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

 

crosslink

This 'crosslink' shows all 'dual wall dilemmas' cards (25x Dilemma).

 

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

 

(3) Antedean Assassins
DilemmaSecond Edition

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.

(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.

(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.

(3) Bynars’ Password
DilemmaSecond Edition

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.

(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.

(1) Coordinated Effort
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 twelve different skills, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.

(4) Dangerous Liaisons
DilemmaSecond Edition

Dual Dilemma
Unless you have 2 Science and 2 Security or 3 Treachery, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.

(4) Dignitaries and Witnesses
DilemmaReflections 2.0

Dual Dilemma
Unless you have an Admiral or a General or 3 Leadership, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.

(3) DNA Analysis
DilemmaCall To Arms

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.

(4) DNA Security Scan
DilemmaEnergize

Dual Dilemma
Unless you have Engineer and 2 Programming or 2 Security and Cunning > 36, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.

(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) 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.

(3) Inside Collaborators
DilemmaCall To Arms

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.

(3) Microbrain
DilemmaSecond Edition

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.

(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.

(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.

(3) Recurring Injury
DilemmaSecond Edition

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.

(3) Sokath, His Eyes Uncovered!
DilemmaCall To Arms

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.

(3) Stellar Core Fragment
DilemmaSecond Edition

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.

(4) Telepathic Deception
DilemmaEnergize

Dual Dilemma
Unless you have Biology, Exobiology, and Security or Telepathy and Cunning > 28, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.

(3) Temptation
DilemmaSecond Edition

Dual Dilemma
Randomly select three personnel. Each of those personnel that does not have Honor or Treachery is stopped.

(4) The Clown: Bitter Medicine
DilemmaFractured Time

Dual Dilemma
Place this dilemma on this mission. Your opponent names a skill. Each of your personnel who has that skill is attributes -2. At the end of this turn, this dilemma returns to its owner's dilemma pile.

(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.

(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.

(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':
wall dilemmas - planet wall dilemmas, space wall dilemmas, wall dilemmas