(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.
(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) 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) 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) 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) 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) 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.
(2) Authenticate Artifacts ( Second Edition)
Planet Dilemma
Unless you have a personnel who has 2 Anthropology or a personnel who has 2 Archaeology, your opponent chooses an Anthropology or Archaeology personnel to be stopped. If your opponent cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"You can tell Baran that I'm working as fast as I can."
Characteristics: "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) 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.
(2) Blended ( Second Edition)
Planet Dilemma
Unless you have Diplomacy or Telepathy, all your personnel are stopped. If you have two or more personnel who have Diplomacy or Telepathy, randomly select all but one of those personnel to be stopped.
"Look, he wouldn't even talk to me unless I had a drink with him. ... So don't go criticizing my counseling technique!"
Characteristics: "randomly select" dilemma, "randomly stopper" dilemma, "stop all personnel" dilemma.
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.
(2) Broken Captive ( Necessary Evil)
Dual Dilemma
Your opponent chooses one of his or her captives. Unless you have the skills on that captive, all your personnel are stopped.
"Praetor, this is the man known as Sloan. Unlike the doctor, his mind is quite susceptible to our data retrieval methods. Under questioning, he has confirmed much of what the doctor and the senator have told you."
Characteristics: "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Brothers ( Lineage)
Space Dilemma
When your opponent reveals this dilemma, he or she may discard a personnel from hand to add 5 to each of this dilemma's attributes requirements (or add 10 if that personnel was an Android). Unless you have Engineer and Integrity > 30 or Transporters and Cunning > 30, all your personnel are stopped.
"You make me wish I were an only child."
Characteristics: "stop all personnel" dilemma, discard a personnel from hand.
Requires: Android "species".
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) 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) 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) 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) 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) 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!
(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).
(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).
(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.
(2) Counterinsurgency Program ( Necessary Evil)
Dual Dilemma
Your opponent discards any number of event or equipment cards from hand and names a skill (except Acquisition, Intelligence, Law, or Telepathy) for each one. Unless you have those skills, all your personnel are stopped.
"Seems we've tripped some kind of automated security program the Cardassians left."
Characteristics: "stop all personnel" dilemma, equipment related card, event related card.
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) 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!
(2) Destined Journey ( Genesis)
Dual Dilemma
Choose a personnel who has Honor or Leadership to be stopped. If that personnel has both Honor and Leadership, you may unstop your stopped personnel and that personnel joins the mission attempt. If you cannot choose a personnel with Honor or Leadership, all your personnel are stopped.
"You will seek the prophets. In the end, not for Bajor and not for the Federation. But for yourself, for your own pagh."
Characteristics: "stop all personnel" dilemma, "your 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.
(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.
(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.
(2) Divergent Goals ( Symbiosis)
Planet Dilemma
Randomly select three personnel. Unless those personnel have Anthropology, Geology, and Integrity > 17 or your unselected personnel have Biology, Officer, and 2 Transporters, all your personnel are stopped.
"Take charge of the evacuation, we'll meet you in The Forge as soon as we can."
Characteristics: "randomly select" dilemma, "stop all personnel" dilemma.
Card logging info: First edited by Telak at Jul 26th, 2018. Please support openCards and validate game text of this card!
(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) 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) 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!
(0) Excalbian Drama ( These Are The Voyages)
Planet Dilemma
When your opponent reveals this dilemma, he or she may discard any number of cards from hand. For each card discarded this way, add 5 Integrity to this dilemma's requirements. Unless you have Integrity > 30, all your personnel are stopped.
"We ask you to observe with us ... the confrontation of the two opposing philosophies ... you term good and evil."
Characteristics: "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Failure To Communicate ( Call to Arms)
Planet Dilemma
Unless you have a personnel who has 2 Anthropology or a personnel who has 2 Security, your opponent chooses an Anthropology or Security personnel to be stopped. If your opponent cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"Once we get back to Enterprise and we can finally understand each other, the first words out of your mouth better be 'thank you.' "
Characteristics: "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) 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.
(0) Fesarius Bluff ( These Are The Voyages)
Space Dilemma
When your opponent reveals this dilemma, he or she may discard any number of cards from hand. For each card discarded this way, add 5 Cunning to this dilemma's requirements. Unless you have Cunning > 30, all your personnel are stopped.
"... your intention is not peaceful. We are now considering the disposition of your ship and the life aboard."
Characteristics: "stop all personnel" dilemma.
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.
(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!
(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.
(2) Galileo Grounded ( Tacking Into the Wind)
Planet Dilemma
Unless you have Medical, Security, and Transporters or a staffed ship at this mission, all your personnel are stopped.
