(2) Adversarial Trial ( Matter of Time)
Space Dilemma
Randomly select a personnel who has Anthropology or Programming to be stopped. If you have more points than each of your opponents, randomly select a personnel to be returned to his or her owner's hand.
"I've challenged the ruling. Captain Louvois will be compelled to convene a hearing... we will put to rest this question of your legal status, once and for all."
Characteristics: "randomly select" dilemma, "relocate" dilemma, "relocate" personnel cards - return to hand.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(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!
(2) Chula: Pick One to Save Two ( Second 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.
"Thialo... Sacrifice one so that two may live."
Characteristics: "Chula" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, "relocate" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Drumhead ( Second Edition)
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.
"I am deeply concerned about what is happening here. It began when we apprehended a spy, a man who admitted his guilt and who will answer for his crime. But the hunt didn't end there."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "relocate" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Equipment Malfunction ( Second Edition)
Dual Dilemma
Return all your equipment to their owner's hands.
"Heh... must be the radiation."
Characteristics: "relocate" dilemma, equipment related card.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Frame of Mind ( Dead Stop)
Dual Dilemma
Unless you have 3 Security or 2 Telepathy or William T. Riker, randomly select all but one of your personnel. Place them on the bottom of your deck, then reveal cards from the top of your deck until you reveal the same number of personnel cards. You now command those personnel, they join the mission attempt (discard any duplicate unique personnel). Place the other revealed cards on the bottom of your deck.
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "relocate" dilemma, "relocate" personnel cards - return to his or her owner's deck, manipulate your deck.
Requires: William T. Riker.
Card logging info: First edited by Telak at Oct 31st, 2017. Please support openCards and validate game text of this card!
(4) Journey to the Past ( Hard Time)
Planet Dilemma
Unless you have Anthropology, Geology, Science, and Cunning > 34 or Diplomacy, Programming, Security, and Strength > 32, randomly select three personnel. Place this dilemma in your core, then place those personnel on this dilemma. At the end of your next turn, remove this dilemma from the game and place all personnel here on a planet or headquarters mission.
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place in core" dilemma, "randomly select" dilemma, "relocate" dilemma, remove cards from the game (this card).
Requires: headquarters.
Card logging info: First edited by Telak at Sep 4th, 2016. Please support openCards and validate game text of this card!
(4) Lawgivers ( These Are The Voyages)
Planet Dilemma
For each headquarters mission you command, your opponent chooses a personnel to be stopped. Each personnel stopped this way is returned to his or her owner's hand.
"The body absorbs its enemies. It only kills when it has to. When the first Archons came, they were free, out of control, opposing the will of Landru. Many were killed, many more were absorbed."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "opponent's choice stopper" dilemma, "relocate" dilemma, "specific affiliation related" dilemma, "relocate" personnel cards - return to hand.
Requires: "affiliation", headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Logical Solution ( Star Trek 50)
Dual Dilemma
Choose one: your opponent chooses your personnel with the most • icons to be placed in your discard pile; or if you have at least one card in hand, discard your hand; or all your personnel are stopped.
"The ship... out of danger?"
Characteristics: "opponent's choice stopper" dilemma, "relocate" dilemma, "stop all personnel" dilemma, "use" your discard pile, manipulate opponent's hand.
Card logging info: First edited by Telak at Sep 28th, 2016. Please support openCards and validate game text of this card!
(4) Nothing to Lose ( Qpid)
Dual Dilemma
Unless you have an Acquisition personnel who has Integrity < 4 or choose a Hologram personnel to be placed in your discard pile, all your personnel are stopped.
"I have no desire to see your vessel destroyed. Just give me one of your shuttlecraft, and allow us to leave in peace."
Characteristics: dilemma with a cost of 3 or more, "relocate" dilemma, "stop all personnel" dilemma, "use" your discard pile.
Requires: Hologram "species".
Card logging info: First edited by Telak at Feb 10th, 2019. One quality log by eberlems at Feb 15th, 2019. Please support openCards and validate game text of this card a second time!
(9) Space Seed ( The Nth Degree)
Planet Dilemma
This dilemma is cost -1 for each Genetically Enhanced personnel this dilemma's owner commands. Unless you have 3 Security and Strength > 40 or 2 Telepathy and Cunning > 40, randomly select two personnel. If this dilemma's owner commands To Rule in Hell, he or she may place those personnel on Ceti Alpha V to take command of them (they become ).
