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Keyword Consume

Dilemma
Name E R ID Cost Typ Text
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A Royal Hunt 4 C 3 0 D 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.
Biochemical Hyperacceleration 4 R 7 3 P Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Randomly select three personnel. They cannot use their skills while facing this dilemma. Unless you have Biology, Geology, and Medical or 2 Security and Strength>38, those personnel are returned to their owner's hand.
Cave-In 4 U 10 1 P Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have 2 Engineer and Transporters or Geology, Officer, and Strength>35, randomly select two personnel to return to their owner's hand.
In Training 4 R 18 2 P Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Randomly select a personnel who cost 1 or 2. All other personnel who cost 1 or 2 are stopped.
Renegade Ambush 4 U 22 2 P Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Choose one of your personnel to be killed. If your opponent commands a Jem'Hadar, randomly select that personnel instead.
Talosian Trial 4 R 25 0 P Consume: 1.(Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Your opponent takes on of his or her planet dilemmas that is overcome beneath one of your missions and place it face down on top of his or her stack of chosen dilemmas.
Temporal Misalignment 5 P 1 2 P 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.) Randomly select X personnel to be stopped.
Tragic Turn 5 P 3 3 D 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.
Final Adventure 6 P 4 3 D 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 mission, 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.
Urgency 6 P 12 0 D Consume: 1. (Your opponent places the top cards 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 requirement. At the end of this turn, this dilemma returns to its owner's dilemma pile.
Charged-Particle Precipitation 7 U 1 2 P Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) The personnel who has the fewest (o) icons is stopped. If that personnel does not have at least four (o) icons, he or she is killed instead.
Coordinated Effort 7 C 3 1 D Consume: 1. (Your opponent places the top cards of his or her dilemma pile face up beneath this mission.) Unless you have twelve different skills, all your personnel is stopped and this dilemma returns to its owner's dilemma pile.
Entaglement 7 R 4 0 D Consume: 1. (Your opponent places the top cards of his or her dilemma pile face up beneath this mission.) Your opponent may spend three extra in total cost on dilemmas during this mission attempt.
Financial Pitfall 7 U 5 2 D Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have 3 Acquisition or Cunning>35, all your personnel are stopped and this dilemma returns to its owner's dilemma pile.
Heart to Heart 7 C 6 0 D Consume: 1. (Your opponent places the top cards of his or her dilemma pile face up beneath this mission.) Randomly select two personnel. If they share one or more of the same skills, both are stopped.
Outmatched 7 C 9 0 P 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.) For each dilemma your opponent consumes with this dilemma, add 10 Cunning to this dilemma's requirements. Unless you have Cunning>15, all your personnel are stopped.
Molecular Mishap 8 R 11 2 D Consume: 3. (Your opponent places the top three cards of his or her dilemma pile face up beneath this mission.) Unless you have Anthropology, Biology, and Cunning>28 or Law, Officer, and Strength>32, lose 5 points.
Profitable Venture 8 U 15 1 D Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have Acquisition, Diplomacy, and Transporters or Law, Officer, and Security, randomly select a personnel to be stopped and the next dilemma revealed during this mission attempt is costs -3.
Up The Ante 8 R 18 2 P 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. You may choose to prevent this. If you do and you complete this mission this turn, you win the game. If you do and you do not complete this mission this turn, you lose the game.
Zero Hour 8 R 20 1 P 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 the attribute requirements to complete this mission for each event in your core. At the end of the turn, this dilemma returns to its owner's dilemma pile.
Under Pressure 10 U 20 1 S Consume: 1. (Your opponent places the top cards of his or her dilemma pile face up beneath this mission.) Unless you have Astrometrics, Engineer, and Navigation or Biology, Medical, and Science, randomly select a personnel to be killed. You may randomly select two personnel to be stopped to prevent this.
Casualties 12 R 3 3 D Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) The personnel who has the fewest (o) icons is stopped. If that personnel does not have at least four (o) icons, he or she is killed instead.
No Kill I 12 R 14 2 P Consume: 3. (Your opponent places the top three cards of his or her dilemma pile face up beneath this mission.) All your personnel are stopped.
Crew Advancement 13 C 5 0 D Consume: 2. (Your opponent places the top two cards of his dilemma pile face up beneath this mission.)
