deal with a toad-faced troll like you!"
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, "randomly select" dilemma.
Rule hint for this card
This card has an erratum: The design intent was for this dilemma to return only if a 5 (or higher) cost personnel was stopped. Game text before errata: "Randomly select a personnel who costs 5 or more to be stopped then return this dilemma to its owner's dilemma pile. If you cannot, your opponent chooses a personnel to be stopped.".
Taken form Current Errata 2015-04-06.Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(6) In Development ( Infinite Diversity)
Dual Dilemma
For each headquarters you command, this dilemma is cost -1. Randomly select a personnel who has a cost of 2 or less. All your other personnel who have a cost of 2 or less are stopped.
"You may be experiencing difficulty because I increased the gravity on this deck by ten percent."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "headquarter related" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: Logged by Telak at Apr 21st, 2010 (Q1 by eberlems at Sep 5th, 2010 & Q2 by Roga Danar at Sep 8th, 2010)
(6) Inequitable Exchange ( Extreme Measures)
Dual Dilemma
If your opponent has a captive in his or her brig, this dilemma is cost -3. Take a personnel you own from an opponent's brig (he or she joins this mission attempt). Then your opponent chooses a different personnel to be placed in his or her brig.
"Two members of your unit are being held at our base camp. We'll exchange them for you and your doctor."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "capture" dilemma, "opponent's choice stopper" dilemma.
Card logging info: Logged by Roga Danar at Feb 5th, 2011 (Q1 by Telak at Mar 8th, 2011 & Q2 by eberlems at Jun 28th, 2011)
(3) Inferiority ( What You Leave Behind)
Dual Dilemma
Place this dilemma in your core. When your personnel begin a mission attempt, your opponent may remove this dilemma from the game to draw three extra dilemmas and spend three extra in total cost on dilemmas.
"Compared to Lela, Torias, or myself, you're nothing."
Characteristics: dilemma with a cost of 3 or more, draw extra dilemmas, spend extra in total cost on dilemmas, "place in core" dilemma, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Ingenious Jury-rig ( Matter of Time)
Dual Dilemma
Choose a personnel who has Transporters to be stopped, then place this dilemma in your core. Non-Persistent dilemmas may not be returned to your dilemma pile from beneath your opponent's incomplete missions.
"The rematerialization subroutine has been disabled... This doesn't make any sense... locking the unit into a diagnostic mode just sends the matter array through the pattern buffer."
Characteristics: dilemma with a cost of 3 or more, "place in core" dilemma, "your choice stopper" dilemma.
Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(4) Inhumane Interrogation ( Infinite Diversity)
Dual Dilemma
Randomly select a personnel to be killed. You may destroy an event in your core to prevent this.
"Give us what we came for, and we'll leave you in peace."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, destroy an event - in opponent's core, destroy an event - in your core.
Card logging info: Last lgged by eberlems at Apr 23rd, 2010 (Q1 by Telak at Jul 31st, 2010 & Q2 by Roga Danar at Sep 8th, 2010)
(3) Inquest ( Unnatural Selection)
Space Dilemma
Randomly select personnel until their total number of • icons is 8 or more. Those personnel are stopped.
none
"I'm going to get to the heart of this conspiracy if it means investigating every last person on this ship. ...I do not need your permission or approval for my decisions."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) Inside Collaborators ( Call to Arms)
Dual Dilemma
Unless you have a personnel who has 2 Diplomacy or a personnel who has 2 Treachery, your opponent chooses a Diplomacy or Treachery personnel to be stopped. If your opponent cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"...how did a Reman get to be Praetor? I don't get it."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Instigate Dissension ( The Undiscovered Country)
Dual Dilemma
Randomly select two personnel to be stopped. Unless you command one or less headquarters missions, your opponent places this dilemma on one of your headquarters missions. You cannot play personnel at this mission. At the end of each of your turns, you may reveal three different non- personnel from hand who could by played at this headquarters to remove this dilemma from the game.
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, "specific affiliation related" dilemma, remove cards from the game (this card).
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Interphasic Effects ( In A Mirror, Darkly)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have an personnel, randomly select a personnel to be killed and your opponent may choose an event to destroy.
Crewman Sussman was just one of many that lost their lives aboard the U.S.S. Defiant in 2268.
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, event related card, destroy an event, Consume.
Requires: Alternate universe related.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Intimidation ( Lineage)
Dual Dilemma
Randomly select a personnel. Repeat this until you select a personnel of a different species than the first personnel that you selected. Stop each selected personnel.
"Laddie, don't you think you should... rephrase that?"
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "species related" dilemma, species related cards (unspecific).
Card logging info: First edited by Telak at Jul 7th, 2012. One quality log by eberlems at Jul 8th, 2012. Please support openCards and validate game text of this card a second time!
(4) Journey to the Past ( Hard Time)
Planet Dilemma
Unless you have Anthropology, Geology, Science, and Cunning > 34 or Diplomacy, Programming, Security, and Strength > 32, randomly select three personnel. Place this dilemma in your core, then place those personnel on this dilemma. At the end of your next turn, remove this dilemma from the game and place all personnel here on a planet or headquarters mission.
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place in core" dilemma, "randomly select" dilemma, "relocate" dilemma, remove cards from the game (this card).
Requires: headquarters.
Card logging info: First edited by Telak at Sep 4th, 2016. Please support openCards and validate game text of this card!
(3) Justice or Vengeance ( Call to Arms)
Dual Dilemma
Unless you have Anthropology and 2 Security or Exobiology, Honor, and Integrity > 32, randomly select a Treachery personnel to be killed.
"A most logical use of violence, to punish the violent. We both know that I am prepared to die. But are you prepared to kill?"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Kadis-kot ( Zero Hour)
Dual Dilemma
Your opponent names a number. Choose one: stop each of your personnel that has a cost higher than that number, or stop each of your personnel that has a cost lower than that number.
"Eleven-six, green."
Characteristics: dilemma with a cost of 3 or more.
Card logging info: First edited by Telak at Jul 29th, 2017. Please support openCards and validate game text of this card!
(5) Kelvan Show of Force ( Second Edition)
Dual Dilemma
Your opponent chooses two personnel (except an Android or a Hologram). Randomly select one of those personnel to be killed.
"This is the essence of what they were. The flesh, and brain, and what you call personality, distilled down into these compact shapes. Once crushed... this person is dead."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Kelvan Show of Force ( Second Edition)
Dual Dilemma
Your opponent chooses two personnel (except an Android or a Hologram). Randomly select one of those personnel to be killed.
"This is the essence of what they were. The flesh, and brain, and what you call personality, distilled down into these compact shapes. Once crushed... this person is dead."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Last Gasp ( Captain's Log)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you reveal a Leadership personnel from your hand or reveal an Officer personnel from your hand, that personnel is killed instead.
"You've proven a worthy opponent, Captain. I would've preferred to die fighting you, but I suppose I can settle for this."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Lawgivers ( These Are The Voyages)
Planet Dilemma
For each headquarters mission you command, your opponent chooses a personnel to be stopped. Each personnel stopped this way is returned to his or her owner's hand.
"The body absorbs its enemies. It only kills when it has to. When the first Archons came, they were free, out of control, opposing the will of Landru. Many were killed, many more were absorbed."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "opponent's choice stopper" dilemma, "relocate" dilemma, "specific affiliation related" dilemma, "relocate" personnel cards - return to hand.
Requires: "affiliation", headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Left Behind ( Legacy)
Space Dilemma
Randomly select two personnel. They cannot use their skills while facing this dilemma. Unless you have 2 Biology and 2 Medical or 2 Navigation, Transporters, and Shields > 8, those personnel are stopped, and your opponent places them on a planet mission in the same quadrant as this mission.
"I wanted to exhaust every possibility of finding a cure. ... I regret to inform you that I have been unsuccessful."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Requires: planet mission.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Legacy ( Peak Performance)
Dual Dilemma
You and your opponent each reveal the top three dilemmas of your dilemma piles. Unless you revealed an equal or greater number of dilemmas that require a skill than your opponent, all of your personnel are stopped.
"I'm proud of you, son. I wasn't sure you'd ever develop the cognitive abilities to make it this far."
Characteristics: dilemma with a cost of 3 or more.
Rule hint for this card
This card has an erratum: Not longer a wall dilemma.
Taken form Current Errata 2015-04-06.Card logging info: Logged by Roga Danar at Sep 4th, 2010 (Q1 by eberlems at Sep 5th, 2010 & Q2 by Telak at Sep 14th, 2010)
(3) Legal Inflexibility ( Return to Grace)
Planet Dilemma
Unless you have 2 Transporters and Strength > 32 or Law and Cunning > 32, all your personnel are stopped. When this dilemma is overcome, if it was prevented, your opponent may choose one of your personnel involved in the mission attempt to be placed in your opponent's brig.
"There can be no justice so long as laws are absolute."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "stop all personnel" dilemma.
Requires: prevent and overcome.
Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(3) Let Them Worry ( Favor the Bold)
Dual Dilemma
Unless you have 3 Honor or Medical, Physics, and Strength > 28, randomly select a personnel to be stopped, and if your opponent commands 3 Shape-shifter personnel, all your personnel are stopped.
"... none of that has anything to do with you. You're a changeling. You're timeless."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, "stop all personnel" dilemma.
Requires: Shape-shifter.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Losira ( This Side of Paradise)
Dual Dilemma
Your opponent names a personnel. Randomly select three personnel. Each named personnel selected is killed.
"I am for you. I must touch you. I beg it. It is my existence. You are my match."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Macrovirus ( Dead Stop)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you have 2 Exobiology and 2 Science or Medical, Security, and a Hand Weapon, that personnel is killed and this dilemma is placed on your ship at this mission.
Damage - When your opponent plays an interrupt on his or her turn, randomly select a personnel aboard this ship to be killed.Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, kill opponent's personnel, Damage, interrupt related card.
Requires: Hand Weapon.
Card logging info: First edited by Telak at Oct 31st, 2017. Please support openCards and validate game text of this card!
(3) Maglock ( Second Edition)
Space Dilemma
Unless you have 3 Officer or 3 Programming, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"For this to work, all three maglocks will have to be released."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Maglock ( Second Edition)
Space Dilemma
Unless you have 3 Officer or 3 Programming, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"For this to work, all three maglocks will have to be released."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Malfunctioning Door ( Lineage)
Space Dilemma
Unless you have 3 Transporters or Strength > 36, all your personnel are stopped. If four or more personnel of the same species are stopped by this dilemma, this dilemma's owner may discard a random card from hand to return this dilemma to his or her dilemma pile.
At times, rescue teams must close obstructed doors by hand to seal hazardous compartments.
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "species related" dilemma, "stop all personnel" dilemma, discard a random card from hand.
Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(3) Maquis Vendetta ( Dangerous Missions)
Planet Dilemma
Randomly select a personnel to be stopped. If that personnel has Officer or Security, randomly select a second personnel to be stopped.
"Hello, captain..."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Mark of Gideon ( These Are The Voyages)
Dual Dilemma
Randomly select a personnel to be stopped. If you still have nine personnel remaining, return that personnel to his or her owner's hand, then your opponent chooses a second personnel to return to his or her owner's hand. If you still have ten personnel remaining, your opponent chooses a third personnel to return to his or her owner's hand.
"There is no place ... that is not filled with people."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, "relocate" personnel cards - return to hand.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Mark of Gideon ( These Are The Voyages)
Dual Dilemma
Randomly select a personnel to be stopped. If you still have nine personnel remaining, return that personnel to his or her owner's hand, then your opponent chooses a second personnel to return to his or her owner's hand. If you still have ten personnel remaining, your opponent chooses a third personnel to return to his or her owner's hand.
"There is no place ... that is not filled with people."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, "relocate" personnel cards - return to hand.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Meaningless Words ( Energize)
Dual Dilemma
Unless you choose to discard the top three cards of your deck, your opponent chooses a personnel to be stopped.
"It's for your own good, Benny. Wipe away the words. Destroy them before they destroy you."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Microbrain ( Second Edition)
Dual Dilemma
Unless you have a personnel who has 2 Exobiology or a personnel who has 2 Geology, your opponent chooses an Exobiology or Geology personnel to be stopped. If your opponent cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"How could it be alive? It's inorganic."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, "return to owner's dilemma pile" dilemma, "specific skill stopper" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Miner Revolt ( Raise the Stakes)
Planet Dilemma
Randomly select personnel until their combined cost is 6 or more. Those personnel are stopped.
"The captain said for you to wait here, and here is where you'll wait."
"That murdering monster's in there and we're going to kill it."
"You're going to stay here."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Miner Revolt ( Raise the Stakes)
Planet Dilemma
Randomly select personnel until their combined cost is 6 or more. Those personnel are stopped.
"Seven million people wiped out by aliens. Did the Xindi even apologize?"
"No!"
"Did our government ever demand an apology?"
"No!"
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Misguided Activist ( Second Edition)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Diplomacy and 2 Honor or 2 Security or Miles O'Brien, that personnel is killed instead.
"The Prophets spoke. I answered their call... The Prophets spoke. I answered their call."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Molecular Reversion Field ( Strange New Worlds)
Space Dilemma
Unless you have two personnel who each have Integrity > 5, Cunning> 5, and Strength > 5, or have two personnel who have total attributes > 38, all your personnel are stopped and this dilemma is placed on your ship.
Damage - You have 1 fewer counter to spend during each of your Play and Draw Cards segments.none
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage, manipulate opponent's counters, ship related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Moment of Doubt ( These Are The Voyages)
Dual Dilemma
This dilemma is cost -2 for each headquarters mission you command. Your opponent chooses an Officer or Security personnel to be stopped.
"Why me? I look around that bridge, and I see the men waiting for me to make the next move. And ... what if I'm wrong?"
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "headquarter related" dilemma, "opponent's choice stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Mr. Tricorder ( Reflections 2.0)
Planet Dilemma
Your opponent chooses a personnel. Unless you choose to place him or her aboard your ship at this mission, randomly select two personnel to be stopped.
"Data, we don't have time for this!"
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, ship related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Murder Investigation ( Call to Arms)
Dual Dilemma
Randomly select three personnel. If any of those personnel has Security, all three are stopped.
"I will be speaking to everyone in Engineering. Perhaps everyone on this ship..."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Mutinous Guests ( Strange Bedfellows)
Space Dilemma
Unless you have 3 Security or 2 Vulcans, all your personnel are stopped and your opponent may place a ship at this mission at your planet mission.
"Everything can be handled from auxiliary control. The computers contain all the information we need! We can do it!"
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, ship related card.
Requires: planet mission, Vulcan species.
Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(3) Nanite Attack ( Second Edition)
Space Dilemma
Unless you have 2 Diplomacy and 2 Engineer or 2 Security and a Hand Weapon, this dilemma is placed on your ship.
Damage - At the end of each of your turns, randomly select a personnel aboard this ship to be killed."I cannot believe this was an arbitrary attack..."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, Damage.
Requires: Hand Weapon.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Nanite Attack ( Second Edition)
Space Dilemma
Unless you have 2 Diplomacy and 2 Engineer or 2 Security and a Hand Weapon, this dilemma is placed on your ship.
Damage - At the end of each of your turns, randomly select a personnel aboard this ship to be killed."I cannot believe this was an arbitrary attack..."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, Damage.
Requires: Hand Weapon.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Nausicaan Pirates ( Energize)
Space Dilemma
Unless you have Leadership and 2 Security or 2 Treachery and Strength > 35, randomly select a personnel to be killed, then all your other personnel are stopped.
"They've been attacking freighters in this sector for years. My parents had a run-in with them once ... they were lucky to come out of it alive."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Necessary Execution ( Captain's Log)
Planet Dilemma
Your opponent chooses a personnel to be killed. If you do not command a completed space mission, he or she chooses an additional personnel to be killed.
"What we have built together, would be destroyed by this man. And I cannot let that happen."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "opponent's choice killer" dilemma.
Requires: space mission.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) None Shall Pass ( Second Edition)
Planet Dilemma
Unless you have 2 Anthropology or 3 Diplomacy or Strength > 35, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"If you've had enough of this, then make your leaders stop and listen. Your only reason to live is to make each other suffer. If you've had enough of suffering, then make them stop."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Nothing to Lose ( Qpid)
Dual Dilemma
Unless you have an Acquisition personnel who has Integrity < 4 or choose a Hologram personnel to be placed in your discard pile, all your personnel are stopped.
"I have no desire to see your vessel destroyed. Just give me one of your shuttlecraft, and allow us to leave in peace."
Characteristics: dilemma with a cost of 3 or more, "relocate" dilemma, "stop all personnel" dilemma, "use" your discard pile.
Requires: Hologram "species".
Card logging info: First edited by Telak at Feb 10th, 2019. One quality log by eberlems at Feb 15th, 2019. Please support openCards and validate game text of this card a second time!
(3) Not Quite Domesticated Pets ( Genesis)
Dual Dilemma
Unless you have Diplomacy, 2 Leadership and Integrity > 28 or Biology, 2 Exobiology and Cunning > 34, randomly select a personnel to be stopped. If your opponent has more events in his or her core than you and he or she does not command that personnel, place that personnel at his or her headquarter mission insted and that opponent now commands that personnel.
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, event related card, take command (of opponent cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Not Quite Domesticated Pets ( Genesis)
Dual Dilemma
Unless you have Diplomacy, 2 Leadership and Integrity > 28 or Biology, 2 Exobiology and Cunning > 34, randomly select a personnel to be stopped. If your opponent has more events in his or her core than you and he or she does not command that personnel, place that personnel at his or her headquarter mission insted and that opponent now commands that personnel.