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "randomly select" dilemma, "relocate" dilemma, "specific affiliation related" dilemma, take command (of opponent cards).
Requires: Ceti Alpha V, Genetically Enhanced.
Card logging info: First edited by Telak at Oct 22nd, 2017. Please support openCards and validate game text of this card!
(2) Standing Trial ( Matter of Time)
Planet Dilemma
Randomly select a personnel who has Honor or Transporters to be stopped. If you have more points than each of your opponents, randomly select a personnel to be returned to his or her owner's hand.
"My client has the right to face his accuser. And if you do not grant him that right, you have brought us down to the level of the machine!"
Characteristics: "randomly select" dilemma, "relocate" dilemma, "relocate" personnel cards - return to hand.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(2) Strength of Arms ( Face of the Enemy)
Planet Dilemma
Your opponent places a ship you command at this mission. Unless you have Diplomacy and a unique ship at this mission or Treachery and a ship with Weapons > 7 at this mission, your opponent chooses a personnel to be stopped.
"You're ordered to annihilate the Halkans, unless they comply. No alternative."
Characteristics: "opponent's choice stopper" dilemma, "relocate" dilemma, ship related card.
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) The Clown: Go Away ( Infinite Diversity)
Dual Dilemma
Place this dilemma on this mission. At the start of each of your turns, if you command no personnel or ships at this mission, remove this dilemma from the game. When personnel begin a mission attempt at this mission, randomly select a personnel to be returned to its owner’s hand.
"Well, you certainly know how to bring a party to a halt."
Characteristics: "The Clown" dilemma, "place on mission" dilemma, "randomly select" dilemma, "relocate" dilemma, remove cards from the game (this card), ship related card.
Card logging info: Logged by Telak at Apr 21st, 2010 (Q1 by eberlems at Apr 23rd, 2010 & Q2 by Roga Danar at Feb 7th, 2011)
(3) The Secret War ( In A Mirror, Darkly)
Dual Dilemma
Unless you have Honor, Officer, and Integrity > 34 or Security, Treachery, and Strength > 34, randomly select a personnel to be stopped, and if the opponent on your left commands Athos IV, that personnel is returned to his or her owner's hand instead.
"I'm sorry we won't be working together, Benjamin ...like old times."
Characteristics: dilemma with a cost of 3 or more, "randomly select" dilemma, "randomly stopper" dilemma, "relocate" dilemma, "relocate" personnel cards - return to hand.
Requires: Athos IV.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Unorthodox Recruitment ( Hard Time)
Planet Dilemma
Unless you have Intelligence, randomly select a personnel who has Cunning > 6 to be placed in his or her owner's discard pile. If you cannot, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"...the Tal Shiar will be handling the security arrangements, so we have virtually no chance of using any technical assets to gather intelligence."
Characteristics: "randomly select" dilemma, "relocate" dilemma, "return to owner's dilemma pile" dilemma, "stop all personnel" dilemma.
Card logging info: First edited by Telak at Sep 9th, 2016. Please support openCards and validate game text of this card!
(3) Weight of Command ( Zero Hour)
Dual Dilemma
Randomly select three personnel. Each Officer personnel selected is stopped. Then place each unstopped selected at your headquarters mission.
"Obedience. Duty. Death and more death. Soon even enough for the praetor's taste. Centurion, I find myself wishing for destruction before we can return."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "relocate" dilemma, "specific affiliation related" dilemma.
Requires: affiliation, headquarters.
Card logging info: First edited by Telak at Jul 29th, 2017. Please support openCards and validate game text of this card!
(4) Where No One Has Gone Before ( Strange New Worlds)
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.
"...over a billion light years from our galaxy."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place in core" dilemma, "relocate" dilemma, "relocate" ship cards, remove cards from the game (this card).
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) You Vant to Go Back? ( Raise the Stakes)
Dual Dilemma
This dilemma is cost +3. Reveal the top card of your deck. Unless the cost of that card is odd, your opponent chooses a personnel to be returned to his or her owner's hand.
"Of all of the … son of a … couldn't you have waited two seconds? He was just about to explain the whole thing!"
Characteristics: dilemma with variable costs, "opponent's choice stopper" dilemma, "relocate" dilemma, "relocate" personnel cards - return to hand.
Card logging info: Logged by openCards team at Jan 1st, 2008.