(2) Anachronistic Deviation ( Face of the Enemy)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) If you command a ship at this mission, randomly select a non- personnel to be killed. If you command a non- ship at this mission, randomly seelect a personnel to be killed. This dilemma returns to its owner's dilemma pile.
"...we could be living in an alternate timeline right now."
Characteristics: "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma, Consume, ship related card.
Requires: Past related.
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).
(0) A Royal Hunt ( Necessary Evil)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) For each of your headquarters missions, randomly select a personnel to be stopped. If you still have nine personnel remaining, randomly select another personnel to be stopped. This dilemma returns to its owner's dilemma pile.
"Ha ha! You made a noble fight of it, Captain!"
Characteristics: "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, "return to owner's dilemma pile" dilemma, Consume.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Artificial Ability ( Unnatural Selection)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Your opponent names an attribute (Integrity, Cunning, or Strength). Each personnel with that attribute > 7 is stopped.
"All right. From now on you play from over here. I play from up here. And if that doesn´t work... we´ll try a blinfold."
Characteristics: Consume.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(2) Artistic License ( Balance of Terror)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Choose a number of personnel to be stopped equal to the number of different dilemmas beneath this mission.
"Kellis, this is no way to end a play."
"It doesen't make sense."
Characteristics: "your choice stopper" dilemma, Consume.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(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.
(0) Bold Plan ( Favor the Bold)
Dual Dilemma
Consume: 3. (Your opponent places the top three cards of his or her dilemma pile face up beneath this mission.) Your opponent may return up to two dilemmas from beneath any of your non-headquarters missions to their owner's dilemma piles.
"In fact, I'm presenting a plan to Starfleet Command at oh-eight-hundred tomorrow."
Characteristics: Consume.
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!
(1) Cave-In ( Necessary Evil)
Planet Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have 2 Engineer and Transporters or Geology, Officer, and Strength > 35, randomly select two personnel to return to their owner's hand.
"Anij, stay with me. Help me find the power to keep you in this moment..."
Characteristics: "randomly select" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Charged-Particle Precipitation ( Strange New Worlds)
Planet 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.
"It's this place. All that electromagnetic soup is playing hell with our nervous systems. Your metabolism's messed up."
Characteristics: "killer" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Coordinated Effort ( Strange New Worlds)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have twelve different skills, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"If we don't get our command computers back on-line soon, this - whatever this is - won't matter. We'll all be dead."
Characteristics: "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Crew Advancement ( In A Mirror, Darkly)
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 an attribute (Integrity, Cunning, or Strength). Your personnel with the highest named attribute is stopped.
"I've relieved Captain Forrest of duty and assumed command of Enterprise."
Characteristics: Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Entanglement ( Strange New Worlds)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Your opponent may spend three extra in total cost on dilemmas during this mission attempt.
"You've got spirit. I might just keep you for myself."
Characteristics: spend extra in total cost on dilemmas, Consume.
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.
(2) Financial Pitfall ( Strange New Worlds)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have 3 Acquisition or Cunning > 35, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"Refined dilithium down ten percent?"
Characteristics: "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Heart to Heart ( Strange New Worlds)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Randomly select two personnel. If they share one or more of the same skills, both are stopped.
"I keep trying to be more human and keep failing."
"Do you realize, my brother, that I can help you become more human?"
Characteristics: "randomly select" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Historical Pursuit ( Hard Time)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have Archaeology, Honor, and Transporters or an Artifact equipment, all your personnel are stopped.
"Think of the glory, the honor of finding the bat'leth of the first Warrior King."
Characteristics: "stop all personnel" dilemma, equipment related card, Consume.
Requires: Artifact.
Card logging info: First edited by Telak at Sep 4th, 2016. Please support openCards and validate game text of this card!
(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.
(2) In Training ( 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 a personnel who costs 1 or 2. All other personnel who cost 1 or 2 are stopped.
"Tighten the back of your tongue. ...Keep trying. You've almost got it."
Characteristics: "randomly select" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Molecular Mishap ( To Boldly Go)
Dual Dilemma
Consume: 3. (Your opponent places the top three cards of his or her dilemma pile face up beneath this mission.) Unless you have Anthropology, Biology, and Cunning > 28 or Law, Officer, and Strength > 32, lose 5 points.
"There's a forty percent drop in mass... Imay have lost one of them."
Characteristics: lose points, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) No Kill I ( These Are The Voyages)
Planet Dilemma
Consume: 3. (Your opponent places the top three cards of his or her dilemma pile face up beneath this mission.) All your personnel are stopped.
"This creature here is the mother of her race. The Horta is intelligent, peaceful, mild. She had no objection to sharing this planet with you, until you broke into her nursery and started destroying her eggs. Then she fought back the only way she knew how
Characteristics: "stop all personnel" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Outmatched ( Strange New Worlds)
Planet Dilemma
Consume: X. (Your opponent chooses a number of cards to take from the top of his or her dilemma pile and places them face up beneath this mission.) For each dilemma your opponent consumes with this dilemma, add 10 Cunning to this dilemma's requirements. Unless you have Cunning > 15, all your personnel are stopped.
"To even get to play him is a privilege."
Characteristics: "stop all personnel" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(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!
(0) Predictable Response ( The Undiscovered Country)
Planet Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have Anthropology and Diplomacy or 2 Security, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"If I know the captain, by this time, he is deep into planning his escape."