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, event related card, take command (of opponent cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Occupational Hazards ( Raise the Stakes)
Dual Dilemma
Unless you have 2 Acquisition or 2 Treachery, randomly select a personnel to be killed and this dilemma returns to its owner's dilemma pile.
"My, that is quite toxic, isn't it? … Vorta are immune to most forms of poison. It comes in handy when you're a diplomat."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Oh No! ( Lineage)
Dual Dilemma
If you have Cunning > 55, lose 5 points. Also, unless you have 2 Astrometrics or Integrity > 30 or Strength > 30, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"The fact is that the universe is going to stop expanding and it is going to collapse in on itself. We've got to do something before it's too late."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma, lose points.
Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(4) Old Differences ( What You Leave Behind)
Dual Dilemma
When you reveal this dilemma from the dilemma stack, if this mission is worth 35 or less points, it is cost -1. Randomly select two personnel to be stopped.
"Seven million killed? Not exactly a state secret."
"Especially if you're monitoring communications between Starfleet and the Vulcan High Command."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: worth 35 or less points.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Ominous Presence ( Lineage)
Dual Dilemma
If you have five or more personnel of the same species attempting this mission, this dilemma is cost -3. Randomly select a personnel with Diplomacy or Security. Then choose a different personnel of the same species. Those personnel are stopped.
"What are all these people still doing here? The evacuation should be well underway by now."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "randomly select" dilemma, "species related" dilemma.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) Once More Unto the Breach ( The Undiscovered Country)
Space Dilemma
Your opponent chooses a staffed Cloaking Device ship he or she commands at this mission. That ship is Weapons +1 until the end of this dilemma. Unless you have Shields>that ship's Weapons, randomly select a personnel to be killed and all of your personnel are stopped.
"I can see you Kirk ... Can you see me?"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, ship related card.
Requires: Cloaking Device.
Rule hint for this card
This card has an erratum: Lower weapon bonus and different wording.
Taken form Current Errata 2015-04-06.Card logging info: First edited by at . One quality log by eberlems at Jun 10th, 2012. Please support openCards and validate game text of this card a second time!
(4) Optical Delusion ( Unity)
Dual Dilemma
Unless you have Programming, 2 Security, and Transporters or a Hologram and Cunning > 30, all your personnel are stopped and this dilemma is placed in your core. At the start of each of your opponent's Play and Draw Cards segments, he or she may download Under Siege and play it at cost -2.
"One of the Ferengi's holosuites is in use."
Characteristics: dilemma with a cost of 3 or more, "place in core" dilemma, "stop all personnel" dilemma, download, reduce your card play cost.
Requires: Hologram "species".
Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(4) Ornaran Threat ( Second Edition)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Diplomacy and Medical or 2 Security, that personnel is killed instead, then all your other personnel are stopped and this dilemma returns to its owner's dilemma pile.
"You will take us to our planet. Leave us there with our medicine or this person dies."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Ornaran Threat ( Second Edition)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Diplomacy and Medical or 2 Security, that personnel is killed instead, then all your other personnel are stopped and this dilemma returns to its owner's dilemma pile.
"You will take us to our planet. Leave us there with our medicine or this person dies."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Outclassed ( To Boldly Go)
Space Dilemma
Unless you have unused Range > 8 or Weapons > 8 all your personnel are stopped.
"Looks like they used a dispersal field to mask their approach."
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma.
Rule hint for this card
This card has an erratum: Change of Range to unused Range.
Taken form Current Errata 2015-04-06.The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) Outclassed ( To Boldly Go)
Space Dilemma
Unless you have unused Range > 8 or Weapons > 8 all your personnel are stopped.
"Looks like they used a dispersal field to mask their approach."
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma.
Rule hint for this card
This card has an erratum: Change of Range to unused Range.
Taken form Current Errata 2015-04-06.The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) Overburdened ( Matter of Time)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Reveal the top three cards of your dilemma pile. For each dilemma you reveal that costs 1 or more and down not require a skill, randomly select a personnel to be killed. Then place the revealed cards on the bottom of your dilemma pile in any order.
"...she was still my mother."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, Consume.
Card logging info: First edited by Telak at Dec 14th, 2015. Please support openCards and validate game text of this card!
(4) Overwhelmed ( Call to Arms)
Dual Dilemma
Place this dilemma on this mission. When a personnel facing a dilemma at this mission uses his or her skills, he or she is stopped. At the end of this turn, return this dilemma to its owner's dilemma pile.
"Just a minute, Doctor. Why don't we go back to the beginning and take me through this step by step, nice and easy."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Overwhelmed ( Call to Arms)
Dual Dilemma
Place this dilemma on this mission. When a personnel facing a dilemma at this mission uses his or her skills, he or she is stopped. At the end of this turn, return this dilemma to its owner's dilemma pile.
"Just a minute, Doctor. Why don't we go back to the beginning and take me through this step by step, nice and easy."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Paradan Replicant ( In A Mirror, Darkly)
Dual Dilemma
Randomly select a personnel to be stopped. If that personnel is non-unique, remove all copies of that personnel in hand from the game, search your deck for any additional copies of that personnel, remove them from the game as well, and shuffle and replace your deck.
"There was a rumor you'd been abducted and replaced by a replicant."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, remove cards from the game (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Parallels ( To Boldly Go)
Space Dilemma
Reveal a number of cards from the top of your deck equal to the number of events the opponent to your left has in his or her core. If any of the revealed cards are a copy of a personnel attempting this mission, stop each of those personnel. Place the revealed cards on the bottom of their owner's deck in any order.
"Not our universe. Not our ship. Something ... parallel."
Characteristics: dilemma with a cost of 3 or more, event related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Paranoid Escape ( In A Mirror, Darkly)
Planet Dilemma
Place this dilemma on this mission. Randomly select a personnel to be removed from the game. You cannot play cards that have the same title as that personnel. When you complete this mission, put the personnel removed from the game in his or her owner's hand and this dilemma is overcome.
"So whatever's down there, McCoy's in the heart of it."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, "randomly select" dilemma, "removed from the game" dilemma, remove cards from the game (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Paranoid Escape ( In A Mirror, Darkly)
Planet Dilemma
Place this dilemma on this mission. Randomly select a personnel to be removed from the game. You cannot play cards that have the same title as that personnel. When you complete this mission, put the personnel removed from the game in his or her owner's hand and this dilemma is overcome.
"So whatever's down there, McCoy's in the heart of it."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, "randomly select" dilemma, "removed from the game" dilemma, remove cards from the game (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Pawn Against Pawn ( Return to Grace)
Dual Dilemma
Your opponent returns a random personnel in his or her discard pile to his or her owner's hand. Unless you have the skills on that personnel, all your personnel are stopped.
"Look! Look, Kang! For the rest of our lives, a thousand lifetimes. Senseless violence, fighting, while an alien has total control over us."
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, "relocate" personnel cards - return to hand, recover cards from your discard pile.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(4) Pitching In ( Peak Performance)
Dual Dilemma
If you have four or more personnel who have a cost of 2 or less attempting this mission, this dilemma is cost -3. Choose a Leadership or Security personnel to be stopped. Then choose an Engineer or Programming personnel to be stopped.
"Planting day has always been important here. It brings everyone together. Somehow it seems right to see it through."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost.
Card logging info: Last edited by Telak at Dec 15th, 2015. One quality log by eberlems at Feb 21st, 2019. Please support openCards and validate game text of this card a second time!
(4) Plasma Shock ( Energize)
Dual Dilemma
Randomly select a personnel. If that personnel has Strength > 6, he or she is stopped. Otherwise, he or she is killed.
"You were down for a good thirty seconds."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Prefix Codes ( What You Leave Behind)
Space Dilemma
Place this dilemma on this mission. At the end of this mission attempt, if there are no damage markers on any of your ships and place this dilemma on it. Otherwise overcome this dilemma.
Damage - This ship is Shields -10.
"We're using our console to order Reliant to lower her shields."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, manipulate opponent's SHIELDS, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Primitive Culture ( Second Edition)
Planet Dilemma
Unless you have Anthropology and Leadership or 3 Diplomacy or 2 Intelligence or four personnel who each have Strength > 6, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"Please... ve're looking for the naval base in Alameda. Could you tell me vhere the nuclear wessels are?"
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Prisoner of the Exile ( What You Leave Behind)
Planet Dilemma
Persistent. (When your personnel complete this mission, this dilemma's owner may discard a non-personnel card from hand to return this dilemma to his or her dilemma pile.) Choose a personnel to be placed in your oppenent's brig.
"If you need anything else, let me know at supper tomorrow. I'll be working most of the day. Feel free to wander."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "return to owner's dilemma pile" dilemma, "your choice stopper" dilemma, discard a non-personnel card from hand, Persistent.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Proximity-Actuated Field ( Strange New Worlds)
Dual Dilemma
Unless you have Biology and 2 Security or 2 Physics and Cunning > 35, randomly select a personnel to be stopped and your opponent may move up to two dilemmas from beneath one of your missions to another of your non-headquarters missions.
