Here's the dilemmas...
1. Chompy, Crushy Things
1 cost
Consume: 2 (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) All your personnel are stopped. Your opponent randomly selects one of his or her personnel at a mission of your choice to be killed.
"We shouldn't have to do this. It makes no sense! Why is it here? I am not doing it. This episode was badly written! Whoever wrote this episode should die!"
2. Conceptually Difficult Explanation
2 cost
Unless you have
three missions worth 40 or more points each or command
four personnel each of a different species present, place this dilemma in your core. At the start of each of your turns, place the top card of your deck on the bottom of your deck. This action must occur before any other start of turn actions.
"Is there no one on your planet who behaves in a way that's contrary to reality?"
3. Cowering In Fear
3 cost
Your opponent examines the personnel attempting this mission and names one of those personnel. Randomly select a personnel. If it is the one named, return that personnel to his or her owner's hand. Otherwise, that personnel selected is stopped.
"That was the show. I'm not that guy."
4. Grand Opening Ceremony
0 cost
Consume: 1 (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Place this dilemma in your core. When you complete your first
mission or your first
mission, your opponent may remove this dilemma from the game to randomly stop one of your personnel and that opponent scores 5 points.
"We've been all over the universe." "But, we've never seen space-age values like we've seen here."
5. Guess Who's Leaving The Dinner Table?
2 cost
Choose a personnel who
does not have Leadership or Officer or a personnel who has
Strength<6 to be stopped. If you cannot, randomly select a personnel to be returned to his or her owner's hand.
"He wants to think." "No, Jason, that's a wrap."
6. Looking For Spare Change
3 cost
Consume: X (Your opponent chooses a number of cards to take from the top of his or her dilemma pile and places them face up beneath this mission.) Place this dilemma on this mission. When you complete this mission, your opponent may remove this dilemma from the game to score 5 points for each dilemma that this card placed beneath this mission.
"Anybody got any change?"
7. Needing Some Space
2 cost
Randomly select three personnel. If those personnel share one matching attribute number or share at least one skill, all three are stopped. Otherwise, your opponent chooses one of those personnel to be stopped.
8. Never Had A "Thing"
3 cost
Your opponent examines your personnel attempting this mission, names a personnel, and randomly selects two personnel present. If one of the selected personnel is the one named, both personnel are stopped. If this dilemma fails to stop personnel, return it to its owner's dilemma pile.
"The mist of this strange planet is filling my head with such thoughts." "It was cute when I didn't know you."
9. Perplexed
2 cost
Place this dilemma on this mission. Each personnel at this mission cannot use his or her last-listed skill. At the end of this turn, this dilemma is overcome.
10. Ridiculed
2 cost
Randomly select a personnel to be returned to his or her owner's hand. If you still have
five personnel remaining, randomly select a second personnel to be returned to his or her owner's hand. If you still have
six personnel remaining, randomly select a third personnel to be returned to his or her owner's hand.
"What a freak show, man. Oh, this is hilarious. Bunch of losers."
11. Seductive Invitation
3 cost
Your opponent chooses one: Randomly select a personnel who costs 4 or more to be stopped; or Your opponent chooses two personnel who each have a cost of 3 or less to be stopped.
"Okay, you really think you can handle me?"
12. Shock, Symphonically Orchestrated
7 cost
This dilemma is cost -3 for each
mission you have not completed. All personnel you command (anywhere in play) are stopped.
13. Shock Troops
4 cost
Unless you have
3 Honor and Intelligence or
Strength>45, randomly select a personnel to be stopped, and if the opponent on your left commands a ship with four or more staffing icons, he or she may download up to four personnel each with
Strength>6 that he or she does not command and place them at this mission or aboard your ship here.
14. The "Get A Life" Speech
1 cost
Place this dilemma on this mission. Each personnel cannot increase his or her attributes. Your opponent names an attribute. Each of your personnel is -3 to that attribute until the end of this mission attempt, then this dilemma returns to its owner's dliemma pile.
"It's just a television show. That's all, okay? There is no quantum flux! There's no --- ship! You got it?!!!"
15. The Rock Monologues
3 cost
Unless you have a personnel with
2 Archaeology or a personnel with
2 Geology, your opponent chooses a personnel with Archaeology or Geology to be stopped. If your opponent cannot, all of your personnel are stopped and this dilemma returns to its owner's dilemma pile.
"I am a rock. I just want to be a rock. Still, peaceful, and tranquil."
16. Tour of Duty
1 cost
Reveal your hand. For each card revealed this way that has a cost of 3 or less, add 5 to each of this dilemma's attribute requirements. Unless you have
Integrity>27 or
Cunning>27 or
2 Leadership and Strength>27, all of your personnel are stopped.
"At ease." "It's like throwing gasoline on a flame."
17. Unwanted Passengers
4 cost
Randomly select two personnel to be stopped. Unless you command one headquarters mission or more, randomly select one additional personnel to be returned to the top of his or her owner's deck.
18. We Need A Plan!
2 cost
Unless you have a personnel with
Integrity<5, a second personnel with
Cunning<5, and a third personnel with
Strength<5, all your personnel are stopped.
"Why does this sound so familiar?" "Assault on Voltrex 3, episode 81."
"We're doing episode 81?"
19. What?! No Seatbelts!?
6 cost
For each mission worth 40 or more points your opponent commands, this dilemma is cost -2. Unless you have
three personnel who each have six or more, each of your personnel who has a cost of 2 or less is placed atop your deck in any order.