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Missions and the Spaceline | Dilemmas | Artifacts | Outposts | Ships | Personnel | Equipment | Events | Interrupts | Doorways


DILEMMAS
General Planet Space Either
General

Q: DILEMMAS
Q: "OWNER'S CHOICE"
Q: SEEDING DUPLICATE DILEMMAS
Q: SCORING DILEMMA POINTS
Q: HOLOGRAMS, EXOCOMPS, AND ANDROIDS



DILEMMAS -- Q: When do they stop me? How do I "overcome" a dilemma? When are they discarded?

A: In general, a dilemma stops you if:
1) It has listed conditions for you to overcome;
2) Bad things will happen if you don't meet these conditions; and
3) You fail to meet those conditions.

Most Dilemma cards have the form: "Unless you meet (specific conditions), the following happens to you . . .(nasty effects)". In these cases, the definition of "overcoming the dilemma" is clear -- you overcome the dilemma if your Away Team is able to meet the specific conditions listed on the card. The card is discarded (to its owner's discard pile) and you continue the mission attempt. If the away team fails to meet the conditions, then it is both "stopped" and affected by the card.

Some Dilemma cards, however, have no conditions. They have their effect and you can't avoid it. For example, Armus - Skin of Evil says, "Kills one Away Team member (random selection). Discard dilemma." There is no "unless", it just happens, period.

Other dilemmas have automatic effects that can be cured later. For instance, Birth of Junior says "Place on ship. Range reduced by one each turn until 3 ENGINEER aboard..." This dilemma has an automatic effect (place on ship and reduce range by one each turn) that can be "cured" later by meeting the conditions (3 ENGINEER present). This dilemma fails to meet requirement #2 above -- that bad things will happen if you don't meet the conditions of the dilemma. In this case, the bad things happen no matter what -- they can just be "undone" by meeting the conditions of the dilemma.

THE RULES TO GO BY in "overcoming" dilemmas, therefore, is as follows:

(1) Dilemma cards with no "conditions" are automatically "overcome" -- they have their effect, but do not "stop" the Away Team. Also, dilemmas that have a bad effect that can be "cured" later (like diseases) or that have a requirement to trigger, not conditions to overcome, do not stop you. For example, Maman Picard will only have an effect on a Federation ship. Hunter Gangs will only kill personnel with odd Cunnings. These dilemmas are "overcome" automatically because they don't give you conditions to avoid them (like "Strength > 40").

Alien Abduction says "Most CUNNING Away Team member is held captive until mission completed or 3 Leadership present." In this case, the effect happens automatically -- the Away Team member is captured. To conditions for "curing" are listed on the card. This dilemma does not stop you because it has an automatic effect that can be "cured" later.

(2) Cards which do have conditions that must be overcome (at the risk of a heavy price if they aren't) will "stop" the away team and have their effect unless you "overcome" the dilemma by meeting those conditions. (This assumes the dilemma card itself doesn't override this rule, such as the Alien Parasites dilemma card)

For discarding dilemmas, here's what we've put together:

a) If a Dilemma says "Discard Dilemma," it is discarded after encountered.

b) If a Dilemma is overcome (it has listed conditions, and they are met), it is discarded.

c) If a Dilemma has an effect that cannot be prevented or cured later, it is discarded. This dilemma has no conditions, but may have requirements for triggering (see below).

The general form of this type of card is: "Something bad happens" or "If (requirements met), something bad happens."

Examples:
The Higher...The Fewer -- There is no way to avoid the effects of this dilemma.
Parallel Romance -- Assuming you have a male and female present, this cannot be avoided.
Maman Picard -- This has a requirement (Federation ship present), but no conditions.
Hunter Gangs -- This has an effect only if the personnel selected have a certain Cunning. This would be a requirement to trigger, not a condition.
Thought Fire -- The Traveler: Transcendence is the requirement here.

d) If a Dilemma has an effect that can be cured later (such as most diseases) or if it enters play on the table, on the spaceline, on a personnel, or on a ship, it stays in play until it is "cured." It is "cured" when the conditions for overcoming are present at the same location as the dilemma; it is then considered overcome and is discarded. In any case, the dilemma is no longer under the mission, and will not be encountered again.

Examples:
Frame of Mind -- This affects one personnel, and then can be cured later with 3 Empathy.
Phased Matter -- This has an effect on the Away Team which can be cured by having Engineer and Science present.
Alien Abduction -- The "cure" is 3 Leadership or completing the mission.
Borg Ship -- This plays on the spaceline. The only way to "overcome" it is to destroy it!
Interphasic Plasma Creatures -- If not overcome, this dilemma is played on the table.

The general form of this type of card is: "Something happens. Cure with (conditions) present" or "Unless (conditions) present, play on (the table, a ship, the spaceline)."

e) OTHERWISE, if a Dilemma does not automatically happen and its conditions are not met, the Dilemma goes back under the mission after it affects the Away Team/Ship's Crew and can encountered later. The "wall" Dilemmas, such as Impassible Door and Matriarchal Society, would also fall under this category.

The general form of this type of card is: "Something happens unless (conditions) present" or "Unless (conditions) present, something happens."

