header
headerhomehomehomestrategyrulescardsheader
cards

'crosslink': dilemma - cost 3, dual dilemmas with cost 3

 

crosslink

This 'crosslink' shows all 'dilemmas with a cost of 3 (dual)' cards (33x Dilemma).

 

Also see the 'crosslinks':
cost 3 dilemmas - dilemmas with a cost of 3 (all typs), dilemmas with a cost of 3 (planet), dilemmas with a cost of 3 (space)
dual dilemmas - dilemmas with a cost of 0 (dual), dilemmas with a cost of 1 (dual), dilemmas with a cost of 2 (dual), dilemmas with a cost of 4 (dual), dilemmas with a cost of 5 (dual), dilemmas with a cost of 6 (dual), dilemmas with a cost of 7 (dual)

 

(3) Aftermath
DilemmaReflections 2.0

Dual Dilemma
Randomly select three personnel. If the total cost of those personnel is 4 or less, they are killed. Otherwise, randomly select one of those personnel to be stopped.

(3) An Old Debt
DilemmaCall To Arms

Dual Dilemma
Unless you have Biology, Physics, and Cunning > 32 or Intelligence and 2 Medical, randomly select a Leadership personnel to be killed.

(3) Antedean Assassins
DilemmaSecond 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.

(3) Assassin’s Blade
DilemmaSecond 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.

(3) Bynars’ Password
DilemmaSecond 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.

(3) Center of Attention
DilemmaSecond 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.

(3) Dealing With Pressure
DilemmaNessesary Evil

Dual Dilemma
Randomly select three personnel. Unless one of those personnel has an attribute > 6, all three are stopped.

(3) Depression
DilemmaCall To Arms

Dual Dilemma
Unless you have 2 Anthropology or 2 Medical or Telepathy and Integrity > 32, your opponent chooses a personnel to be stopped and this dilemma is returned to its owner's dilemma pile.

(3) DNA Analysis
DilemmaCall 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.

(3) Dressing Down
DilemmaCall To Arms

Dual Dilemma
Randomly select three personnel. If the cost of any of those personnel is 1, all three are stopped.

(3) Exposed Power Relay
DilemmaEnergize

Dual Dilemma
Randomly select a personnel to be stopped. If you still have nine personnel remaining, that personnel is killed instead, then randomly select a second personnel to be killed. If you still have ten personnel remaining, your opponent chooses a third personnel to be killed.

(3) Final Adventure
DilemmaReflections 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.

(3) Full Security Alert
DilemmaReflections 2.0

Dual Dilemma
Randomly select a Security personnel to be stopped. If that personnel costs 2 or less, randomly select two other Security personnel to be stopped.

(3) Hard Time
DilemmaReflections 2.0

Dual Dilemma
Place this dilemma in your core. Randomly select a personnel and place him or her on this dilemma. At the start of your next turn, remove this dilemma from the game and return the personnel on it to his or her owner's hand.

(3) Inside Collaborators
DilemmaCall 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.

(3) Justice or Vengeance
DilemmaCall To Arms

Dual Dilemma
Unless you have Anthropology and 2 Security or Exobiology, Honor, and Integrity > 32, randomly select a Treachery personnel to be killed.

(3) Meaningless Words
DilemmaEnergize

Dual Dilemma
Unless you choose to discard the top three cards of your deck, your opponent chooses a personnel to be stopped.

(3) Microbrain
DilemmaSecond 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.

(3) Misguided Activist
DilemmaSecond Edition

Dual Dilemma
Randomly select a Command personnel to be stopped. Unless you have Diplomacy and 2 Honor or 2 Security or Miles O'Brien, that personnel is killed instead.

(3) Proximity-Actuated Field
DilemmaStrange New Worlds

Dual Dilemma
Unless you have Biology and 2 Security or 2 Physics and Cunning > 35, randomly select a personnel to be stopped and your opponent may move up to two dilemmas from beneath one of your missions to another of your nonheadquarters missions.

(3) Psycho-Kinetic Attack
DilemmaCall To Arms

Dual Dilemma
Unless you have Exobiology and 2 Medical or Honor and Telepathy, randomly select a Security personnel to be killed.

(3) Recurring Injury
DilemmaSecond 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.

(3) Restricted Area
DilemmaCall To Arms

Dual Dilemma
Randomly select a personnel to be stopped. If you still have nine personnel remaining, that personnel is placed in your opponent's brig instead, then randomly select a second personnel to be placed in your opponent's brig. If you still have ten personnel remaining, randomly select a third personnel to be placed in your opponent's brig.

(3) Sokath, His Eyes Uncovered!
DilemmaCall 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.

(3) Stay Where Thou Art
DilemmaStrange New Worlds

Dual Dilemma
Unless you have Cunning > 40 or a personne l who has both Diplomacy and Integrity > 7, randomly select three personnel. They cannot use their skills during this mission attempt.

(3) Stellar Core Fragment
DilemmaSecond 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.

(3) Temptation
DilemmaSecond Edition

Dual Dilemma
Randomly select three personnel. Each of those personnel that does not have Honor or Treachery is stopped.

(3) Tense Negotiations
DilemmaSecond 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.

(3) Tragic Turn
DilemmaFractured 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 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.

(3) Traitor Exposed
DilemmaEnergize

Dual Dilemma
Randomly select a Treachery personnel. If that personnel has Cunning > 6, he or she is stopped. Otherwise, he or she is killed.

(3) Unexpected
DilemmaEnergize

Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Astrometrics and 2 Diplomacy or Exobiology and 2 Medical, place that personnel on top of his or her owner's deck instead.

(3) Unscientific Method
DilemmaSecond 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.

(3) Worn-Out Welcome
DilemmaReflections 2.0

Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Anthropology and 2 Diplomacy or Transporters and 3 Treachery, place that personnel on one of your headquarters missions.

Move to Dilemma

Also see the 'crosslinks':
cost 3 dilemmas - dilemmas with a cost of 3 (all typs), dilemmas with a cost of 3 (planet), dilemmas with a cost of 3 (space)
dual dilemmas - dilemmas with a cost of 0 (dual), dilemmas with a cost of 1 (dual), dilemmas with a cost of 2 (dual), dilemmas with a cost of 4 (dual), dilemmas with a cost of 5 (dual), dilemmas with a cost of 6 (dual), dilemmas with a cost of 7 (dual)