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'crosslink': dilemma - effect / killer, dual killer dilemmas

 

crosslink

This 'crosslink' shows all 'dual killer dilemmas' cards (21x Dilemma).

 

Also see the 'crosslink':
killer dilemmas - killer dilemmas, planet killer dilemmas, space killer dilemmas

 

(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) 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.

(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.

(5) Berserk Changeling
DilemmaSecond Edition

Dual Dilemma
Unless you have 2 Exobiology and 2 Science or 3 Security or two Hand Weapons, randomly select a personnel (except a Changeling) to be killed, then all your other personnel are stopped.

(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) 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.

(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.

(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.

(5) Kelvan Show of Force
DilemmaSecond Edition

Dual Dilemma
Your opponent chooses two personnel (except an Android or a Hologram). Randomly select one of those personnel to be killed.

(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.

(4) Ornaran Threat
DilemmaSecond Edition

Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Diplomacy and Medical or 2 Security, that personnel is killed instead, then all your other personnel are stopped and this dilemma returns to its owner's dilemma pile.

(4) Plasma Shock
DilemmaEnergize

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

(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.

(4) Skullduggery
DilemmaSecond Edition

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

(0) Sorting Things Out
DilemmaEnergize

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

Move to Dilemma

Also see the 'crosslink':
killer dilemmas - killer dilemmas, planet killer dilemmas, space killer dilemmas