Your opponent names an attribute (Integrity, Cunning, or Strength). Your personnel with the highest named attribute is stopped.
Interphasic Effects 13 C 11 4 D Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.)
Unless you have an [AU] personnel, randomly select a personnel to be killed and your opponent may choose an event to destroy.
The Clown: Guillotine 14 R 17 2 D Consume: 3. (Your opponent places the top three cards of his or her dilemma pile face up beneath this mission.) Your opponent names a skill. Randomly select a personnel with that skill. Unless that personnel has an attribute>6, randomly select a second personnel with that skill. Each selected personnel is killed and this dilemma returns to its owner's dilemma pile.
Toe to Toe 14 C 19 1 D Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Randomly select a personnel. Unless you stop that personnel and another personnel with the same cost, he or she is killed.
Predictable Response 15 V 6 0 P Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have Anthropology and Diplomacy or 2 Security, all your [Cmd] personnel are stopped and this dilemma returns to its owner's dilemma pile.
Bold Plan 16 V 4 0 D Consume: 3. (Your opponent places the top three cards of his or her dilemma pile face up beneath this mission.) Your opponent may return up to two dilemmas from beneath any of your non-headquarters missions to their owner's dilemma piles.
The Clown: On His Throne 16 V 15 4 D 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.
Stupefy 17 V 13 0 D 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 your opponent's dilemma is revealed, he or she may remove this dilemma from the game to add one level of one skill that is in that dilemma's requirements to that requirement until the end of dilemma.
Repressed Message 19 V 3 0 D Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Reveal the top card of your dilemma pile. Your opponent may remove this dilemma from the game to replace it with the revealed the dilemma. When that dilemma is about to be overcome, remove it from the game instead.
The Oracle's Punishment 24 V 11 5 D Consume: 1 (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Your opponent chooses two personnel to be stopped. When this dilemma is overcome, if it was prevented, your opponent may choose one of your personnel involved in the mission attempt to be killed.
Overburdened 28 V 3 3 D Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Reveal the top three cards of your dilemma pile. For each dilemma you reveal that costs 1 or more and does not require a skill, randomly select a personnel to be killed. Then place the revealed cards on the bottom of your dilemma pile in any order.
Artificial Ability 29 V 2 2 D Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Your opponent names an attribute (Integrity, Cunning, or Strength). Each personnel with that attribute>7 is stopped.
Artistic License 31 V 1 2 D Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Choose a number of personnel to be stopped equal to the number of different dilemmas beneath this mission.
Anachronistic Deviation 35 V 1 2 D Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) If you command a [Pa] ship at this mission, randomly select a non-[Pa] personnel to be killed. If you command a non-[Pa] ship at this mission, randomly select a [Pa] personnel to be killed. This dilemma returns to its owner's dilemma pile.
Historical Pursuit 38 V 5 1 D Consume: 1. (Your opponent places the top card of his or her dilemma pile face up beneath this mission.) Unless you have Archaeology, Honor, and Transporters or an Artifact equipment, all your personnel are stopped.
Star-crossed 48 V 1 3 D Choose a personnel who has Engineer or a non-Human personnel to be stopped. If the opponent on your left commands three [Sta] Dissident personnel, place this dilemma in your core. While you do not command a staffed ship at a Region: Sector 001 mission, subtract one from each Consume on each dilemma the opponent on your left owns.
Unsavory Customers 48 V 2 0 D Consume: 2. (Your opponent places the top two cards of his or her dilemma pile face up beneath this mission.) Choose a Biology personnel to be stopped. If the opponent on your left commands Earth and Luna (or Mars), place this dilemma in your core. While you do not command a non-Human personnel on Earth, you have 1 fewer counter to spend during each of your Play and Draw Cards segments.
The Clown: Celebration 56 V 8 1 D 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. When you fail a mission attempt at this mission, begin your Discard Excess Cards segment. At the end of this turn, this dilemma returns to its owner's dilemma pile.
Personnel
Name E R ID Cost Species I C S Icons Text
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·The Artificial Intelligence Soul of an Artist 50 V 17 3 Mechanoid 4 10 1 [Cmd] 2 Astrometrics 2 Programming
Think Thank. While this personnel is facing a non-Consume dilemma at a mission worth 50 or more points, he cannot be stopped.