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REM Fatigue Hallucinations

REM Fatigue Hallucinations

Uncommon card from Premiere (1994)

A crew can go insane from lack of REM (rapid eye movement) sleep.

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Space / Planet Dilemma; Points: 5

No one aboard can dream. Entire crew dies in three of your full turns unless 3 MEDICAL present OR ship returns to outpost first.

 
   

Strategy notes

'crosslinks' - REM Fatigue Hallucinations

See MEDICAL-related dilemmas in strategy area.

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Rule notes

Major Rakal's Dilemma Facts

Place on AT/crew. If 3 MEDICAL in AT/crew, place cured dilemma in bonus point area and continue to next. Otherwise, AT/crew is not "stopped" and must continue to next dilemma. AT/crew dies at end of your third full turn unless dilemma cured first by 3 MEDICAL OR by returning to and docking at your outpost (place dilemma in bonus point area).

Official Runlings:

Entire crew or Away Team dies in three of your full turns unless 3 MEDICAL present OR ship returns to outpost first.

This dilemma affects only the crew or Away Team that attempted the mission and encountered the dilemma. It will not affect other personnel who later join the Away Team, or other crew members if the Away Team beams back to a ship.

Either cure (returning to and docking at an outpost, or bringing 3 MEDICAL to the affected personnel) earns the 5 point bonus. Returning to another type of facility does not count.

Taken from: Rulebook Glossary (08/2002)

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