"I wouldn't try that again. ... Not good for your brainpaths in the long term."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Proximity-Actuated Field ( Strange New Worlds)
Dual Dilemma
Unless you have Biology and 2 Security or 2 Physics and Cunning > 35, randomly select a personnel to be stopped and your opponent may move up to two dilemmas from beneath one of your missions to another of your non-headquarters missions.
"I wouldn't try that again. ... Not good for your brainpaths in the long term."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Psionic Attack ( Captain's Log)
Planet Dilemma
Unless you have Medical and Science or 3 Security, randomly select a personnel to place on the bottom of his or her owner's deck. If that personnel has Anthropology, randomly select an additional personnel and place that personnel on the bottom of his or her owner's deck.
"It's a good thing we got him here when we did. His cortex was on the verge of synaptic collapse."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "relocate" personnel cards - return to his or her owner's deck.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Psycho-Kinetic Attack ( Call to Arms)
Dual Dilemma
Unless you have Exobiology and 2 Medical or Honor and Telepathy, randomly select a Security personnel to be killed.
"Your cell membranes went through hyper-thermal induction. The temperature of your blood rose by 37 degrees in a matter of seconds."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Psych Test ( Strange New Worlds)
Dual Dilemma
Your opponent chooses two personnel. Randomly select one of those personnel to be stopped.
"...facing my deepest fear and living through it. I don't even know what it is."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Punishment Box ( Raise the Stakes)
Planet Dilemma
Unless you destroy one of your equipment or have Engineer and a personnel with Honor and Leadership, randomly select an Officer to be stopped and place this dilemma in your core. At the start of each of your turns, choose an Officer personnel to be stopped.
"In time, you'll understand that this is a simple and effective way to maintain law and order in our community."
Characteristics: dilemma with a cost of 3 or more, "place in core" dilemma, "randomly select" dilemma, equipment related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Pursuit Just Behind ( Second Edition)
Planet Dilemma
Randomly select a personnel to be killed. If you still have nine personnel remaining, randomly select a second personnel to be killed. If you still have ten personnel remaining, randomly select a third personnel to be killed.
"I think it's time to try some 'unsafe velocities'."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Put to the Screws ( Lower Decks)
Dual Dilemma
Your opponent names two different skills. Choose one of the named skills. If you have two or more personnel who have that skills, randomly select all but one of those personnel to be stopped.
"Finding your weakness is only a matter of time."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(3) Quaint Technology ( Energize)
Planet Dilemma
Unless you have 2 Anthropology and Programming or 2 Diplomacy and Cunning > 34, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"Hello, computer..."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Qualification ( Lower Decks)
Space Dilemma
When your opponent reveals this dilemma, add 5 to each of this dilemma's attribute requirements for each interrupt in that opponent's discard pile. Unless you have 2 Transporters and Integrity > 20 or 2 Treachery and Strength > 20, all your personnel are stopped.
"I knew the pathetic little exercises you had him performing would not impress the Continuum."
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, manipulate opponent's discard pile, interrupt related card.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(3) Quantum Filament ( Call to Arms)
Space Dilemma
Unless you have 2 Astrometrics and 2 Navigation or 2 Engineer, Science, and Shields > 8, this dilemma is placed on your ship.
Damage - When your personnel aboard this ship are about to face a dilemma, randomly select one of them to be stopped."Most of our systems are down and we haven't been able to contact anybody off the bridge."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "randomly select" dilemma, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) "Rapid Progress" ( Return to Grace)
Dual Dilemma
Your opponent removes any number of cards from his or her discard pile from the game and names a different skill (except Acquisition, Intelligence, Law, or Telepathy) for each different card type removed. Unless you have those skills, all your personnel are stopped.
"The same old story, all over again!"
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, "use" your discard pile, remove cards from the game (other cards).
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(3) Recurring Injury ( Second Edition)
Dual Dilemma
Unless you have a personnel who has 2 Biology or a personnel who has 2 Medical, your opponent chooses a Biology or Medical personnel to be stopped. If your opponent cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"It's his shoulder. It's popped out of his socket."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Restricted Area ( Call to Arms)
Dual Dilemma
Randomly select a personnel to be stopped. If you still have nine personnel remaining, that personnel is placed in your opponent's brig instead, then randomly select a second personnel to be placed in your opponent's brig. If you still have ten personnel remaining, randomly select a third personnel to be placed in your opponent's brig.
"Kira to Rom - don't open that hatch!"
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) "Rock People" ( Call to Arms)
Planet Dilemma
Unless you have 2 Anthropology and Integrity > 30 or Exobiology, Medical, and Cunning > 35, randomly select a personnel to be killed, then all your other personnel are stopped.
"Listen to me. You've all been exposed to a psychotropic compound. It causes heightened anxiety, hallucinations..."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Rogue Borg Ambush ( Call to Arms)
Planet Dilemma
Unless you have Intelligence and Cunning > 35 or a Hand Weapon and Strength > 35, randomly select a personnel to be killed, then all your other personnel are stopped.
"They were fast, aggressive, almost vicious. It was more like fighting Klingons than Borg. ... I don't believe they were part of the Borg collective. I think they were acting as individuals."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "stop all personnel" dilemma.
Requires: Hand Weapon.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Rogue Borg Ship ( Legacy)
Space Dilemma
Unless you command three or more ships or ships at this mission with total Weapons > 14 or more personnel that personnel, your opponent may download a Damage card and place it on one of your ships at this mission, then this dilemma returns to its owner's dilemma pile.
"Evasive maneuvers, Ensign. Return fire."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, download, download - Damage (cards), download - specific cards, ship related card.
Requires: Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Rogue Borg Ship ( Legacy)
Space Dilemma
Unless you command three or more ships or ships at this mission with total Weapons > 14 or more personnel that personnel, your opponent may download a Damage card and place it on one of your ships at this mission, then this dilemma returns to its owner's dilemma pile.
"Evasive maneuvers, Ensign. Return fire."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, download, download - Damage (cards), download - specific cards, ship related card.
Requires: Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Rush Job ( Tacking Into the Wind)
Space Dilemma
Choose a personnel to be stopped. Unless this ship has four or more staffing requirement icons, choose a personnel to be stopped. Unless this ship has a icon in its staffing requirements, your opponent chooses a personnel to be stopped.
"Those departure orders. Twelve hours? Starfleet cannot be serious."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, "your choice stopper" dilemma.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(4) Satarran Gambit ( Tapestry)
Dual Dilemma
Unless you have Intelligence and Cunning > 32 or 2 Biology and Programming, your opponent may place an Infiltrator from hand aboard a ship at this mission (your opponent now commands that personnel) and all your personnel are stopped.
"When you get those systems going, try to pull up the personnel files. It'd be nice if we all had names."
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, ship related card.
Requires: Infiltrator.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(3) Savagery to Match Their Numbers ( Favor the Bold)
Dual Dilemma
Unless you have Strength > 40 or Officer, Security, and Cunning > 28, randomly select a personnel to be stopped, and choose a number of personnel who have a total cost equal to or greater than the number of Alpha personnel your opponent commands to be killed.
"Two columns? How're we going to hold off two columns?"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: Alpha.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Security Weapons ( In A Mirror, Darkly)
Dual Dilemma
Randomly select a personnel to be stopped. If that personnel has a cost of 2 or less, kill him or her instead.
"I'm detecting some kind of movement. ...It's heading in your direction. Moving fast."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Shaken Confidence ( Zero Hour)
Dual Dilemma
When this dilemma is revealed, it is cost -1 for each Paranoia event your opponent commands. Unless you have 2 Intelligence, randomly select three personnel to be stopped.
"...I hadn't even met Beverly... You introduced them"
"My brother introduced them."
"You don't have a brother. Two sisters, Anne and Melissa. What the hell is this all about?"
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, event related card.
Requires: Paranoia.
Card logging info: First edited by Telak at Jul 29th, 2017. Please support openCards and validate game text of this card!
(3) Shields Up! ( Dangerous Missions)
Space Dilemma
Randomly select a personnel to be stopped. If that personnel has Astrometics or Navigation, randomly select a second personnel to be stopped.
"Full force fields ... invasive maneuvers".
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Short Circuit ( Necessary Evil)
Space Dilemma
Unless you have Engineer and 2 Physics or 2 Programming and Science, all of your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"We've got to get out of here! The whole thing might blow!"
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Silent Attack ( These Are The Voyages)
Dual Dilemma
Randomly select three personnel. If the total cost of those personnel is 4 or less, they are stopped and this dilemma is placed in your core. Otherwise, randomly select one of those personnel to be stopped. When you play a non-unique personnel, he or she is cost +1.
"Kelso is dead. Strangled."
Characteristics: dilemma with a cost of 3 or more, "place in core" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Silent Witness ( Hard Time)
Space Dilemma
Randomly select two personnel. Each of those personnel who does not have Leadership is killed.
