(5) Agonizing Encounter ( To Boldly Go)
Dual Dilemma
For each headquarters you command, this dilemma is cost -1. Your opponent names a skill. For each of your missions that requires that skill, randomly select a personnel to be stopped.
"I was lucky that thing had knees...
"That was not his knee."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Alien Encounter ( Extreme Measures)
Dual Dilemma
Unless you have Anthropology, Diplomacy, Exobiology, Leadership, and Integrity > 34, or command one or less headquarters missions, choose five personnel to be stopped and this dilemma returns to its owner's dilemma pile.
"I've always wanted to make love with an alien."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "return to owner's dilemma pile" dilemma.
Requires: headquarters.
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).
(4) Armed Search Party ( Captain's Log)
Dual Dilemma
Randomly select three personnel. Unless they have Strength > 17 or you have a non-Hand Weapon equipment, for each headquarters you command, randomly select one of those personnel to be placed in your opponent's brig.
"Captain, please come back down here."
Characteristics: dilemma with a cost of 3 or more, "capture" dilemma, "headquarter related" dilemma, "randomly select" dilemma, equipment related card.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) A Royal Hunt ( Necessary 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.
"Ha ha! You made a noble fight of it, Captain!"
Characteristics: "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, "return to owner's dilemma pile" dilemma, Consume.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Bio-neural Computer Core ( Dangerous Missions)
Dual Dilemma
Randomly select a personnel to be stopped. If your opponent does not command that personnel and you still have nine personnel remaining, place him or her on your opponent’s headquarters mission instead, then randomly select a second personnel that your opponent does not command to be placed on your opponent’s headquarters mission. That opponent now commands those personnel.
none
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Rule hint for this card
This card has an erratum: Change of wording.
Game text without errara: "Randomly select a personnel to be stopped. If the opponent on your left does not command that personnel and you have still nine personnel remaining, place him or her on your opponent's headquarter mission instead, than randomly select a second personnel that your opponent does not command to be placed on that's opponents mission headquarters. That opponent now commands those personnel.".
Taken form Current Errata 2015-04-06.This card has an clarification: That opponent only takes command of the personnel that are placed on his or her headquarters mission. (CRD 2010-05-29)
Taken form .Card logging info: First edited by at . One quality log by eberlems at Feb 17th, 2019. Please support openCards and validate game text of this card a second time!
(3) Final Adventure ( Reflections 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.
"The least I could do - for the Captain of the Enterprise."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma, Consume.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Friendly Fire ( 20th Anniversary Collection)
Dual Dilemma
For each of your headquarters missions, randomly select a personnel to be killed. You may discard two events from hand to prevent this.
"I hate Ferengi..."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: First edited by Telak at Dec 7th, 2014. 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.
(6) In Development ( Infinite Diversity)
Dual Dilemma
For each headquarters you command, this dilemma is cost -1. Randomly select a personnel who has a cost of 2 or less. All your other personnel who have a cost of 2 or less are stopped.
"You may be experiencing difficulty because I increased the gravity on this deck by ten percent."
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "headquarter related" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: Logged by Telak at Apr 21st, 2010 (Q1 by eberlems at Sep 5th, 2010 & Q2 by Roga Danar at Sep 8th, 2010)
(4) Instigate Dissension ( The Undiscovered Country)
Dual Dilemma
Randomly select two personnel to be stopped. Unless you command one or less headquarters missions, your opponent places this dilemma on one of your headquarters missions. You cannot play personnel at this mission. At the end of each of your turns, you may reveal three different non- personnel from hand who could by played at this headquarters to remove this dilemma from the game.
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, "specific affiliation related" dilemma, remove cards from the game (this card).
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Interstellar Exigence ( Symbiosis)
Dual Dilemma
Choose a Law personnel to be stopped, then randomly select an additional personnel to be stopped for each headquarters mission the opponent on your left commands.
"...I share a measure of personal responsibility in this matter, but I am obliged to confirm my esteemed colleague's legal interpretation."
Characteristics: "headquarter related" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: First edited by Telak at Jul 26th, 2018. Please support openCards and validate game text of this card!
(2) Joint Operation Drills ( Captain's Log)
Space Dilemma
Your opponent names a skill. For each headquarters mission you command, randomly select a person who has that skill to be stopped.
"Look, one of the reasons for these drills is to help our crews learn to work together."
Characteristics: "headquarter related" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(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!
(2) Language Barrier ( Necessary Evil)
Dual Dilemma
Unless you have Anthropology and Leadership or 2 Diplomacy and Integrity > 30, randomly stop two personnel for each headquarters mission you command.
"The double bars indicate an elongated 'S' sound-"
"And the inverted 'T' means to hold the 'Z'."
"...Unless...?"
"Unless...it's followed by three wavy lines, in which case the 'Z' becomes a 'B'."
Characteristics: "headquarter related" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Last Stand ( Unity)
Dual Dilemma
This dilemma is cost +3 for each headquarters mission your opponent commands. Your opponent may discard a Nucleogenic card from hand to make the next dilemma revealed during this mission attempt cost -3.
"We'll make it."
Characteristics: dilemma with variable costs, "headquarter related" dilemma, discard a specific card from hand.
Requires: Nucleogenic, headquarters.
Card logging info: First edited by Telak at Dec 4th, 2011. One quality log by eberlems at Jan 2nd, 2012. Please support openCards and validate game text of this card a second time!
(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.
(5) Moment of Doubt ( These Are The Voyages)
Dual Dilemma
This dilemma is cost -2 for each headquarters mission you command. Your opponent chooses an Officer or Security personnel to be stopped.