"We may be here for a very long time, Doctor."
Characteristics: "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) 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.
(2) Gorgan ( These Are The Voyages)
Dual Dilemma
Your opponent discards a card from his or her hand. Unless you discard a card from hand that has an equal or greater cost than that card, all your personnel are stopped.
"Hail, hail, fire and snow.
Call the angel, we will go.
Far away, for to see,
Friendly Angel come to me."
Characteristics: "stop all personnel" dilemma, discard a card from hand.
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).
(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) 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!
(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.
(2) Infinite Diversity ( Peak Performance)
Dual Dilemma
Your opponent discards two cards from hand to name a skill (except Acquisition, Intelligence, Law, or Telepathy). Unless you have Anthropology and that skill or Science and that skill, all your personnel are stopped.
"It seems that in this place, the physical universe and ... and the world of ideas are intermixed. What we think also becomes real. Therefore, we must, repeat must begin controlling our thoughts."
Characteristics: "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) 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.
(1) Invidium Leak ( Second Edition)
Space Dilemma
Unless you have Engineer and 2 Programming or 2 Medical, all your personnel are stopped.
"Most of the affected systems weren't even invented when those substances were in use. Who knows what could happen with the transporter or a magnetic capacitor?"
Characteristics: "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Isolated Detachment ( Symbiosis)
Space Dilemma
Randomly select three personnel. Unless those personnel have Diplomacy, Programming, and Cunning > 17 or your unselected personnel have Engineer, Physics, and 2 Security, all your personnel are stopped.
"...we're cut off from that part of the ship."
Characteristics: "randomly select" dilemma, "stop all personnel" dilemma.
Card logging info: First edited by Telak at Jul 26th, 2018. Please support openCards and validate game text of this card!
(1) It's Only a Paper Moon ( Raise the Stakes)
Dual Dilemma
Your opponent reveals his or her hand. For each non-ship card revealed this way that has a cost of 4 or more, add 5 to each of this dilemma's attribute requirements. Unless you have Integrity > 25 or 2 Programming and Cunning > 25 or Strength > 25, all your personnel are stopped.
"Dont't you get it? This is nowhere. It's an illusion. And so am I. In fact, the only thing this entire programm that isn't an illusion is you."
Characteristics: "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Know Thy Enemy ( Hard Time)
Planet Dilemma
Reveal your hand and the hand of your opponent on your left. If your opponent reveals personnel with more total Strength than the total Strength of personnel that you have revealed in this way, randomly select one of your personnel to be killed and all your personnel are stopped.
"Observe, analyze, remember. ...the lessons you learn here will ensure victory."
Characteristics: "killer" 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!
(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.
(2) Limited Welcome ( Second Edition)
Dual Dilemma
Randomly select nine personnel. All your other personnel are stopped. Place this dilemma on this mission. When you attempt this mission again, after your opponent draws dilemmas, he or she may take this dilemma and add it to those drawn.
"I hope you'll forgive the darkness. We are not comfortable in the light."
Characteristics: "place on mission" dilemma, "randomly select" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Logical Solution ( Star Trek 50)
Dual Dilemma
Choose one: your opponent chooses your personnel with the most • icons to be placed in your discard pile; or if you have at least one card in hand, discard your hand; or all your personnel are stopped.
"The ship... out of danger?"
Characteristics: "opponent's choice stopper" dilemma, "relocate" dilemma, "stop all personnel" dilemma, "use" your discard pile, manipulate opponent's hand.
Card logging info: First edited by Telak at Sep 28th, 2016. 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) 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!
(0) Manufactured Triumph ( Lineage)
Dual Dilemma
Your opponent discards any number of personnel of different species from hand. Unless you have at least that number of personnel of different species, all your personnel are stopped.
"Did I forget to wear my spots today?"
"All that intelligence and he still doesn't know what a human looks like!"
Characteristics: "species related" dilemma, "stop all personnel" dilemma, species related cards (unspecific).
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).
(2) Meaningless Modifications ( Strange New Worlds)
Space Dilemma
Unless you have 3 Engineer and Leadership or a personne l who has Cunning > 6, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"...you ran a controlled test. And then ... nothing happened. So you said, 'What's going on? This doesn't work. Kosinski's a fraud.' You see, I have had this discussion on other Starfleet vessels. They didn't understand it; why should you?"
Characteristics: "return to owner's dilemma pile" dilemma, "stop all personnel" 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.
(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.
(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) 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.
(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.
(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!
(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!