"First rule of assassination: kill the assassins."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: First edited by Telak at Sep 4th, 2016. Please support openCards and validate game text of this card!
(4) Simulated Prey ( Lower Decks)
Space Dilemma
Randomly select a personnel with a skill required by this mission to be killed. The opponent on your left may discard an interrupt from hand to randomly select an additional personnel to be killed.
"What do you expect? They've been stabbed, shot, beaten, phasered, and bat'lethed over the past three weeks. Their bodies weren't designed for this kind of punishment."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, interrupt related card.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(4) Skullduggery ( Second Edition)
Dual Dilemma
Randomly select a personnel. If that personnel has Acquisition or Treachery, he or she is stopped. Otherwise, he or she is killed.
"If you stand still, this won't hurt as much."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(6) Slightly Overbooked ( Raise the Stakes)
Space Dilemma
For each mission worth 40 or more points that your opponent commands, this dilemma is cost -2. Unless you have three personnel who each have a cost of 4 or more, each of your personnel who has a cost of 2 or less is stopped.
"We're having a bit of a panic at the airlocks, sir. Far more passengers than we can handle have shown up. They all claim to have made arrangements to leave."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost.
Requires: mission worth 40 or more points.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Small Problems ( Strange New Worlds)
Space Dilemma
Randomly select three personnel. Each of those who is a personnel is stopped.
"Tag!"
"You're it!"
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Sokath, His Eyes Uncovered! ( Call to Arms)
Dual Dilemma
Unless you have 2 Diplomacy or Cunning > 35, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"You hoped that something like this would happen, didn't you? You knew there was a dangerous creature on this planet. And you knew from the tale of Darmok that a danger shared might sometimes bring two people together."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) So Many Enemies ( Call to Arms)
Dual Dilemma
Randomly select three personnel. If any of those personnel has Treachery, all three are stopped.
"I could have been killed. If it hadn't been for Data, and that one, brief delay he created, I would have been gone. No more me. And no one would have missed me, would they? Data may have sacrificed himself for me. Why?"
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Soul Searching ( Unnatural Selection)
Space Dilemma
Place this dilemma in your core. Randomly select a personnel and place him or her on this dilemma. At the start of your turn, you may place the personnel on this dilemma at your headquarters mission and place this dilemma under your non-headquarters mission. If you do, the dilemma's owner scores 5 points.
"You will find a way... if you honor them both, you must."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place in core" dilemma, "randomly select" dilemma, score points.
Card logging info: First edited by Telak at Aug 21st, 2013. One quality log by Roga Danar at Sep 8th, 2013. Please support openCards and validate game text of this card a second time!
(9) Space Seed ( The Nth Degree)
Planet Dilemma
This dilemma is cost -1 for each Genetically Enhanced personnel this dilemma's owner commands. Unless you have 3 Security and Strength > 40 or 2 Telepathy and Cunning > 40, randomly select two personnel. If this dilemma's owner commands To Rule in Hell, he or she may place those personnel on Ceti Alpha V to take command of them (they become ).
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "randomly select" dilemma, "relocate" dilemma, "specific affiliation related" dilemma, take command (of opponent cards).
Requires: Ceti Alpha V, Genetically Enhanced.
Card logging info: First edited by Telak at Oct 22nd, 2017. Please support openCards and validate game text of this card!
(3) Spatial Distortions ( What You Leave Behind)
Space Dilemma
Persistent. (When your personnel complete this mission, this dilemma's owner may discard a non-personnel card from hand to return this dilemma to his or her dilemma pile.) Choose a personnel to be placed in your discard pile.
"There's a power surge in the starboard nacelle. It seems to have been caused by an anomaly."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "your choice stopper" dilemma, "use" your discard pile, discard a non-personnel card from hand, Persistent.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(6) Spatial Interphase ( Raise the Stakes)
Dual Dilemma
For each mission worth 40 or more points that your opponent commands, this dilemma is cost -2. Your Opponent chooses a personnel who has three or less • icons to be killed.
"When she went, it must have taken the captain with it."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "killer" dilemma.
Requires: mission worth 40 or more points.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Staffing Shortage ( Unnatural Selection)
Space Dilemma
Persistent. (When your personnel complete this mission, this dilemma's owner may discard a non-personnel card from hand to return this dilemma to his or her dilemma pile.)
Randomly select a personnel. Unless that personnel has 2 levels of a skill, that personnel is killed. Otherwise, he or she is stopped.
"...we still need an astrogation plotter, a chief engineer..."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma, discard a non-personnel card from hand, Persistent.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(3) Stand-Off ( Captain's Log)
Planet Dilemma
Unless you have Anthropology, Diplomacy, and Honor or Law, Secuirty, and Strength > 28 , randomly select a Leadership personnel, place him or her in your opponent's brig, and all your other personnel are stopped.
"You see? Even with a warning, you're not fast enough! We have five times your strength, double your intelligence."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "randomly select" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Star-crossed ( A Less Perfect Union)
Dual Dilemma
Choose a personnel who has Engineer or a non-Human personnel to be stopped. If the opponent on your left commands three Dissident personnel, place this dilemma in your core. While you do not command a staffed ship at a Region: Sector 001 mission, subtract one from each Consume on each dilemma the opponent on your left owns.
"It's not worth it, Romeo. Juliet's in good hands."
Characteristics: dilemma with a cost of 3 or more, "place in core" dilemma, "your choice stopper" dilemma, species related cards (unspecific), ship related card.
Requires: affiliation, Consume, Sector 001, Dissident.
Card logging info: First edited by Telak at Jul 4th, 2019. Please support openCards and validate game text of this card!
(3) Stay Where Thou Art ( Strange New Worlds)
Dual Dilemma
Unless you have Cunning > 40 or a personne l who has both Diplomacy and Integrity > 7, randomly select three personnel. They cannot use their skills during this mission attempt.
"Now, go back, or thou shalt most certainly die."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Stellar Core Fragment ( Second Edition)
Dual Dilemma
Unless you have a personnel who has 2 Physics or a personnel who has 2 Science, your opponent chooses a Physics or Science personnel to be stopped. If your opponent cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"With my theories and their equipment, we might be able to alter the fragment's path."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Strategic Superiority ( Favor the Bold)
Space Dilemma
Unless you have 3 Diplomacy or Weapons > 8, randomly select a personnel to be stopped, and choose a number of personnel who have a total cost equal to or greater than the number of General personnel your opponent commands to be killed.
"Captain, your shields have been weakened, your station boarded... Surrender while you can!"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: General.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Subspace Fracture ( Dead Stop)
Planet Dilemma
Randomly select a personnel to be stopped. Unless you have 2 Geology and 2 Transporters or Honor, Officer, and a non-Hand Weapon equipment, that personnel is killed and this dilemma is placed on your ship at this mission.
Damage - When your opponent plays an event that costs 2 or more, randomly select a personnel aboard this ship to be killed.Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, equipment related card, event related card, kill opponent's personnel, Damage.
Card logging info: First edited by Telak at Oct 31st, 2017. Please support openCards and validate game text of this card!
(3) Subterranean Barrier ( Genesis)
Planet Dilemma
Unless you have Biology, Exobiology, Geology and Integrity > 25 or Diplomacy, Leadership, Officer and Cunning > 32 all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"Occasionally, some of them do find their way to the surface. We don't knoe how. But the Ocampa seal the tunnels afterwards."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Subterranean Barrier ( Genesis)
Planet Dilemma
Unless you have Biology, Exobiology, Geology and Integrity > 25 or Diplomacy, Leadership, Officer and Cunning > 32 all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"Occasionally, some of them do find their way to the surface. We don't knoe how. But the Ocampa seal the tunnels afterwards."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Surface Defense ( Hard Time)
Planet Dilemma
Unless you have Archaeology, Exobiology, and Programming or 2 Engineer and 2 Physics, all your personnel are stopped and this dilemma is placed on your ship at this mission.
Damage - To move this ship, you must stop one of your Navigation personnel aboard."It appears that bullets and sirens aren't all they have."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage.
Card logging info: First edited by Telak at Sep 9th, 2016. Please support openCards and validate game text of this card!
(8) Sylvia ( What You Leave Behind)
Planet Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1 (-2 for each Decay event). Unless you have 2 Leadership, Officer, Security, and Cunning > 38 or Engineer, Programming, and 2 Science, randomly select two personnel to be placed in your opponent's brig.
"You wanted to know what we did to your men."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "capture" dilemma, "randomly select" dilemma, event related card.
Requires: plays in your core, Decay.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(8) Sylvia ( What You Leave Behind)
Planet Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1 (-2 for each Decay event). Unless you have 2 Leadership, Officer, Security, and Cunning > 38 or Engineer, Programming, and 2 Science, randomly select two personnel to be placed in your opponent's brig.
"You will tell us what we want to know."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "capture" dilemma, "randomly select" dilemma, event related card.
