(4) Aggressive Behavior ( Second Edition)
Space Dilemma
Unless you have 2 Anthropology or 2 Leadership and Weapons > 8, randomly select a personnel to be killed, all your other personnel are stopped, and this dilemma is placed on your ship.
Damage - This ship is attributes -2."...their behavior toward us and the large creature is similar. It's possible they've mistaken us for a potential mate."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Alternatives to Fighting ( A Time to Stand)
Space Dilemma
Unless you have Navigation and Weapons > 7 or this mission is a Nebula mission, place your ship at a Nebula mission. If you cannot, all your personnel are stopped and place this dilemma on your ship.
Damage - This ship is attributes -2."Sauce for the goose, Mr. Saavik. The odds will be even."
Characteristics: dilemma with a cost of 3 or more, "reduce attributes" dilemma, "relocate" dilemma, "stop all personnel" dilemma, "relocate" ship cards, manipulate opponent's attributes (ship), Damage.
Requires: nebula mission.
Card logging info: First edited by Telak at Apr 22nd, 2016. Please support openCards and validate game text of this card!
(3) Breached ( Tacking Into the Wind)
Space Dilemma
Unless you have Navigation, Security, Transporters, and Strength > 30 or 2 Physics, Treachery, and Cunning > 30, all your personnel are stopped and this dilemma is placed on your ship.
Damage - Opponents' personnel may beam between this ship and his or her ship at this mission."They modified the bow to puncture our hull."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(2) Caretaker's Wave ( What You Leave Behind)
Space Dilemma
Unless you have Astrometics and Engineer or 3 Navigation, stop all of your personnel and this dilemma is placed on your ship.
Damage - At the start of each of your tuns, the owner of this dilemma may place this ship at your mission."At current speeds, it will intercept us in less than thirty seconds."
Characteristics: "place on ship" dilemma, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Crippling Attack ( Energize)
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."Direct hit, sir. Moderate damage to their aft shield generators."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, "reduce attributes" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Gomtuu Shock Wave ( Call to Arms)
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."Whatever Tin Man hit us with, it fried circuits I thought were unfryable."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Gravimetric Distortion ( Second Edition)
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."Better to ride the rapids than face the hive."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Graviton Ellipse ( Second Edition)
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."According to the Federation database, it travels through subspace, emerging occasionally without warning."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Greater Needs ( Tacking Into the Wind)
Planet Dilemma
Unless you have Anthropology, Diplomacy, Exobiology, and Integrity > 30 or Leadership, Transporters, Treachery, and Strength > 30, all your personnel are stopped and this dilemma is placed on your ship at this mission.
Damage - Your personnel cannot begin a mission attempt at this mission."The ship! I must have the ship!"
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage.
The logging for the game text of this card is not completed. Please help us with this task and visit our interactive ST1E card-database to validate the game text of this card (actual state: Changed).
(3) Hazardous Materials ( Dead Stop)
Space Dilemma
For each Trellium-D the opponent on your left commands randomly select a personnel to be killed. Unless you have Engineer, Medical, and Security or Anthropology, Navigation, and Officer, place this dilemma on your ship.
Damage - When your opponent plays an equipment that costs 1 or more, randomly select a personnel aboard this ship to be killed.Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, equipment related card, kill opponent's personnel, Damage.
Card logging info: First edited by Telak at Oct 31st, 2017. Please support openCards and validate game text of this card!
(4) Macrovirus ( Dead Stop)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you have 2 Exobiology and 2 Science or Medical, Security, and a Hand Weapon, that personnel is killed and this dilemma is placed on your ship at this mission.
Damage - When your opponent plays an interrupt on his or her turn, randomly select a personnel aboard this ship to be killed.Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, kill opponent's personnel, Damage, interrupt related card.
Requires: Hand Weapon.
Card logging info: First edited by Telak at Oct 31st, 2017. Please support openCards and validate game text of this card!
(3) Molecular Reversion Field ( Strange New Worlds)
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.none
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage, manipulate opponent's counters, ship related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Nanite Attack ( Second Edition)
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."I cannot believe this was an arbitrary attack..."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, Damage.
Requires: Hand Weapon.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Prefix Codes ( What You Leave Behind)
Space Dilemma
Place this dilemma on this mission. At the end of this mission attempt, if there are no damage markers on any of your ships and place this dilemma on it. Otherwise overcome this dilemma.
Damage - This ship is Shields -10.
