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'crosslink': dilemma - cost 2, dilemmas with cost 2

 

crosslink

This 'crosslink' shows all 'dilemmas with a cost of 2 (all typs)' cards (47x Dilemma).

 

Also see the 'crosslink':
cost 2 dilemmas - dilemmas with a cost of 2 (dual), dilemmas with a cost of 2 (planet), dilemmas with a cost of 2 (space)

 

(2) A Devil Scorned
DilemmaNessesary Evil

Planet Dilemma
Unless you have 2 Diplomacy, 2 Treachery, and Cunning > 42 or 2 Engineer, Navigation, and 2 Physics, randomly select a Leadership personnel to be stopped, then this dilemma returns to its owner's dilemma pile.

(2) A Living Death
DilemmaSecond Edition

Planet Dilemma
Place this dilemma on this mission. Each personnel on this planet who does not have Treachery is attributes -1. At the end of this turn, this dilemma is overcome.

(2) Alluring Spy
DilemmaNessesary Evil

Space Dilemma
Unless you have Diplomacy, 2 Exobiology, and Strength > 42 or Intelligence, 2 Leadership, and Cunning > 38, randomly select a Security personnel to be stopped, then this dilemma returns to its owner's dilemma pile.

(2) A Pleasant Surprise
DilemmaNessesary Evil

Space Dilemma
Randomly select a Diplomacy or Treachery personnel to be stopped.

(2) Authenticate Artifacts
DilemmaSecond 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.

(2) Back Room Dealings
DilemmaNessesary Evil

Dual Dilemma
Choose a personnel who has Treachery or Integrity < 4 to be stopped. If you cannot, randomly select a personnel to be killed.

(2) Blended
DilemmaSecond 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.

(2) B’omar Stipulations
DilemmaNessesary Evil

Space Dilemma
Unless you have Diplomacy and Cunning > 30 or Leadership and Strength > 30, all of your personnel are stopped and this dilemma returns to its owner's dilemma pile.

(2) Broken Captive
DilemmaNessesary 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.

(2) Charged-Particle Precipitation
DilemmaStrange New Worlds

Planet Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) The personnel who has the fewest Red Dot icons is stopped. If that personnel does not have at least four Red Dot icons, he or she is killed instead.

(2) Chula: Pick One to Save Two
DilemmaSecond Edition

Dual Dilemma
Randomly select three personnel. Choose to return one of those personnel to its owner's hand or to have all three of them be stopped.

(2) Close Call
DilemmaCall To Arms

Planet Dilemma
Unless you have 2 Diplomacy and Security or 2 Programming and Transporters, randomly select an Engineer personnel to be killed.

(2) Contamination
DilemmaSecond Edition

Dual Dilemma
Unless you have Engineer and Physics or 2 Exobiology, all your Medical personnel are stopped and this dilemma returns to its owner's dilemma pile.

(2) Counterinsurgency Program
DilemmaNessesary 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.

(2) Echo Papa Stasis Field
DilemmaNessesary Evil

Planet Dilemma
Randomly select an Officer or Security personnel to be stopped.

(2) Failure To Communicate
DilemmaCall 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.

(2) Financial Pitfall
DilemmaStrange 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.

(2) Graviton Wave
DilemmaCall To Arms

Space Dilemma
Unless you have Astrometrics, Physics, and Cunning > 32 or Biology and 2 Medical, randomly select a Science personnel to be killed.

(2) Guess Who’s Coming to Dinner?
DilemmaNessesary Evil

Dual Dilemma
Choose a personnel who has Diplomacy or Integrity > 6 to be stopped. If you cannot, randomly select a personnel to be killed.

(2) Helpless
DilemmaReflections 2.0

Planet Dilemma
Randomly select a personnel. Unless he or she has at least one skill listed in this mission requirements, stop that personnel, then randomly select another personnel to be stopped.

(2) Hired Muscle
DilemmaEnergize

Dual Dilemma
Unless you have 2 Acquisition or choose to discard three cards from hand, your opponent chooses a Affiliation Non-Aligned personnel to be placed on top of his or her owner's deck.

(2) Hunter Gangs
DilemmaSecond Edition

Planet Dilemma
Randomly select two personnel. Each of those personnel who has Cunning+Strength < 11 is killed.