Requires: plays in your core, Decay.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Symbalene Blood Burn ( Captain's Log)
Planet Dilemma
Unless you have Biology, Exobiology, and Medical or Officer, Security, and Strength > 28, randomly select four personnel to be stopped and place this dilemma on your ship at this mission.
Damage - At the start of each turn, randomly select a personnel on this ship to be killed."Right about now, his extremities feel like they're on fire."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Sympathetic Magic ( Second Edition)
Planet Dilemma
Unless you choose to place this dilemma on your ship at this mission, all your personnel are stopped.
Damage - This ship is attributes -2.
"Captain, it seems so foolish of you to insist on demonstrations."
Characteristics: dilemma with a cost of 3 or more, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Telepathic Deception ( Energize)
Dual Dilemma
Unless you have Biology, Exobiology, and Security or Telepathy and Cunning > 28, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"...look around you. You're back home... on Vulcan."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Temptation ( Second Edition)
Dual Dilemma
Randomly select three personnel. Each of those personnel that does not have Honor or Treachery is stopped.
"You come alone... and unarmed... a brave act, Captain."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Temptation ( Second Edition)
Dual Dilemma
Randomly select three personnel. Each of those personnel that does not have Honor or Treachery is stopped.
"And absolute power corrupts absolutely?"
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Tense Negotiations ( Second Edition)
Dual Dilemma
Unless you have a personnel who has 2 Diplomacy or a personnel who has 2 Leadership, your opponent chooses a Diplomacy or Leadership personnel to be stopped. If your opponent cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"You swear well, Picard. You must have Klingon blood in your veins."
Characteristics: dilemma with a cost of 3 or more, "opponent's choice stopper" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Terminal Resignation ( Unnatural Selection)
Planet Dilemma
Choose a Commander that corresponds with your ship that is at this mission to be killed. If no personnel were killed by this dilemma, your opponent chooses two personnel to be stopped.
"I've never liked saying goodbye, so I'll make this brief, but I want you all to know that serving as your captain has been the most extraordinary experience of my life."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, ship related card.
Requires: Commander.
Card logging info: First edited by Telak at Aug 21st, 2013. One quality log by Roga Danar at Sep 8th, 2013. Please support openCards and validate game text of this card a second time!
(3) Test of Wisdom ( Necessary Evil)
Planet Dilemma
Unless you have Anthropology, 2 Archaeology, and Integrity > 38 or 2 Honor and 2 Officer, all your Treachery personnel are stopped.
"He will triumph who knows when to fight and when not to fight."
Characteristics: dilemma with a cost of 3 or more.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Beast at El-Adrel ( Favor the Bold)
Planet Dilemma
Your personnel cannot gain skills while facing this dilemma. Unless you have 2 Diplomacy and 2 Leadership, or Engineer, Transporters, and Cunning > 33 or a Hand Weapon, all your personnel are stopped.
"You knew there was a dangerous creature on this planet."
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma.
Requires: Hand Weapon.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(7) The Charismatic Mister Kor ( This Side of Paradise)
Dual Dilemma
For each dilemma beneath this mission, this dilemma is cost -1. Randomly select a personnel to be placed on the bottom of his or her owner's deck.
"... may I present these, uh ... two students of Klingon history."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "randomly select" dilemma, "relocate" personnel cards - return to his or her owner's deck.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(6) The Charming Mister Riker ( This Side of Paradise)
Space Dilemma
For each dilemma beneath this mission, this dilemma is cost -1. Randomly select a personnel to be placed on the bottom of his or her owner's deck.
"Don't fret, Riker. My good fortune is your good fortune."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "randomly select" dilemma, "relocate" personnel cards - return to his or her owner's deck.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) The Clown: Bitter Medicine ( Fractured Time)
Dual Dilemma
Place this dilemma on this mission. Your opponent names a skill. Each of your personnel who has that skill is attributes -2. At the end of this turn, this dilemma returns to its owner's dilemma pile.
"Are you afraid of growing old, Harry? Is that what you fear? Being cared for by nurses?"
Characteristics: "The Clown" dilemma, dilemma with a cost of 3 or more, "place on mission" dilemma, "reduce attributes" dilemma, "return to owner's dilemma pile" dilemma, manipulate opponent's attributes (personnel).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) The Clown: Bitter Medicine ( Fractured Time)
Dual Dilemma
Place this dilemma on this mission. Your opponent names a skill. Each of your personnel who has that skill is attributes -2. At the end of this turn, this dilemma returns to its owner's dilemma pile.
"Are you afraid of growing old, Harry? Is that what you fear? Being cared for by nurses?"
Characteristics: "The Clown" dilemma, dilemma with a cost of 3 or more, "place on mission" dilemma, "reduce attributes" dilemma, "return to owner's dilemma pile" dilemma, manipulate opponent's attributes (personnel).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) The Clown: On His Throne ( Favor the Bold)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Place this dilemma on this mission. Your opponent names an attribute (Integrity, Cunning, or Strength). Replace attributes in this mission's requirements (and alternate requirements in game text) with the named attribute. At the end of the turn, remove this dilemma from the game.
Characteristics: "The Clown" dilemma, dilemma with a cost of 3 or more, "place on mission" dilemma, Consume, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Conscience of the King ( The Undiscovered Country)
Dual Dilemma
Place this dilemma on this mission. Each planet dilemma and space dilemma revealed at this mission is cost -1.
"Will all Neptune's great ocean wash this blood clean from my hands?"
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Dal'Rok ( In A Mirror, Darkly)
Dual Dilemma
Unless your personnel have a total cost > 17, for each headquarters mission you command, randomly select a personnel to be killed and this dilemma returns to its owner's dilemma pile.
"Many years ago, this village was deeply divided by hate and mistrust. The first Sirah knew that unless he could find a way to unite the people, the village would destroy itself. So he used the Orb fragment as a catalyst to give their fears a physical form."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Dal'Rok ( In A Mirror, Darkly)
Dual Dilemma
Unless your personnel have a total cost > 17, for each headquarters mission you command, randomly select a personnel to be killed and this dilemma returns to its owner's dilemma pile.
"Many years ago, this village was deeply divided by hate and mistrust. The first Sirah knew that unless he could find a way to unite the people, the village would destroy itself. So he used the Orb fragment as a catalyst to give their fears a physical form."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Dal'Rok ( In A Mirror, Darkly)
Dual Dilemma
Unless your personnel have a total cost > 17, for each headquarters mission you command, randomly select a personnel to be killed and this dilemma returns to its owner's dilemma pile.
"... our prosperity is its misery! Our unity is its vulnerability! Our strength is its doom."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) The Demands of Duty ( Call to Arms)
Planet Dilemma
Your opponent chooses a personnel. Unless you choose to have all your personnel be stopped, that personnel is killed.
"Worf, you have to go on without me. And I know that. I understand. ... You don't have to explain to me. I'm hurt. You're not. And there's a job to be done."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(6) The Gentleman Doctor McCoy ( This Side of Paradise)
Planet Dilemma
For each dilemma beneath this mission, this dilemma is cost -1. Randomly select a personnel to be placed on the bottom of his or her owner's deck.
"Oh. Them. Well, I ... I was thinking about a little cabaret I know on Rigel II, and ... there were these two girls in the chorus line. And well, here they are. Well after all, I am on shore leave!"
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "randomly select" dilemma, "relocate" personnel cards - return to his or her owner's deck.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) The Moon's a Window to Heaven ( Second Edition)
Planet Dilemma
Unless you have a Leadership personnel who has Cunning > 6 or Telepathy, randomly select a personnel to be placed in your opponent's brig, then all your other personnel are stopped.
"Hello, boys. I've always wanted to play to a captive audience."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "randomly select" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) The Needs of the Many ( Unnatural Selection)
Dual Dilemma
Randomly select a personnel who has or Science to be killed. Then, reveal your hand and choose a personnel to be stopped for each interrupt revealed.
"I never took the Kobayashi Maru test... until now. What do you think of my solution?"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "your choice stopper" dilemma, interrupt related card.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(3) The Next Phase ( Unity)
Dual Dilemma
Your opponent chooses one of his or her personnel that has been removed from the game. Unless you have the skills on that personnel or one of your personnel has total attributes > that personnel's total attributes, all your personnel are stopped.
"Those were not ghosts... what did we see?"
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma.
Requires: remove cards from the game (other cards).
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(4) The Nth Degree ( Return to Grace)
Space Dilemma
Unless you have 2 Engineer and 2 Leadership or Cunning > 36, all your personnel are stopped and, if there are no other dilemmas on this mission, place this dilemma on this mission. Add Science to each of this mission's requirements.
"I couldn't even guess at your IQ level now."
"Probably somewhere between 1200 and 1450."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, "stop all personnel" dilemma, modify opponent's mission requirements.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(5) The Oracle's Punishment ( Tacking Into the Wind)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Your opponent chooses two personnel to be stopped. When this dilemma is overcome, if it was prevented, your opponent may choose one of your personnel involved in the mission attempt to be killed.
