(2) Accelerated Aging ( Genesis)
Dual Dilemma
Place this dilemma on this mission. Each personnel at this mission cannot use his or her first-listed skill. At the end of this turn, this dilemma is overcome.
"Soon he will feel the burning of his Vulcan blood."
Characteristics: "place on mission" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) A Living Death ( Second Edition)
Planet Dilemma
Place this dilemma on this mission. Each personnel on this planet who does not have Treachery is attributes -1. At the end of this turn, this dilemma is overcome.
"Together with the Reman slaves, I was condemned to an existence of unceasing labor and starvation under the brutal heel of the Romulan guards. Only the very strongest had any hope of survival."
Characteristics: "place on mission" dilemma, "reduce attributes" dilemma, manipulate opponent's attributes (personnel).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Archaic Snare ( Symbiosis)
Space Dilemma
Unless you have Archaeology, 2 Security, and Cunning > 32 or 3 Engineer, Navigation, and Physics all your personnel are stopped and this dilemma is placed on this mission. When a ship is about to move from this mission, randomly select a personnel aboard to be killed.
"Surely he logged the cause of the ship's death... what captain wouldn't?"
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on mission" dilemma, "randomly select" dilemma, "stop all personnel" 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).
(3) Bre'Nan Ritual ( To Boldly Go)
Dual Dilemma
Place this dilemma on this mission. At the start of each mission attempt at this mission, randomly select a personnel to be stopped. When this mission is completed, place this dilemma beneath your incomplete non-headquarters mission.
"Your worthiness to join our house will now be judged...according to the traditions of my family."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Chained Environment ( Return to Grace)
Planet Dilemma
Unless you have 2 Diplomacy and 2 Geology or Cunning > 36, all your personnel are stopped and, if there are no other dilemmas on this mission, place this dilemma on this mission. Add Science to each of this mission's requirements.
"Akuta alone speaks to Vaal. I am the eyes and the voice of Vaal. It is Vaal's wish."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, "stop all personnel" dilemma, modify opponent's mission requirements.
Card logging info: First edited by Telak at Dec 12th, 2015. Please support openCards and validate game text of this card!
(0) Chula: The Game ( Return to Grace)
Dual Dilemma
Place this dilemma on this mission. When your personnel are about to face a dilemma whose title begins with "Chula" here, randomly select one of your personnel attempting this mission to be stopped. When your personnel complete this mission, this dilemma is overcome.
"Choose their path! Double their peril, double your winnings!"
Characteristics: "Chula" dilemma, "place on mission" dilemma, "randomly select" dilemma.
Requires: "Chula" dilemma.
Rule hint for this card
This card has an erratum: Since the card's release, some of our players have been concerned with the ability to overspend on dilemmas and still stop personel. On behalf of the Rules Team the Errata Team is updating Chula: The Game to remove this interaction.
Taken form Current Errata 2015-04-06.Card logging info: First edited by Telak at Jun 26th, 2016. Please support openCards and validate game text of this card!
(3) Dangerous Missions ( In A Mirror, Darkly)
Planet Dilemma
Place this dilemma on this mission. Each personnel who has a cost of 2 or less cannot use his or her skills while facing dilemmas. At the end of this turn, this dilemma is overcome.
"Central Security claims to have no record of Klaang, but they told me about an enclave on level nineteen where Klingons have been known to go. Something about live food."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Dereliction of Duty ( The Nth Degree)
Dual Dilemma
Place this dilemma on this mission. Your personnel at this mission cannot use their abilities. At the end of this mission attempt, this dilemma is overcome.
"...I've never stopped to look at clouds before. Or rainbows. You know, I can tell you exactly why one appears in the sky, but considering its beauty has always been out of the question."
Characteristics: "place on mission" dilemma, manipulate opponent's ability to use skills and abilities.
Card logging info: First edited by Telak at Oct 22nd, 2017. Please support openCards and validate game text of this card!
(1) Disaster ( Hard Time)
Dual Dilemma
Place this dilemma on this mission. When your personnel uses a skill while facing a Damage dilemma here, that personnel is stopped. At the end of this turn, this dilemma is overcome.
"There must be some way to put that fire out."
"The energy's being fed by the ship's internal power grid and we can't even get near that."
Characteristics: "place on mission" dilemma.
Requires: Damage.
Card logging info: First edited by Telak at Sep 4th, 2016. Please support openCards and validate game text of this card!
(3) Harsh Conditions ( Necessary Evil)
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.
"This is the gulag Rura Penthe! ...Punishment means exile from prison to the surface. On the surface, nothing can survive."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place on mission" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Hostile Takeover ( Qpid)
Dual Dilemma
Unless you have a lower score than each of your opponents or choose to lose 5 points, place this dilemma on this mission. When you complete this mission, stop each personnel that used a skill to complete that mission.