(0) One Step Ahead ( Extreme Measures)
Space Dilemma
Unless you have 2 Programming and 2 Transporters or two Hand Weapons, all your personnel are stopped. When you meet the requirements of this dilemma, you may stop a Security personnel to score 5 points.
"He's done something to the internal security sensors. I'll try bypassing his subcommands."
Characteristics: "stop all personnel" dilemma, score points.
Requires: Hand Weapon.
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) 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.
(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).
(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.
(2) Overindulgence ( Shattered Mirror)
Dual Dilemma
The opponent on your left names a skill. If you have five or more of that skill, all your personnel are stopped.
"We did it, you and me. Put him right under the table."
Characteristics: "stop all personnel" dilemma.
Card logging info: First edited by Telak at Dec 7th, 2018. Please support openCards and validate game text of this card!
(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!
(2) Personal Duty ( Second Edition)
Space Dilemma
Unless you have Leadership or Officer, all your personnel are stopped. If you have two or more personnel who have Leadership or Officer, randomly select all but one of those personnel to be stopped.
"Data, this is something I have to do."
Characteristics: "randomly select" dilemma, "randomly stopper" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Picking Up the Pieces ( Energize)
Planet Dilemma
Unless you have Geology or Programming, all your personnel are stopped. If you have two or more personnel who have Geology or Programming, randomly select all but one of those personnel to be stopped.
"Fan out. Let's search around."
Characteristics: "randomly select" dilemma, "randomly stopper" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Planetary Survey ( Second Edition)
Planet Dilemma
Choose a personnel who has Geology or Programming to be stopped. If you cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"I'm reading six distinct positronic signatures, spread out over a few kilometers on the planet's surface."
Characteristics: "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma, "your choice stopper" dilemma.
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.
(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!
(2) Quarren Labor Shortage ( Second Edition)
Dual Dilemma
Unless at least half your personnel are not , all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"You're experiencing a relapse of Dysphoria Syndrome. This is going to make you feel better."
Characteristics: "return to owner's dilemma pile" dilemma, "specific affiliation related" dilemma, "stop all personnel" dilemma.
Requires: "affiliation".
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) "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.
(2) Royale Casino: Craps ( Sacrifice of Angels)
Dual Dilemma
Unless you reveal a personnel from hand with Cunning 7 or Cunning 11, all your personnel are stopped. When this dilemma is overcome, if it was prevented, each opponent may reveal a personnel from hand with Cunning 7 or Cunning 11 to score 10 points.
"... seven or eleven have considerable value when achieved on the primary attempt."
Characteristics: "Royale Casino" dilemma, "stop all personnel" dilemma, score points.
Requires: prevent and overcome.
Card logging info: First edited by Telak at Oct 17th, 2019. Please support openCards and validate game text of this card!
(2) Rude Awakening ( Tacking Into the Wind)
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 the corresponding Commander of this ship or a personnel who has and Officer to be stopped. If you cannot, all your personnel are stopped.
"Sorry to wake you, sir."
Characteristics: "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma, discard a non-personnel card from hand, Persistent.
Requires: Commander.
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).
(2) Sabotaged Reactor ( Captain's Log)
Space Dilemma
Unless you have Astrometrics, Engineer, and Navigation or Leadership, Officer, and Cunning > 28 , all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is Range -2."Somebody got in here and disconnected it from the primary antimatter feed."
Characteristics: "place on ship" dilemma, "stop all personnel" dilemma, manipulate opponent's RANGE, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(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!
(2) Setting the Stage ( Infinite Diversity)
Dual Dilemma
Randomly select nine personnel. All your other personnel are stopped and this dilemma returns to its owner's dilemma pile.
“Let him stew for a few minutes, then go in and tell him that you’ve convinced me to meet with him one more time. Tell him I’m a loose cannon, and that he needs to be more reasonable because I’m such an unreasonable man. Lemec will want to bring his own aides aboard... pretend to be worried that I’ll object, and then give grudging permission for two aides, no more.”
Characteristics: "randomly select" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by Telak at Apr 23rd, 2010 (Q1 by eberlems at Apr 23rd, 2010 & Q2 by Roga Danar at Sep 8th, 2010)
(2) Shadowplay ( Lineage)
Planet Dilemma
When your opponent reveals this dilemma, he or she may discard a personnel from hand to add 5 to each of this dilemma's attributes requirements (or add 10 if that personnel was an Hologram). Unless you have Programming and Cunning > 30 or Treachery and Strength > 30, all your personnel are stopped.
"... and sometimes I even forgot that they were holograms."
Characteristics: "stop all personnel" dilemma, discard a personnel from hand.
Requires: Hologram "species".