"Kirk and Spock have committed sacrilege."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, Consume.
Requires: prevent and overcome.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) The Phage ( What You Leave Behind)
Planet Dilemma
Persistent. (When your personnel complete this mission, this dilemma's owner may discard a non-personnel card from hand to return this dilemma to his or her dilemma pile.) Choose a personnel to be placed in your discard pile.
"We are gathering replacement organs and suitable bio-matter. It is the only way we have to fight the Phage. ... it attacked our people over two millennia ago. It consumes our bodies, destroys our genetic codes and cellular structure."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "your choice stopper" dilemma, "use" your discard pile, discard a non-personnel card from hand, Persistent.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Thermokinetic Explosion ( Captain's Log)
Space Dilemma
Unless you have Astrometrics, Navigation, and Cunning > 30 or total ship's attributes > 21, place this dilemma on your ship and all your personnel are stopped.
Damage - At the start of each of your turns, choose an opponent. That opponent may download a Damage card and place it on this ship."Captain, something just struck the ship!"
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, download, download - Damage (cards), Damage.
Requires: Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Thermokinetic Explosion ( Captain's Log)
Space Dilemma
Unless you have Astrometrics, Navigation, and Cunning > 30 or total ship's attributes > 21, place this dilemma on your ship and all your personnel are stopped.
Damage - At the start of each of your turns, choose an opponent. That opponent may download a Damage card and place it on this ship."Captain, something just struck the ship!"
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, download, download - Damage (cards), Damage.
Requires: Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Secret War ( In A Mirror, Darkly)
Dual Dilemma
Unless you have Honor, Officer, and Integrity > 34 or Security, Treachery, and Strength > 34, randomly select a personnel to be stopped, and if the opponent on your left commands Athos IV, that personnel is returned to his or her owner's hand instead.
"I'm sorry we won't be working together, Benjamin ...like old times."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, "relocate" dilemma, "relocate" personnel cards - return to hand.
Requires: Athos IV.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) The Seen and the Unseen ( Favor the Bold)
Dual Dilemma
Unless at least half your personnel are not , stop all your personnel, lose 5 points, your opponent scores 5 points, and this dilemma returns to its owner's dilemma pile.
"The Lysians have identified Commander MacDuff as a Satarran, an alien race that's been at war with the Lysisans for decades."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "specific affiliation related" dilemma, lose points, score points.
Requires: "affiliation".
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Three Vipers ( Reflections 2.0)
Space Dilemma
Unless you have Engineer and 2 Navigation or Astrometrics, Officer, and Science, all your personnel are stopped and this dilemma is placed on your ship.
Damage - At the start of each of your turns, discard a card from hand."'When the river wakes, stirred once more to Janir's side, three vipers will return to their nest in the sky.'"
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, discard a card from hand, Damage, ship related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Weak Will Perish ( Balance of Terror)
Dual Dilemma
Species 8472. Randomly select a personnel. Unless that personnel has Telepathy or Strength > 6, place this dilemma in your core. That personnel is killed.
"It's an invasion. They intend on destroying everything."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place in core" dilemma, "randomly select" dilemma, Species 8472.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(3) The Weak Will Perish ( Balance of Terror)
Dual Dilemma
Species 8472. Randomly select a personnel. Unless that personnel has Telepathy or Strength > 6, place this dilemma in your core. That personnel is killed.
"...if what I've learned from the aliens is true, the Borg are losing this conflict."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place in core" dilemma, "randomly select" dilemma, Species 8472.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(3) Threading the Needle ( Shattered Mirror)
Space Dilemma
Unless you have 2 Navigation, 2 Officer, and Transporters or 2 Engineer, 2 Programming, and Strength > 38, all your personnel are stopped. Otherwise, place this dilemma on this mission. Ships cannot move from this mission. At the end of this turn, this dilemma is overcome.
"The Dominion sensor grid in this system has three gaps, and they're all in that asteroid field."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, "stop all personnel" dilemma, ship related card.
Card logging info: First edited by Telak at Dec 7th, 2018. Please support openCards and validate game text of this card!
(3) Tragic Turn ( Fractured Time)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Place this dilemma on this mission (limit one per mission). When a dilemma is overcome here, if that dilemma killed any of your personnel, randomly select a personnel attempting the mission to be killed. Otherwise, if that dilemma stopped any of your personnel, randomly select a personnel attempting the mission to be stopped.
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on mission" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, Consume.
Rule hint for this card
This card has an erratum: Game text before errata: "Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Place this dilemma on this mission (limit one per mission). When a personnel at this mission is stopped by another dilemma, randomly select a personnel to be stopped. When a personnel at this mission is killed by another dilemma, randomly select a personnel to be killed."
Taken form Current Errata 2015-04-06.Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Tragic Turn ( Fractured Time)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Place this dilemma on this mission (limit one per mission). When a dilemma is overcome here, if that dilemma killed any of your personnel, randomly select a personnel attempting the mission to be killed. Otherwise, if that dilemma stopped any of your personnel, randomly select a personnel attempting the mission to be stopped.
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on mission" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, Consume.
Rule hint for this card
This card has an erratum: Game text before errata: "Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Place this dilemma on this mission (limit one per mission). When a personnel at this mission is stopped by another dilemma, randomly select a personnel to be stopped. When a personnel at this mission is killed by another dilemma, randomly select a personnel to be killed."
Taken form Current Errata 2015-04-06.Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Training Accident ( Energize)
Space Dilemma
Randomly select three personnel. If the total cost of those personnel is 4 or less, they are killed. Otherwise, randomly select one of those personnel to be killed.
"The holograms. They were malfunctioning. I tried to shut them down, but they got control of the system and they deactivated the safety protocols."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Traitor Exposed ( Energize)
Dual Dilemma
Randomly select a Treachery personnel. If that personnel has Cunning > 6, he or she is stopped. Otherwise, he or she is killed.
"Captain, the spy! It's Michael Jonas! He's the one that sabotaged the ship!"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Treachery Running Deep ( Favor the Bold)
Dual Dilemma
Unless you have 3 Anthropology or Physics, Treachery, and Cunning > 28, randomly select a personnel to be stopped, and discard a card from hand for each Praetor personnel and Senator personnel your opponent commands.
"I support all diplomatic overtures. But if you will excuse me, Praetor, I have an appointment with the Tholian ambassador."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, discard a card from hand.
Requires: Praetor, Senator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(8) Tsiolkovsky Infection ( Necessary Evil)
Space Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1. Unless you have 2 Anthropology, 2 Programming, and Cunning > 38 or 2 Biology, Exobiology, and 2 Medical, randomly select three personnel to be killed.
"Like intoxication but worse. Judgment almost completely impaired..."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "killer" dilemma, "randomly select" dilemma, event related card.
Requires: plays in your core.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(8) Tsiolkovsky Infection ( Necessary Evil)
Space Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1. Unless you have 2 Anthropology, 2 Programming, and Cunning > 38 or 2 Biology, Exobiology, and 2 Medical, randomly select three personnel to be killed.
"Like intoxication but worse. Judgment almost completely impaired..."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "killer" dilemma, "randomly select" dilemma, event related card.
Requires: plays in your core.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(8) Tsiolkovsky Infection ( Necessary Evil)
Space Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1. Unless you have 2 Anthropology, 2 Programming, and Cunning > 38 or 2 Biology, Exobiology, and 2 Medical, randomly select three personnel to be killed.
"Like intoxication but worse. Judgment almost completely impaired..."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "killer" dilemma, "randomly select" dilemma, event related card.
Requires: plays in your core.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(8) Tsiolkovsky Infection ( Necessary Evil)
Space Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1. Unless you have 2 Anthropology, 2 Programming, and Cunning > 38 or 2 Biology, Exobiology, and 2 Medical, randomly select three personnel to be killed.
"Somebody blew out the hatch... they were all sucked out into space."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "killer" dilemma, "randomly select" dilemma, event related card.
Requires: plays in your core.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Unbelievable Emergency ( Genesis)
Space Dilemma
Your opponent names a skill. For each headquarters mission you command, randomly select two personnel to be stopped. If either of those personnel that is selected has the named skill, kill that personnel instead.
"Energy wave at two-hundred forty degrees port."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Unbelievable Emergency ( Genesis)
Space Dilemma
Your opponent names a skill. For each headquarters mission you command, randomly select two personnel to be stopped. If either of those personnel that is selected has the named skill, kill that personnel instead.
"Energy wave at two-hundred forty degrees port."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Unexpected ( Energize)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Astrometrics and 2 Diplomacy or Exobiology and 2 Medical, place that personnel on top of his or her owner's deck instead.
"I'm not quite sure if congratulations are in order, Commander, but ... you're pregnant."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(6) Unfair Terms ( Raise the Stakes)
Planet Dilemma
For each mission worth 40 or more points that your opponent commands, this dilemma is cost -2. Randomly select three personnel. Each of those personnel who has a cost of 2 or less is killed.