"You're finished. Bankrupt. I'm going to liquidate you."
Characteristics: "place on mission" dilemma, lose points.
Card logging info: First edited by Telak at Feb 8th, 2019. One quality log by eberlems at Feb 15th, 2019. Please support openCards and validate game text of this card a second time!
(0) Insurrection ( Tacking Into the Wind)
Dual Dilemma
This dilemma is cost +1. Place this dilemma on this mission (limit one per mission). If this mission is worth 30 or more points, add 10 to each printed attribute requirement<32 needed to complete this mission. Where this mission is completed, place this dilemma beneath your incomplete non-headquarters mission.
"They won't begin the procedure while the planet is still inhabited..."
Characteristics: dilemma with variable costs, "place on mission" dilemma.
Card logging info: First edited by eberlems at Aug 5th, 2011. One quality log by Telak at Dec 7th, 2011. Please support openCards and validate game text of this card a second time!
(0) Its Thinking is Chaotic ( This Side of Paradise)
Dual Dilemma
Place this dilemma on this mission. Randomly select a personnel. That personnel and each copy of that personnel loses all skills and abilities and gains the following ability: When this personnel is an eligible target for a random selection, you may choose this personnel instead. These effects last until the end of the mission attempt. At the end of this mission attempt, this dilemma is overcome.
none
Characteristics: "place on mission" dilemma, "randomly select" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Limited Welcome ( Second Edition)
Dual Dilemma
Randomly select nine personnel. All your other personnel are stopped. Place this dilemma on this mission. When you attempt this mission again, after your opponent draws dilemmas, he or she may take this dilemma and add it to those drawn.
"I hope you'll forgive the darkness. We are not comfortable in the light."
Characteristics: "place on mission" dilemma, "randomly select" dilemma, "stop all personnel" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Overwhelmed ( Call to Arms)
Dual Dilemma
Place this dilemma on this mission. When a personnel facing a dilemma at this mission uses his or her skills, he or she is stopped. At the end of this turn, return this dilemma to its owner's dilemma pile.
"Just a minute, Doctor. Why don't we go back to the beginning and take me through this step by step, nice and easy."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Paranoid Escape ( In A Mirror, Darkly)
Planet Dilemma
Place this dilemma on this mission. Randomly select a personnel to be removed from the game. You cannot play cards that have the same title as that personnel. When you complete this mission, put the personnel removed from the game in his or her owner's hand and this dilemma is overcome.
"So whatever's down there, McCoy's in the heart of it."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, "randomly select" dilemma, "removed from the game" dilemma, remove cards from the game (other cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Pattern Loss ( Hard Time)
Space Dilemma
Place this dilemma on this mission (limit one per mission). When a dilemma requiring Transporters is revealed at this mission, add one level of each skill that is in that dilemma's requirements to those requirements until the end of that dilemma.
"Starfleet, boost your matter gain, we need more signal! ... More signal!"
Characteristics: enhance the requirements of your dilemmas, "place on mission" dilemma.
Card logging info: First edited by Telak at Sep 4th, 2016. Please support openCards and validate game text of this card!
(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.
(0) Psychokinetic Control ( These Are The Voyages)
Dual Dilemma
Place this dilemma on this mission. Each personnel at this mission loses each skill he or she has gained. Each personnel cannot gain skills. Each personnel cannot increase his or her attributes. At the end of this mission attempt, this dilemma is overcome.
"Uncontrolled power will turn even saints into savages. And we can all be counted on to live down to our lowest impulses."
Characteristics: "place on mission" dilemma, opponent's personnel may not gain skills.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Skeleton Crew ( Call to Arms)
Dual Dilemma
Place this dilemma on this mission. To begin a mission attempt at this mission, you must have at least six personnel involved. When you complete this mission, this dilemma is overcome.
With Deep Space 9 evacuated of non-critical personnel during a local plasma disruption, it was an easy matter for a mercenary team to overwhelm those left behind.
Characteristics: "place on mission" dilemma.
Requires: "Skeleton Crew"-related cards.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) The Clown: Bitter Medicine ( Fractured 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.
"Are you afraid of growing old, Harry? Is that what you fear? Being cared for by nurses?"
Characteristics: "The Clown" dilemma, dilemma with a cost of 3 or more, "place on mission" dilemma, "reduce attributes" dilemma, "return to owner's dilemma pile" dilemma, manipulate opponent's attributes (personnel).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(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)
(4) The Clown: On His Throne ( Favor the Bold)
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. Your opponent names an attribute (Integrity, Cunning, or Strength). Replace attributes in this mission's requirements (and alternate requirements in game text) with the named attribute. At the end of the turn, remove this dilemma from the game.