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(1) Shipboard Fire ( Reflections 2.0)
Space Dilemma
Unless there are no damage markers on this ship, all your personnel are stopped.
An unchecked hazard aboard a starship can quickly lead to even more alarming problems. Just as with ancient sailing vessels, fire poses a particular risk.
Characteristics: "stop all personnel" 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.
(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) 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.
(2) Stolen Computer Core ( Energize)
Space Dilemma
Unless you have Intelligence and Transporters or 2 Security and Cunning > 34, all your personnel are stopped and this dilemma is placed on your ship.
Damage - While a Programming personnel is aboard this ship, his or her owner must discard a card from hand to use that Programming."I feel like we've just been mugged."
Characteristics: "place on ship" dilemma, "stop all personnel" dilemma, discard a card from hand, Damage.
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.
(2) Sudden Stealth ( Tacking Into the Wind)
Space Dilemma
Unless you have Engineer, Officer, and Programming or a Cloaking Device ship at this mission, all your personnel are stopped.
"I'm reading a subspace distortion bearing zero zero one mark one five."
Characteristics: "stop all personnel" dilemma, ship related card.
Requires: Cloaking Device.
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) 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!
(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.
(2) Systems Diagnostic ( Second Edition)
Space Dilemma
Choose a personnel who has Engineer or Programming to be stopped. If you cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
Starship systems can be checked by computer-automated diagnostics, but this routine examination is no substitute for the scrutiny of a trained engineer.
Characteristics: "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma, "your choice stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Tactical Disadvantage ( To Boldly Go)
Space Dilemma
Reveal your hand and the hand of the opponent on your left. If your opponent reveals ships with more total Weapons than the total Shields of ships that you have revealed in this way, randomly select one of your personnel to be killed and all your personnel are stopped.
"Captain! We've lost hull plating."
Characteristics: "killer" dilemma, "randomly select" dilemma, "stop all personnel" dilemma, ship related card.
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) 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.
(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.
(2) The Big Goodbye ( Unity)
Space Dilemma
Randomly select a personnel to be stopped. Unless you have Diplomacy, Engineer, and Medical or Anthropology, Leadership, and Strength > 30, that personnel is killed and all your personnel are stopped.
"Tell me something... when you've gone, will this world still exist?"
Characteristics: "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, "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!
(0) The Launching ( Extreme Measures)
Planet Dilemma
Unless you have 2 Astrometrics and 2 Physics or two non-Hand Weapon equipment, all your personnel are stopped. When you meet the requirements of this dilemma, you may stop an Engineer personnel to score 5 points.
"They're sending up a missile, Father. We're going to watch it."
Characteristics: "stop all personnel" dilemma, equipment related card, score points.
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).
(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.
(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!
(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 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) 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!
(2) Unconventional Consideration ( Balance of Terror)
Dual Dilemma
Choose a personnel who has Acquisition or Intelligence or Law or Telepathy to be stopped. If you cannot, all your personnel are stopped.
"When we helped the citizens of Rivos V resist the Borg, all we asked for was the recipe for their famous zoth-nut soup."
Characteristics: "stop all personnel" dilemma, "your choice stopper" dilemma.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(2) Unorthodox Recruitment ( Hard Time)
Planet Dilemma
Unless you have Intelligence, randomly select a personnel who has Cunning > 6 to be placed in his or her owner's discard pile. If you cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"...the Tal Shiar will be handling the security arrangements, so we have virtually no chance of using any technical assets to gather intelligence."
Characteristics: "randomly select" dilemma, "relocate" dilemma, "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) 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.
(2) Unwanted Guests ( Favor the Bold)
Dual Dilemma
Your opponent randomly discards a personnel from his or her hand. Unless you have that personnel's skills, all your personnel are stopped.
"I'm picking up transporter locks. They're beaming on board."
Characteristics: "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(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!
(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!
(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!
(2) Wavefront ( Second Edition)
Space Dilemma
Unless you have a personnel who has 2 Astrometrics or a personnel who has 2 Navigation, your opponent chooses an Astrometrics or Navigation personnel to be stopped. If your opponent cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"Let's batten down the hatches."
Characteristics: "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) 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.
(1) Workforce ( Matter of Time)
Dual Dilemma
Unless you have Physics, all your personnel are stopped. Otherwise, place this dilemma on this mission. While you command a stopped personnel at this mission, your personnel cannot begin a mission attempt here. At the end of this turn, this dilemma is overcome.
"Your authorization and licenses, please? Level six in thermodynamics and quantum fusion... I'm impressed."
Characteristics: "place on mission" dilemma, "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!