"On the contrary, they're extremely fair, since your alternative is death."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "killer" dilemma, "randomly select" dilemma.
Requires: mission worth 40 or more points.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Unionize ( Favor the Bold)
Dual Dilemma
Unless you have 3 Security or Anthropology, Diplomacy, and Integrity > 24, randomly select a personnel to be stopped, and you must destroy any number of events from your core that have a total cost equal to or greater than the number of Dabo Girl personnel and Waiter personnel your opponent commands.
"... we're all on strike."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, event related card.
Requires: Dabo Girl, Waiter.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Unknown Microorganism ( Reflections 2.0)
Planet Dilemma
Unless you have Biology, Medical, and Science or 2 Security and a non-Hand Weapon equipment, randomly select a personnel to be killed, all of your other personnel are stopped, and this dilemma returns to its owner's dilemma pile.
"I was walking along, minding my own business, making a simple geological sweep and something stuck me in the leg."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma, equipment related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Unscientific Method ( Second Edition)
Dual Dilemma
The most Cunning Science personnel who does not have Treachery is killed. Unless you have Cunning > 24 remaining, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"You didn't fill Data with substandard parts, did you old man? No, that honor was bestowed upon me. You owe me, old man. Not him, me!"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Unsound Logic ( Face of the Enemy)
Dual Dilemma
If your opponent commands an Assassin at this mission, he or she chooses a personnel to be killed. If he or she returns that Assassin to his or her hand, he or she chooses an additional personnel to be killed.
"It's not the lack of clues that's keeping you from finding the killer, it's you."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "opponent's choice killer" dilemma.
Requires: Assassin.
Card logging info: First edited by Telak at Nov 11th, 2015. Please support openCards and validate game text of this card!
(3) Upstaged ( Unnatural Selection)
Dual Dilemma
Choose two personnel. While facing the next dilemma revealed during this mission attempt, those personnel cannot be selected and cannot use their abilities, attributes, or skills.
"What about my performance?"
Characteristics: dilemma with a cost of 3 or more.
Card logging info: First edited by Telak at Aug 21st, 2013. One quality log by Roga Danar at Sep 8th, 2013. Please support openCards and validate game text of this card a second time!
(3) Vanishing Act ( Hard Time)
Space Dilemma
Unless you have 2 Astrometrics or 2 Transporters, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"I cannot locate the Enterprise anywhere within one light year of the planet, sir."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: First edited by Telak at Sep 9th, 2016. Please support openCards and validate game text of this card!
(3) Vastly Outnumbered ( Second Edition)
Space Dilemma
If you have Strength > 55, lose 5 points. Also, unless you have Anthropology and 2 Honor or two Hand Weapons or Integrity > 28, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"The internal security net has been sabotaged... which suggests someone didn't want to be that easily found."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma, lose points.
Requires: Hand Weapon.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) V'Ger ( Star Trek 50)
Space Dilemma
Unless you have Diplomacy, Exobiology, and Cunning > 35 or Archaeology, Programming, and Strength > 35, all your personnel are stopped and this dilemma is placed on your ship.
Damage - You may not play interrupts.
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage, interrupt related card, ship related card.
Card logging info: First edited by Telak at Mar 11th, 2023. Please support openCards and validate game text of this card!
(5) Vian Test ( These Are The Voyages)
Planet Dilemma
Choose a personnel to place in your opponent's brig. If that personnel is non-unique, your opponent draws up to three cards.
"We must wait to see whether her instinct for self-sacrifice has become stronger than her instinct for self-preservation."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "your choice stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Vian Test ( These Are The Voyages)
Planet Dilemma
Choose a personnel to place in your opponent's brig. If that personnel is non-unique, your opponent draws up to three cards.
"We must wait to see whether her instinct for self-sacrifice has become stronger than her instinct for self-preservation."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "your choice stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) War Games ( Unnatural Selection)
Dual Dilemma
Your opponent chooses one of his or her completed missions. Unless you have the skills needed to complete that mission, all your personnel are stopped.
"If the M-5 works under actual conditions as well as it has under simulated tests, it will mean a revolution in space technology as great as warp drive."
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(3) Weight of Command ( Zero Hour)
Dual Dilemma
Randomly select three personnel. Each Officer personnel selected is stopped. Then place each unstopped selected at your headquarters mission.
"Obedience. Duty. Death and more death. Soon even enough for the praetor's taste. Centurion, I find myself wishing for destruction before we can return."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "relocate" dilemma, "specific affiliation related" dilemma.
Requires: affiliation, headquarters.
Card logging info: First edited by Telak at Jul 29th, 2017. Please support openCards and validate game text of this card!
(3) We'll Never Know ( The Undiscovered Country)
Planet Dilemma
Persistent. (When your personnel complete this mission, this dilemma's owner may discard a non-personnel card from hand to return this dilemma to his or her dilemma pile.) Unless you have 3 Physics or two non-Hand Weapon equipment, all your personnel are stopped.
"If I'd designed that bomb, I'd rig it to go off the instant a sensor beam made contact."
Characteristics: dilemma with a cost of 3 or more, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma, equipment related card, discard a non-personnel card from hand, Persistent.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) What Lies Beneath ( The Undiscovered Country)
Space Dilemma
Unless you have Archaeology, Geology, and Honor or Anthropology, Treachery, and Cunning > 32, randomly select a personnel to be placed on the bottom of his or her owner's deck and all your personnel are stopped.
"...it accumulated those frozen gases over time as it travelled through space."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "stop all personnel" dilemma, "relocate" personnel cards - return to his or her owner's deck.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Where No One Has Gone Before ( Strange New Worlds)
Space Dilemma
Unless you have Astrometrics, Navigation, Physics, and Cunning > 34 or Exobiology, Leadership, Medical , and Integrity > 32, place this dilemma in your core and place your ship on this dilemma. At the end of your next turn, remove this dilemma from the game and place the ship at your headquarters mission.
"...over a billion light years from our galaxy."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place in core" dilemma, "relocate" dilemma, "relocate" ship cards, remove cards from the game (this card).
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Where No One Has Gone Before ( Strange New Worlds)
Space Dilemma
Unless you have Astrometrics, Navigation, Physics, and Cunning > 34 or Exobiology, Leadership, Medical , and Integrity > 32, place this dilemma in your core and place your ship on this dilemma. At the end of your next turn, remove this dilemma from the game and place the ship at your headquarters mission.
"...over a billion light years from our galaxy."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place in core" dilemma, "relocate" dilemma, "relocate" ship cards, remove cards from the game (this card).
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Where No One Has Gone Before ( Strange New Worlds)
Space Dilemma
Unless you have Astrometrics, Navigation, Physics, and Cunning > 34 or Exobiology, Leadership, Medical , and Integrity > 32, place this dilemma in your core and place your ship on this dilemma. At the end of your next turn, remove this dilemma from the game and place the ship at your headquarters mission.
Tournament Promo - Series VII
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place in core" dilemma, "relocate" dilemma, "relocate" ship cards, remove cards from the game (this card).
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(8) Whisper in the Dark ( Necessary Evil)
Planet Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1. Unless you have 2 Geology, 2 Physics, and Cunning > 38 or 2 Honor, 2 Officer, and Transporters, randomly select three personnel to be killed.
"The Dremans are not a subject for philosophical debate, they are a people. ...We are going to allow her to die, are we not?"
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "killer" dilemma, "randomly select" dilemma, event related card.
Requires: plays in your core.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(8) Whisper in the Dark ( Necessary Evil)
Planet Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1. Unless you have 2 Geology, 2 Physics, and Cunning > 38 or 2 Honor, 2 Officer, and Transporters, randomly select three personnel to be killed.
"The Dremans are not a subject for philosophical debate, they are a people. ...We are going to allow her to die, are we not?"
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "killer" dilemma, "randomly select" dilemma, event related card.
Requires: plays in your core.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(8) Whisper in the Dark ( Necessary Evil)
Planet Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1. Unless you have 2 Geology, 2 Physics, and Cunning > 38 or 2 Honor, 2 Officer, and Transporters, randomly select three personnel to be killed.
"The Dremans are not a subject for philosophical debate, they are a people. ...We are going to allow her to die, are we not?"
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "killer" dilemma, "randomly select" dilemma, event related card.
Requires: plays in your core.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(8) Whisper in the Dark ( Necessary Evil)
Planet Dilemma
For each event your opponent commands in his or her core, this dilemma is cost -1. Unless you have 2 Geology, 2 Physics, and Cunning > 38 or 2 Honor, 2 Officer, and Transporters, randomly select three personnel to be killed.
"If we succeed, there will be no more quakes, no more volcaneos."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "killer" dilemma, "randomly select" dilemma, event related card.
Requires: plays in your core.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Worn-Out Welcome ( Reflections 2.0)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Anthropology and 2 Diplomacy or Transporters and 3 Treachery, place that personnel on one of your headquarters missions.
"I think it's time we left."
"I couldn't agree more."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.