Characteristics: "return to owner's dilemma pile" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Profitable Venture ( To Boldly Go)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have Acquisition, Diplomacy, and Transporters or Law, Officer, and Security, randomly select a personnel to be stopped and the next dilemma revealed during this mission attempt is cost -3.
"I have a business opportunity that might interest you..."
Characteristics: "randomly select" dilemma, "randomly stopper" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Renegade Ambush ( Necessary Evil)
Planet Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) If your opponent commands a Jem’Hadar, randomly select a personnel to be killed. Otherwise, choose a personnel to be killed.
"The Jem'Hadar that attacked your station are renegades. They've turned their back on their oath of allegiance to the Dominion..."
Characteristics: "killer" dilemma, "randomly select" dilemma, "your choice stopper" dilemma, Consume.
Requires: Jem'Hadar species.
Rule hint for this card
This card has an erratum: New wording.
Game text without errata: "(...) Choose one of your personnel to be killed. If your opponent commands a Jem'Hadar, randomly select that personnel instead.".
Taken form Current Errata 2015-04-06.Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Repressed Message ( Legacy)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Reveal the top card of your dilemma pile. Your opponent may remove this dilemma from the game to replace it with the revealed the dilemma. When that dilemma is about to be overcome, remove it from the game instead.
"Pagh'tem'far, b'tany."
Characteristics: Consume, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Stupefy ( Raise the Stakes)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Place this dilemma in your core. When your opponent's dilemma is revealed, he or she may remove this dilemma from the game to add one level of one skill that is in that dilemma's requirements to that requirement until the end of dilemma.
"Now, you do know what a bilateral kelilactiral is?"
Characteristics: enhance the requirements of your dilemmas, "place in core" dilemma, Consume, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Talosian Trial ( Necessary Evil)
Planet Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Your opponent takes one of his or her planet dilemmas that is overcome beneath one of your missions and places it face down on top of his or her stack of chosen dilemmas.
"They've reached into my mind and taken the memory of somewhere I've been. ...It's starting just as it happened two weeks ago."
Characteristics: Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Temporal Misalignment ( Fractured Time)
Planet Dilemma
Consume: X. (Your opponent chooses a number of cards to take from the top of his or her dilemma pile and places them face up beneath this mission.) Randomly select X personnel to be stopped.
"Only one of us is in the correct time continuum."
Characteristics: "randomly select" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) The Clown: Guillotine ( What You Leave Behind)
Dual Dilemma
Consume: 3. (Your opponent places the top three cards of his or her dilemma pile face up beneath this mission.) Your opponent names a skill. Randomly select a personnel with that skill. Unless that personnel has an attribute > 6, randomly select a second personnel with that skill. Each selected personnel is killed and this dilemma returns to its owner's dilemma pile.
"You're next! You're next!"
Characteristics: "The Clown" dilemma, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma, Consume.
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.
(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).
(1) Toe to Toe ( What You Leave Behind)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Randomly select a personnel. Unless you stop that personnel and another personnel with the same cost, he or she is killed.
"So, you need me."
"I can't get back to that computer without you."
Characteristics: "killer" dilemma, "randomly select" dilemma, Consume.
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.
(1) Under Pressure ( Captain's Log)
Space Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have Astrometrics, Engineer, and Navigation or Biology, Medical, and Science, randomly select a personnel to be killed. You may randomly select two personnel to be stopped to prevent this.
"I'm going to need your help. Someone's got to defuse this thing."
Characteristics: "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Unsavory Customers ( A Less Perfect Union)
Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Choose a Biology personnel to be stopped. If the opponent on your left commands Earth, place this dilemma in your core. While you do not command a non-Human personnel on Earth, you have 1 fewer counter to spend during each of your Play and Draw Cards segments.
Characteristics: "place in core" dilemma, Consume, manipulate opponent's counters, species related cards (unspecific).
Requires: Earth.
Card logging info: First edited by Telak at Jul 4th, 2019. Please support openCards and validate game text of this card!
(2) Up The Ante ( To Boldly Go)
Planet Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) You may end this mission attempt to prevent and overcome this dilemma (all your personnel are stopped). If you do not and you complete this mission this turn, you win the game. If you do not and do not complete this mission this turn, you lose the game.
"Break the rules, and you will suffer."
Characteristics: prevent and overcome, "stop all personnel" dilemma, Consume, modify your winning the game conditions.
Rule hint for this card
This card has an erratum: Rewording tue to imminent Game Over.
Taken form Current Errata 2015-04-06.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!
(0) Urgency ( Reflections 2.0)
Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Place this dilemma on this mission. Each personnel may use no more than one skill during each dilemma he or she faces. Each personnel may use no more than one skill to meet a mission's requirements. At the end of this turn, this dilemma returns to its owner's dilemma pile.
none
Characteristics: "place on mission" dilemma, "return to owner's dilemma pile" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Zero Hour ( To Boldly Go)
Planet Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Place this dilemma on this mission. Add 3 to each attribute requirement needed to complete this mission for each event in your core. At the end of this turn, this dilemma returns to its owner's dilemma pile.
"We didn't come here to disable this weapon. We came here to destroy it."
Characteristics: "place on mission" dilemma, "return to owner's dilemma pile" dilemma, event related card, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.