"Why me? I look around that bridge, and I see the men waiting for me to make the next move. And ... what if I'm wrong?"
Characteristics: dilemma with a cost of 3 or more, dilemma with variable costs, reduce your dilemma play cost, "headquarter related" dilemma, "opponent's choice stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Neural Parasites ( These Are The Voyages)
Planet Dilemma
This dilemma is cost +3 for each mission you have completed. For each headquarters mission you command, your opponent chooses a personnel to be killed.
"This may be one cell in a larger organism, an incredibly huge organism, in fact. And although it's not physically connected to the other cells, it is, nevertheless, part of the whole creature, guided by the whole, drawing its strength from the whole ..."
Characteristics: dilemma with variable costs, "headquarter related" dilemma, "killer" dilemma, "opponent's choice killer" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Not Quite Domesticated Pets ( Genesis)
Dual Dilemma
Unless you have Diplomacy, 2 Leadership and Integrity > 28 or Biology, 2 Exobiology and Cunning > 34, randomly select a personnel to be stopped. If your opponent has more events in his or her core than you and he or she does not command that personnel, place that personnel at his or her headquarter mission insted and that opponent now commands that personnel.
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, event related card, take command (of opponent cards).
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) On Foreign Ground ( Necessary Evil)
Planet Dilemma
Unless you command an event in your core, your opponent chooses a personnel to be killed for each headquarters mission you command. If you have at least one card in your hand, you may discard your hand to prevent this.
"I don't understand a word you are saying, but I guarantee you - I know how to use this."
Characteristics: "headquarter related" dilemma, "killer" dilemma, "opponent's choice killer" dilemma, manipulate opponent's hand.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Rascals ( Sacrifice of Angels)
Dual Dilemma
Unless your personnel have a total cost < 17, for each headquarters mission you command, randomly select a personnel to be killed.
"They're taking all the adults down to the surface. It looks like they're keeping all the children on board the ship."
Characteristics: "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: First edited by Telak at Oct 17th, 2019. Please support openCards and validate game text of this card!
(2) Revelry ( Dangerous Missions)
Dual Dilemma
For each of your headquarter missions, randomly select a personnel to be stopped. You may place to personnel from hand in your discard pile to prevent this.
"The party's just getting started".
Characteristics: "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma, "use" your discard pile.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(1) Shattered ( In A Mirror, Darkly)
Space Dilemma
Unless you have Anthropology, Leadership, and Science or Engineer, Transporters, and Cunning > 28, randomly select a personnel to be stopped, and if the opponent on your left does not command a headquarters mission, he or she may take a personnel from his or her discard pile and place him or her aboard a ship at a mission.
"Different areas seem to exist in different time periods."
Characteristics: "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: Voyager related, Delta-Quadrant mission, headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(3) Soul Searching ( Unnatural Selection)
Space Dilemma
Place this dilemma in your core. Randomly select a personnel and place him or her on this dilemma. At the start of your turn, you may place the personnel on this dilemma at your headquarters mission and place this dilemma under your non-headquarters mission. If you do, the dilemma's owner scores 5 points.
"You will find a way... if you honor them both, you must."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "place in core" dilemma, "randomly select" dilemma, score points.
Card logging info: First edited by Telak at Aug 21st, 2013. One quality log by Roga Danar at Sep 8th, 2013. Please support openCards and validate game text of this card a second time!
(3) The Dal'Rok ( In A Mirror, Darkly)
Dual Dilemma
Unless your personnel have a total cost > 17, for each headquarters mission you command, randomly select a personnel to be killed and this dilemma returns to its owner's dilemma pile.
"Many years ago, this village was deeply divided by hate and mistrust. The first Sirah knew that unless he could find a way to unite the people, the village would destroy itself. So he used the Orb fragment as a catalyst to give their fears a physical form."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "return to owner's dilemma pile" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(0) Time for Action ( Favor the Bold)
Dual Dilemma
For each headquarters mission your opponent commands, this dilemma is cost +2. Randomly select a personnel. Unless he or she has at least one skill listed in this mission's requirements, stop that personnel, then for each headquarters mission you command, randomly select another personnel to be stopped.
"Ensign, alert all ships. We're moving out."
Characteristics: dilemma with variable costs, "headquarter related" dilemma, "randomly select" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(2) Trelane's Trial ( These Are The Voyages)
Dual Dilemma
Choose a personnel that does not have an attribute > 6 to be stopped. If you cannot, for each headquarters mission you command, randomly select a personnel to be killed.
"Oh, the absurdity of these inferior beings. 'And now, Captain James Kirk, you stand accused of the high crime of treason against a superior authority, conspiracy, and the attempt to forment insurrection.' How do you plead?"
Characteristics: "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "your choice stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(4) Unbelievable Emergency ( Genesis)
Space Dilemma
Your opponent names a skill. For each headquarters mission you command, randomly select two personnel to be stopped. If either of those personnel that is selected has the named skill, kill that personnel instead.
"Energy wave at two-hundred forty degrees port."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "killer" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.
(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.
(3) Worn-Out Welcome ( Reflections 2.0)
Dual Dilemma
Randomly select a personnel to be stopped. Unless you have Anthropology and 2 Diplomacy or Transporters and 3 Treachery, place that personnel on one of your headquarters missions.
"I think it's time we left."
"I couldn't agree more."
Characteristics: dilemma with a cost of 3 or more, "headquarter related" dilemma, "randomly select" dilemma, "randomly stopper" dilemma.
Requires: headquarters.
Card logging info: Logged by openCards team at Jan 1st, 2008.