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'crosslink': dilemma - cost 0, dilemmas with cost 0

 

crosslink

This 'crosslink' shows all 'dilemmas with a cost of 0 (all typs)' cards (13x Dilemma).

 

Also see the 'crosslink':
cost 0 dilemmas - dilemmas with a cost of 0 (dual)

 

(0) A Bad End
DilemmaCall To Arms

Planet Dilemma
Randomly select one of your stopped personnel on this planet to be killed.

(0) A Royal Hunt
DilemmaNessesary Evil

Dual Dilemma
Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) For each of your headquarters missions, randomly select a personnel to be stopped. If you still have nine personnel remaining, randomly select another personnel to be stopped. This dilemma returns to its owner's dilemma pile.

(0) Don’t Let It End This Way
DilemmaCall To Arms

Space Dilemma
Randomly select one of your stopped personnel on this ship to be killed.

(0) Entanglement
DilemmaStrange New Worlds

Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Your opponent may spend three extra in total cost on dilemmas during this mission attempt.

(0) Heart to Heart
DilemmaStrange New Worlds

Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Randomly select two personnel. If they share one or more of the same skills, both are stopped.

(0) Outmatched
DilemmaStrange 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.

(0) Racial Tension
DilemmaEnergize

Dual Dilemma
Randomly select two personnel. Unless they are the same species, both are stopped.

(0) Secret Identity
DilemmaCall To Arms

Dual Dilemma
Your opponent chooses a personnel. You may replace him or her with any one personnel of the same affiliation from your deck. Place the personnel your opponent chose in his or her owner's discard pile. Shuffle and replace your deck.

(0) Skeleton Crew
DilemmaCall To Arms

Dual Dilemma
Place this dilemma on this mission. To begin a mission attempt at this mission, you must have at least six personnel involved. When you complete this mission, this dilemma is overcome.

(0) Sorting Things Out
DilemmaEnergize

Dual Dilemma
If a personnel has been killed during this mission attempt, randomly select a personnel to be stopped.

(0) Talosian Trial
DilemmaNessesary Evil

Planet Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Your opponent takes one of his or her planet dilemmas that is overcome beneath one of your missions and places it face down on top of his or her stack of chosen dilemmas.

(0) Timescape
DilemmaEnergize

Dual Dilemma
Place this dilemma on this mission. You cannot begin a mission attempt at this mission. At the end of this turn, this dilemma returns to its owner's dilemma pile.

(0) Urgency
DilemmaReflections 2.0

Dual Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.)
Place this dilemma on this mission. Each personnel may use no more than one skill during each dilemma he or she faces. Each personnel may use no more than one skill to meet a mission's requirements. At the end of this turn, this dilemma returns to its owner's dilemma pile.

Move to Dilemma

Also see the 'crosslink':
cost 0 dilemmas - dilemmas with a cost of 0 (dual)