"We're using our console to order Reliant to lower her shields."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, manipulate opponent's SHIELDS, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Quantum Filament ( Call to Arms)
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."Most of our systems are down and we haven't been able to contact anybody off the bridge."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "randomly select" dilemma, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Sabotaged Reactor ( Captain's Log)
Space Dilemma
Unless you have Astrometrics, Engineer, and Navigation or Leadership, Officer, and Cunning > 28 , all your personnel are stopped and this dilemma is placed on your ship.
Damage - This ship is Range -2."Somebody got in here and disconnected it from the primary antimatter feed."
Characteristics: "place on ship" dilemma, "stop all personnel" dilemma, manipulate opponent's RANGE, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Stolen Computer Core ( Energize)
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."I feel like we've just been mugged."
Characteristics: "place on ship" dilemma, "stop all personnel" dilemma, discard a card from hand, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Subspace Fracture ( Dead Stop)
Planet Dilemma
Randomly select a personnel to be stopped. Unless you have 2 Geology and 2 Transporters or Honor, Officer, and a non-Hand Weapon equipment, that personnel is killed and this dilemma is placed on your ship at this mission.
Damage - When your opponent plays an event that costs 2 or more, randomly select a personnel aboard this ship to be killed.Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on ship" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, equipment related card, event related card, kill opponent's personnel, Damage.
Card logging info: First edited by Telak at Oct 31st, 2017. Please support openCards and validate game text of this card!
(3) Surface Defense ( Hard Time)
Planet Dilemma
Unless you have Archaeology, Exobiology, and Programming or 2 Engineer and 2 Physics, all your personnel are stopped and this dilemma is placed on your ship at this mission.
Damage - To move this ship, you must stop one of your Navigation personnel aboard."It appears that bullets and sirens aren't all they have."
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage.
Card logging info: First edited by Telak at Sep 9th, 2016. Please support openCards and validate game text of this card!
(3) Symbalene Blood Burn ( Captain's Log)
Planet Dilemma
Unless you have Biology, Exobiology, and Medical or Officer, Security, and Strength > 28, randomly select four personnel to be stopped and place this dilemma on your ship at this mission.
Damage - At the start of each turn, randomly select a personnel on this ship to be killed."Right about now, his extremities feel like they're on fire."
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "randomly select" dilemma, Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Sympathetic Magic ( Second Edition)
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.
"Captain, it seems so foolish of you to insist on demonstrations."
Characteristics: dilemma with a cost of 3 or more, "reduce attributes" dilemma, "stop all personnel" dilemma, manipulate opponent's attributes (ship), Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Thermokinetic Explosion ( Captain's Log)
Space Dilemma
Unless you have Astrometrics, Navigation, and Cunning > 30 or total ship's attributes > 21, place this dilemma on your ship and all your personnel are stopped.
Damage - At the start of each of your turns, choose an opponent. That opponent may download a Damage card and place it on this ship."Captain, something just struck the ship!"
Characteristics: dilemma with a cost of 3 or more, "stop all personnel" dilemma, download, download - Damage (cards), Damage.
Requires: Damage.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Three Vipers ( Reflections 2.0)
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."'When the river wakes, stirred once more to Janir's side, three vipers will return to their nest in the sky.'"
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, discard a card from hand, Damage, ship related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) V'Ger ( Star Trek 50)
Space Dilemma
Unless you have Diplomacy, Exobiology, and Cunning > 35 or Archaeology, Programming, and Strength > 35, all your personnel are stopped and this dilemma is placed on your ship.
Damage - You may not play interrupts.
Characteristics: dilemma with a cost of 3 or more, "place on ship" dilemma, "stop all personnel" dilemma, Damage, interrupt related card, ship related card.
Card logging info: First edited by Telak at Mar 11th, 2023. Please support openCards and validate game text of this card!
(3) • Blow You Out of the Stars ( Genesis)
Event
Maneuver. Plays in your core.
Order - Begin an engagement involving your personnel. If you win, place this event on opponent's ship involved. That opponent may place on of his or her unique personnel involved in your brig to prevent this and distroy this event. If you do not win, destroy this event.
Damage - This ship is attributes -2.
Characteristics: engagement, manipulate opponent's attributes (ship), plays in your core, Capture, Damage, Maneuver.
Requires: engagement, affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(5) Borg Cutting Beam ( Call to Arms)
Event
Maneuver. Plays in your core.
Order - Begin an engagement involving your ship. If you win, randomly select an opponent's personnel involved, take command of that personnel, place him or her on that ship, then place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is attributes -2.
Characteristics: engagement, take command (of opponent cards), manipulate opponent's attributes (ship), plays in your core, Damage, Maneuver.
Requires: affiliation.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Changeling Sabotage ( Call to Arms)
Event
Infiltration. Plays in your core.
