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(3) Aftermath
 
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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.
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(3) A Klingon Matter
 
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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.
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(3) An Old Debt
 
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Dual Dilemma
Unless you have Biology, Physics, and Cunning > 32 or Intelligence and 2 Medical, randomly select a Leadership personnel to be killed.
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(3) Antedean Assassins
 
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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.
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(3) Assassin’s Blade
 
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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.
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(3) Automated Weapons
 
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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.
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(3) Biochemical Hyperacceleration
 
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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.
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(3) Bleeding to Death
 
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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.
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(3) Bynars’ Password
 
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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.
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(3) Captain’s Holiday
 
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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.
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(3) Center of Attention
 
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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.
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(3) Code of Honor
 
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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.
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(3) Confined to Quarters
 
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Space Dilemma
Randomly select three personnel. If any of those personnel has Leadership, all three are stopped.
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(3) Crippling Attack
 
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Space Dilemma
Unless you have 2 Leadership and Officer or 2 Navigation and Shields > 6, randomly select a personnel to be killed, then this dilemma is placed on your ship.
Damage - This ship is attributes -2.
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(3) Damaged Reputation
 
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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.
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(3) Dealing With Pressure
 
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Dual Dilemma
Randomly select three personnel. Unless one of those personnel has an attribute > 6, all three are stopped.
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(3) Dedication to Duty
 
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Space Dilemma
Randomly select a personnel. Unless you choose to kill that personnel, your opponent draws a number of cards equal to the number of icons on that personnel.
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(3) Depression
 
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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.
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(3) Disgraceful Assault
 
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Space Dilemma
Unless you have 2 Security and Transporters, randomly select a personnel to be stopped. Unless you have Biology and 2 Medical, that personnel is killed instead, then all your personnel are stopped.
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(3) Disruptor Accident
 
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Space Dilemma
Randomly select a personnel. Unless you choose to kill that personnel, he or she and a second randomly selected personnel are stopped.
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(3) DNA Analysis
 
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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.
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(3) Dressing Down
 
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Dual Dilemma
Randomly select three personnel. If the cost of any of those personnel is 1, all three are stopped.
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(3) Drumhead
 
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Space Dilemma
Unless you have Law, randomly select a personnel who has Integrity < 4 to be placed in its owner's discard pile. If you cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
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(3) Exposed Power Relay
 
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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.
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(3) Final Adventure
 
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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.
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(3) Flim-Flam Artist
 
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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.
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(3) Full Security Alert
 
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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.
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(3) Gomtuu Shock Wave
 
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Space Dilemma
Unless you have 2 Diplomacy and Integrity > 32 or Telepathy and Integrity > 35, all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is attributes -2.
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(3) Gravimetric Distortion
 
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Space Dilemma
Unless you have 2 Astrometrics or 3 Engineer or a personnel who has 2 Navigation, all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is attributes -2.
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(3) Graviton Ellipse
 
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Space Dilemma
Unless you have Astrometrics, Engineer, and Physics or Shields + unused Range this turn > 13, all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is attributes -2.
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(3) Hard Time
 
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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.
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(3) Harsh Conditions
 
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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.
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(3) History Repeats Itself
 
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Planet Dilemma
Randomly select three personnel. If any of those personnel has Anthropology, all three are stopped.
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(3) Inside Collaborators
 
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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.
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(3) Justice or Vengeance
 
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Dual Dilemma
Unless you have Anthropology and 2 Security or Exobiology, Honor, and Integrity > 32, randomly select a Treachery personnel to be killed.
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(3) Maglock
 
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Space Dilemma
Unless you have 3 Officer or 3 Programming, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
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(3) Meaningless Words
 
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Dual Dilemma
Unless you choose to discard the top three cards of your deck, your opponent chooses a personnel to be stopped.
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(3) Microbrain
 
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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.
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(3) Misguided Activist
 
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Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Diplomacy and 2 Honor or 2 Security or Miles O'Brien, that personnel is killed instead.
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(3) Molecular Reversion Field
 
