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

 

crosslink

This 'crosslink' shows all 'dilemmas with a cost of 3 (planet)' cards (19x Dilemma).

 

Also see the 'crosslinks':
cost 3 dilemmas - dilemmas with a cost of 3 (all typs), dilemmas with a cost of 3 (dual), dilemmas with a cost of 3 (space)
planet dielmmas - dilemmas with a cost of 1 (planet), dilemmas with a cost of 2 (planet), dilemmas with a cost of 4 (planet), dilemmas with a cost of 5 (planet), dilemmas with a cost of 8 (planet)

 

(3) A Klingon Matter
DilemmaEnergize

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.

(3) Automated Weapons
DilemmaSecond 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.

(3) Biochemical Hyperacceleration
DilemmaNessesary Evil

Planet Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Randomly select three personnel. They cannot use their skills while facing this dilemma. Unless you have Biology, Geology, and Medical or 2 Security and Strength > 38, those personnel are returned to their owner's hand.

(3) Bleeding to Death
DilemmaNessesary Evil

Planet Dilemma
Unless you have Biology and 2 Medical or 2 Honor and Integrity > 30, randomly select a personnel to be killed, then place this dilemma in your core. At the start of each of your turns, place the top card of your deck on this dilemma. When you complete a mission, all your cards here are shuffled and placed on top of your deck, then this dilemma is removed from the game.

(3) Captain’s Holiday
DilemmaSecond 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.

(3) Code of Honor
DilemmaStrange 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.

(3) Damaged Reputation
DilemmaSecond Edition

Planet Dilemma (-5 points)
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.

(3) Flim-Flam Artist
DilemmaEnergize

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.

(3) Harsh Conditions
DilemmaNessesary Evil

Planet Dilemma
For each headquarters mission you command, your opponent names a skill. Place this dilemma on this mission. While your personnel is facing a dilemma, he or she cannot use those skills. At the end of this mission attempt, this dilemma is overcome.

(3) History Repeats Itself
DilemmaCall To Arms

Planet Dilemma
Randomly select three personnel. If any of those personnel has Anthropology, all three are stopped.

(3) Mr. Tricorder
DilemmaReflections 2.0

Planet Dilemma
Your opponent chooses a personnel. Unless you choose to place him or her aboard your ship at this mission, randomly select two personnel to be stopped.

(3) None Shall Pass
DilemmaSecond 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.

(3) Primitive Culture
DilemmaSecond 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.

(3) Quaint Technology
DilemmaEnergize

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.

(3) "Rock People"
DilemmaCall 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.

(3) Rogue Borg Ambush
DilemmaCall 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.

(3) Sympathetic Magic
DilemmaSecond 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.

(3) Test of Wisdom
DilemmaNessesary Evil

Planet Dilemma
Unless you have Anthropology, 2 Archaeology, and Integrity > 38 or 2 Honor and 2 Officer, all your Treachery personnel are stopped.

(3) Unknown Microorganism
DilemmaReflections 2.0

Planet Dilemma
Unless you have Biology, Medical, and Science or 2 Security and a non-Hand Weapon equipment, randomly select a personnel to be killed, all of your other personnel are stopped, and this dilemma returns to its owner's dilemma pile.

Move to Dilemma

Also see the 'crosslinks':
cost 3 dilemmas - dilemmas with a cost of 3 (all typs), dilemmas with a cost of 3 (dual), dilemmas with a cost of 3 (space)
planet dielmmas - dilemmas with a cost of 1 (planet), dilemmas with a cost of 2 (planet), dilemmas with a cost of 4 (planet), dilemmas with a cost of 5 (planet), dilemmas with a cost of 8 (planet)