Order - If your Infiltrator is aboard an opponent's undamaged ship, return that Infiltrator to his or her owner's hand to place a Damage card from hand aboard that ship.
"They've attached themselves to the command and communication relays, the internal sensors, the transporter, the deflector shield grid, almost every critical system."
Characteristics: "relocate" personnel cards - return to hand, plays in your core, Damage, Infiltration, ship related card.
Requires: Damage, Infiltrator.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Disable Sensors ( Energize)
Event
Maneuver. Plays in your core.
Order - Begin an engagement involving your Leadership personnel. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - Personnel aboard this ship cannot attempt missions.
Sensors are essential for navigation, research, and tactical response.
Characteristics: engagement, plays in your core, Damage, Maneuver, prevent mission attempt.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Disable Shields ( Sacrifice of Angels)
Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your Officer personnel. If you win, choose an opponent's ship involved and draw cards up to its printed Shields. Otherwise, place this event on that ship.
Damage - This ship is Shields -4. This ship requires an additional Damage card to destroy it.
Characteristics: engagement, manipulate opponent's SHIELDS, plays in your core, Damage, Maneuver, additional card draws.
Card logging info: First edited by Telak at Oct 17th, 2019. Please support openCards and validate game text of this card!
(0) Exceed Engine Output ( Strange New Worlds)
Event
Maneuver. Pursuit. Plays in your core.
Order - Move your ship with your Engineer aboard to a space mission, then place this event on that ship.
Damage - This ship is Weapons -2 and Shields -2.
"The warbird exceeded maximum engine output by nearly thirty percent. They appear to have suffered irreparable damage to their warp coils."
Characteristics: "relocate" ship cards, manipulate opponent's WEAPONS, plays in your core, Damage, Maneuver, Pursuit.
Requires: space mission.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Orchestrated Attack ( Zero Hour)
Maneuver. Plays in your core.
Order - Begin an engagement involving your Cloaking Device ship. If you win, place this event and any number of Assassins you command on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is attributes -1.
"Assuming you're right... why would they fire on their own president?"
Characteristics: engagement, manipulate opponent's attributes (ship), plays in your core, Damage, Maneuver.
Requires: Assassin, Cloaking Device.
Card logging info: First edited by Telak at Jul 29th, 2017. Please support openCards and validate game text of this card!
(3) Persistent Strike ( Infinite Diversity)
Maneuver. Plays in your core.
Order - Begin an engagement involving your Officer personnel. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - If this is a non- ship, ignore its game text.
At times, persistence can overcome a lack of firepower.
Characteristics: engagement, plays in your core, Damage, Maneuver, manipulate game text of opponent's ship, ship related card.
Card logging info: First edited by Telak at Apr 21st, 2010. One quality log by eberlems at Apr 23rd, 2010. Please support openCards and validate game text of this card a second time!
(2) Pierce Their Defenses ( Second Edition)
Event
Maneuver. Plays in your core.
Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is Shields -2.
"Sir, we've just lost the Sitak and the Majestic!"
Characteristics: engagement, enhance your WEAPONS (other cards), manipulate opponent's SHIELDS, plays in your core, Damage, Maneuver.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Point Blank Strike ( Second Edition)
Event
Maneuver. Plays in your core.
Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +4. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is Weapons -2.
A nimble, outgunned ship often tries to get inside enemy shields.
Characteristics: engagement, enhance your WEAPONS (other cards), manipulate opponent's WEAPONS, plays in your core, Damage, Maneuver.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Precise Attack ( Second Edition)
Event
Maneuver. Plays in your core.
Order - Begin an engagement involving your ship with your Leadership personnel aboard. That ship is Weapons +2. If you win, place this event on an opponent's ship involved. Otherwise, destroy this event.
Damage - This ship is Range -2.
"They knew exactly where to hit us."
Characteristics: engagement, enhance your WEAPONS (other cards), manipulate opponent's RANGE, plays in your core, Damage, Maneuver.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) • William Patrick Samuels, Maquis Saboteur ( Energize)
Federation Personnel of Human species.
Icons:
Astrometrics Engineer
Treachery
Order - If this personnel is on a planet mission, stop him to place a Damage card from hand on an opponent's undamaged ship at this mission.
INTEGRITY: 4 CUNNING: 6 STRENGTH: 5
"...I set an implosion device that destroyed the freighter Bok'Nor."
Characteristics: affiliation, Maquis related, manipulate your hand, Damage, personnel who has a cost of 3 or more, personnel who has a cost of 4 or more, Human species, ship related card.
Requires: planet mission.
Card logging info: Logged by openCards team at Jan 1st, 2008.