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Space Dilemma
Unless you have two personnel who each have Integrity > 5, Cunning > 5, and Strength > 5, or have two personnel who have total attributes > 38, all your personnel are stopped and this dilemma is placed on your ship. Damage - You have 1 fewer counter to spend during each of your Play and Draw Cards segments.
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(3) Mr. Tricorder
 
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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.
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(3) Nanite Attack
 
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Space Dilemma
Unless you have 2 Diplomacy and 2 Engineer or 2 Security and a Hand Weapon, this dilemma is placed on your ship.
Damage - At the end of each of your turns, randomly select a personnel aboard this ship to be killed.
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(3) Nausicaan Pirates
 
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Space Dilemma
Unless you have Leadership and 2 Security or 2 Treachery and Strength > 35, randomly select a personnel to be killed, then all your other personnel are stopped.
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(3) None Shall Pass
 
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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.
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(3) Primitive Culture
 
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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.
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(3) Proximity-Actuated Field
 
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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.
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(3) Psycho-Kinetic Attack
 
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Dual Dilemma
Unless you have Exobiology and 2 Medical or Honor and Telepathy, randomly select a Security personnel to be killed.
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(3) Quaint Technology
 
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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.
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(3) Quantum Filament
 
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Space Dilemma
Unless you have 2 Astrometrics and 2 Navigation or 2 Engineer, Science, and Shields > 8, this dilemma is placed on your ship.
Damage - When your personnel aboard this ship are about to face a dilemma, randomly select one of them to be stopped.
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(3) Recurring Injury
 
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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.
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(3) Restricted Area
 
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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.
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(3) "Rock People"
 
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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.
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(3) Rogue Borg Ambush
 
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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.
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(3) Short Circuit
 
|
Space Dilemma
Unless you have Engineer and 2 Physics or 2 Programming and Science, all of your personnel are stopped and this dilemma returns to its owner's dilemma pile.
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(3) Small Problems
 
|
Space Dilemma
Randomly select three personnel. Each of those who is a personnel is stopped.
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(3) Sokath, His Eyes Uncovered!
 
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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.
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(3) Stay Where Thou Art
 
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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.
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(3) Stellar Core Fragment
 
|
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.
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(3) Sympathetic Magic
 
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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.
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(3) Temptation
 
|
Dual Dilemma
Randomly select three personnel. Each of those personnel that does not have Honor or Treachery is stopped.
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(3) Tense Negotiations
 
|
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.
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(3) Test of Wisdom
 
|
Planet Dilemma
Unless you have Anthropology, 2 Archaeology, and Integrity > 38 or 2 Honor and 2 Officer, all your Treachery personnel are stopped.
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(3) The Three Vipers
 
|
Space Dilemma
Unless you have Engineer and 2 Navigation or Astrometrics, Officer, and Science, all your personnel are stopped and this dilemma is placed on your ship.
Damage - At the start of each of your turns, discard a card from hand.
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(3) Tragic Turn
 
|
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.
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(3) Traitor Exposed
 
|
Dual Dilemma
Randomly select a Treachery personnel. If that personnel has Cunning > 6, he or she is stopped. Otherwise, he or she is killed.
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(3) Unexpected
 
|
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.
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(3) Unknown Microorganism
 
|
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.
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(3) Unscientific Method
 
|
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.
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(3) Vastly Outnumbered
 
|
Space Dilemma (-5 points)
If you have Strength > 55, lose 5 points. Also, unless you have Anthropology and 2 Honor or two Hand Weapons or Integrity > 28, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
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(3) Where No One Has Gone Before
 
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Space Dilemma
Unless you have Astrometrics, Navigation, Physics, and Cunning > 34 or Exobiology, Leadership, Medical , and Integrity > 32, place this dilemma in your core and place your ship on this dilemma. At the end of your next turn, remove this dilemma from the game and place the ship at your headquarters mission.
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(3) Worn-Out Welcome
 
|
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.
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