(2) In Training
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 a personnel who costs 1 or 2. All other personnel who cost 1 or 2 are stopped.

(2) Lack of Preparation
DilemmaNessesary Evil

Dual Dilemma
Unless you have the skills needed to complete this mission, this dilemma and all remaining dilemmas you have not yet faced return to their owner's dilemma pile.

(2) Language Barrier
DilemmaNessesary Evil

Dual Dilemma
Unless you have Anthropology and Leadership or 2 Diplomacy and Integrity > 30, randomly stop two personnel for each headquarters mission you command.

(2) Limited Welcome
DilemmaSecond 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.

(2) Meaningless Modifications
DilemmaStrange 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.

(2) Memory Invasion
DilemmaEnergize

Dual Dilemma
Your opponent examines your hand and chooses a card. Unless you choose to discard that card, randomly select three personnel to be stopped.

(2) Miner Disagreement
DilemmaCall To Arms

Planet Dilemma
Unless you have Anthropology, Diplomacy, and Cunning > 32 or 2 Exobiology and Leadership, randomly select a personnel to be stopped, then this dilemma returns to its owner's dilemma pile.

(2) Personal Duty
DilemmaSecond 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.

(2) Picking Up the Pieces
DilemmaEnergize

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.

(2) Pinned Down
DilemmaSecond Edition

Dual Dilemma
Randomly select a personnel to be stopped. If you still have nine personnel remaining, randomly select a second personnel to be stopped. If you still have ten personnel remaining, randomly select a third personnel to be stopped.

(2) Planetary Survey
DilemmaSecond 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.

(2) Psychic Receptacle
DilemmaCall To Arms

Dual Dilemma
Your opponent names a skill. Randomly select a personnel who has that skill. While a personnel who has that same card title is facing a dilemma, he or she cannot use his or her skills. This effect lasts until the end of this mission attempt.

(2) Quarrel
DilemmaStrange New Worlds

Dual Dilemma
Randomly select two personnel. Unless they have Integrity > 11 or Cunning > 11, both are stopped.

(2) Quarren Labor Shortage
DilemmaSecond Edition

Dual Dilemma
Unless at least half your personnel are not Affiliation Non-Aligned, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.

(2) Renegade Ambush
DilemmaNessesary Evil

Planet Dilemma
Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Choose one of your personnel to be killed. If your opponent commands a Jem'Hadar, randomly select that personnel instead.

(2) Sheer Lunacy
DilemmaCall To Arms

Space Dilemma
Unless you have 2 Anthropology and Cunning > 32 or 2 Programming and Science, randomly select a personnel to be stopped, then this dilemma returns to its owner's dilemma pile.

(2) Side by Side
DilemmaNessesary Evil

Dual Dilemma
Your opponent names a skill. Randomly select two personnel. Each of those personnel that has that skill is stopped.

(2) Stolen Computer Core
DilemmaEnergize

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.

(2) Subspace Accident
DilemmaEnergize

Space Dilemma
Unless you have Astrometrics and 2 Navigation or 2 Physics and Science, randomly select a personnel to be placed on the bottom of his or her owner's deck.

(2) Systems Diagnostic
DilemmaSecond 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.

(2) Temporal Misalignment
DilemmaFractured Time

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.) Randomly select X personnel to be stopped.

(2) The Dreamer and the Dream
DilemmaNessesary Evil

Dual Dilemma
Place this dilemma on this mission. At the end of this turn, this dilemma is overcome. If at that time this mission has not been completed, its owner discards his or her hand.

(2) Ungracious Hosts
DilemmaNessesary Evil

Planet Dilemma
Choose a personnel. Your opponent may discard cards from hand equal to the number of Red Dot icons on that personnel to place him or her in your opponent's brig.

(2) Wavefront
DilemmaSecond 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.

(2) Your Moment is Fading
DilemmaNessesary Evil

Planet Dilemma
Randomly select a personnel. Unless that personnel has an attribute > 6, he or she is stopped. If that personnel also has an attribute < 5, he or she is killed instead of being stopped.

Move to Dilemma

Also see the 'crosslink':
cost 2 dilemmas - dilemmas with a cost of 2 (dual), dilemmas with a cost of 2 (planet), dilemmas with a cost of 2 (space)