Characteristics: "The Clown" dilemma, dilemma with a cost of 3 or more, "place on mission" dilemma, Consume, remove cards from the game (this card).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) The Conscience of the King ( The Undiscovered Country)
Dual Dilemma
Place this dilemma on this mission. Each planet dilemma and space dilemma revealed at this mission is cost -1.
"Will all Neptune's great ocean wash this blood clean from my hands?"
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) The Dreamer and the Dream ( Necessary Evil)
Dual Dilemma
Place this dilemma on this mission. At the end of this turn, this dilemma is overcome. If at that time this mission has not been completed, its owner discards his or her hand.
"You can deny me all you want but you cannot deny Ben Sisko. He exists! That future, that space station, all those people - they exist! In here. In my mind. I created it! And every one of you know it. You read it. It's here! You hear what ..."
Characteristics: "place on mission" dilemma, manipulate opponent's hand.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) The Nth Degree ( Return to Grace)
Space Dilemma
Unless you have 2 Engineer and 2 Leadership or Cunning > 36, all your personnel are stopped and, if there are no other dilemmas on this mission, place this dilemma on this mission. Add Science to each of this mission's requirements.
"I couldn't even guess at your IQ level now."
"Probably somewhere between 1200 and 1450."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, "stop all personnel" dilemma, modify opponent's mission requirements.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(3) Threading the Needle ( Shattered Mirror)
Space Dilemma
Unless you have 2 Navigation, 2 Officer, and Transporters or 2 Engineer, 2 Programming, and Strength > 38, all your personnel are stopped. Otherwise, place this dilemma on this mission. Ships cannot move from this mission. At the end of this turn, this dilemma is overcome.
"The Dominion sensor grid in this system has three gaps, and they're all in that asteroid field."
Characteristics: dilemma with a cost of 3 or more, "place on mission" dilemma, "stop all personnel" dilemma, ship related card.
Card logging info: First edited by Telak at Dec 7th, 2018. Please support openCards and validate game text of this card!
(0) Timescape ( Energize)
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.
"If we beamed aboard the Enterprise, we'd be frozen in time, just like they are."
Characteristics: "place on mission" dilemma, "return to owner's dilemma pile" dilemma.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Tragic Turn ( Fractured 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 dilemma is overcome here, if that dilemma killed any of your personnel, randomly select a personnel attempting the mission to be killed. Otherwise, if that dilemma stopped any of your personnel, randomly select a personnel attempting the mission to be stopped.
Characteristics: dilemma with a cost of 3 or more, "killer" dilemma, "place on mission" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, Consume.
Rule hint for this card
This card has an erratum: Game text before errata: "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."
Taken form Current Errata 2015-04-06.Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Underlying Influence ( Hard Time)
Planet Dilemma
Place this dilemma on this mission (limit one per mission). When a dilemma requiring Archaeology is revealed at this mission, add one level of each skill that is in that dilemma's requirements to those requirements until the end of that dilemma.
"...they weren't exactly thrilled to see you on Brax either. What did they call you, the 'God of Lies'?"
Characteristics: enhance the requirements of your dilemmas, "place on mission" dilemma.
Card logging info: First edited by Telak at Sep 4th, 2016. Please support openCards and validate game text of this card!
(2) Unusual Simulacrum ( Balance of Terror)
Dual Dilemma
Species 8472. Place this dilemma on this mission. Each personnel facing a Species 8472 dilemma here cannot gain skills. At the end of this turn, if this mission is not complete, place this dilemma in your core. Otherwise, it is overcome.
"We wanted this simulation to be accurate to the last detail. We obviously went a little too far."
Characteristics: "place in core" dilemma, "place on mission" dilemma, Species 8472.
Requires: Species 8472.
Card logging info: First edited by Telak at Sep 11th, 2014. Please support openCards and validate game text of this card!
(0) Urgency ( Reflections 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.
none
Characteristics: "place on mission" dilemma, "return to owner's dilemma pile" dilemma, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Workforce ( Matter of Time)
Dual Dilemma
Unless you have Physics, all your personnel are stopped. Otherwise, place this dilemma on this mission. While you command a stopped personnel at this mission, your personnel cannot begin a mission attempt here. At the end of this turn, this dilemma is overcome.
"Your authorization and licenses, please? Level six in thermodynamics and quantum fusion... I'm impressed."
Characteristics: "place on mission" dilemma, "stop all personnel" dilemma.
Card logging info: First edited by Telak at Dec 15th, 2015. Please support openCards and validate game text of this card!
(1) Zero Hour ( To Boldly Go)
Planet 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. Add 3 to each attribute requirement needed to complete this mission for each event in your core. At the end of this turn, this dilemma returns to its owner's dilemma pile.
"We didn't come here to disable this weapon. We came here to destroy it."
Characteristics: "place on mission" dilemma, "return to owner's dilemma pile" dilemma, event related card, Consume.
Card logging info: Logged by openCards team at Jan 1st, 2008.