Note: If a Dilemma has a point value involved with it, instead of being discarded, it is placed in your area after you have "overcome" it (as mentioned on page 24 of the rulebook). Dilemmas with no conditions (such as "The Higher...The Fewer") are assumed to be automatically overcome. You never gain points for a dilemma that you did not overcome, even if that dilemma would normally be discarded (such as returning to the outpost to discard REM Fatigue Hallucinations). Confusing cases for this are Edo Probe and Royale Casino: Blackjack, but their wording describes exactly when someone "gains" their point values.

"Conditions" of a dilemma refer to skills or personnel needed to prevent the Dilemma (such as "2 SECURITY present," "INTEGRITY > 40," or "unless Data present"), not requirements that require it to trigger or have an effect (such as Maman Picard or Parallel Romance) or special cards that can prevent its effects (such as Thermal Deflectors or Emergency Transporter Armbands).

Some other dilemmas are a little tougher to figure:
Radioactive Garbage Scow -- This is played upon the spaceline, so it fits category d. It immediately stops the mission attempt but does not "stop" the ship attempting it (yes, I know that's confusing). Its "cure" is towing it away with a Tractor Beam and 2 Engineer. You could tow it, move back, and re-attempt the mission, if you had enough range.
Coalescent Organism -- This would appear to be an e, since it has listed conditions (Exobiology). However, since it is "passed on" from one personnel to another, it does not stay under the dilemma if it is not overcome. Rather it is played on the personnel who is infected, and then passed on to anyone else it should infect.
Edo Probe -- This has a number of requirements and possible effects. If you choose to be stopped and attempt another mission first, the Edo Probe will remain, but will be discarded if another mission is done. In this way, the dilemma is "overcome." If you continue with the mission and complete it, the dilemma is also "overcome" and it is discarded. However, if you continue with the mission and fail to complete it, the -10 point value is placed on your side of the table.
Interphasic Plasma Creatures -- If you fail to overcome this dilemma, it is placed in your play area as an Event. Since you can only overcome a dilemma by bringing personnel to its location, you cannot "overcome" this dilemma like you could overcome a dilemma in the play area, such as Birth of "Junior." You could use Kevin Uxbridge to nullify it.

Final notes -- Remember that a dilemma that gives conditions for you to overcome always "stops" you if you fail (this does not include dilemmas that have their effect automatically and list conditions that can be met to undo those effects). If you are not stopped by a dilemma, you must keep attempting the mission and continue encountering dilemmas. In one game I recently played, I beamed down to attempt a mission with ten personnel. After a few love interests, an Alien Abduction, Hunter Gangs, and, finally Nausicaans, I was down to two! To add insult to injury, my opponent then beamed down and attacked me, killing one of my remaining personnel!

Also, even if a dilemma does not have a negative effect on you, you are still stopped by it (if you would be normally) and it goes back under the mission if you did not overcome it (unless it would normally be discarded). Empathic Echo and Zaldan are two examples of these kinds of dilemmas. The former kills Empaths and the latter kills Diplomats. If you didn't have either of these skills in your Away Teams, you would suffer no consequences, but the dilemmas would still stop you and would remain there.



Q: "OWNER'S CHOICE" -- Does "owner's choice" on cards like Alien Abduction and Phased Matter mean the "owner" of the away team that is affected?

A: Yes



Q: SEEDING DUPLICATE DILEMMAS -- The rules state (page 11), "Players may not place duplicate Dilemma or Artifact cards at the same location. If found, duplicate cards are simply discarded." Does this refer to duplicate cards played to the same location by one player, or any duplicate created when both players happen to play the same dilemma at one location?

A: This refers to BOTH players. ANY duplicates, regardless of who played it, are discarded when they are found.



Q: SCORING DILEMMA POINTS -- Some dilemmas have bonus points and also say "discard dilemma." When do you score the points? Do you score them if you fail to overcome the dilemma and it is discarded?

A: Bonus points from dilemma cards are earned only when you successfully overcome the Dilemma. You do not earn the points or gain any other benefits if the dilemma is discarded or otherwise circumvented without actually "overcoming" it.



Q: HOLOGRAMS, EXOCOMPS, AND ANDROIDS -- How are they affected by certain dilemmas?

A: See Section 3.6.7, "Holograms, Exocomps, and Androids".



Planet

Q: ALIEN PARASITES
Q: FRAME OF MIND
Q: HUNTER GANGS
Q: HYPERAGING
Q: LOVE INTERESTS
Q: PHASED MATTER
Q: ROYALE CASINO: BLACKJACK
Q: ZALDAN



Q: ALIEN PARASITES --
1) What does it mean when it says the opponent gets to "control" my ships crew until stopped?
2) Can he/she deliberately endanger the crew?
3) Can he/she attempt a mission and, if successful, score it for himself?
4) What happens if a crew under the opponent's control due to Alien Parasites runs up against *another* Alien Parasites dilemma? Is there no effect, or does control revert to the opponent?
A:
  1. The Alien Parasites card says: "Unless INTEGRITY>32, Away Team infected. They beam back and opponent immediately controls ship and crew until "stopped." Then turn resumes." This is a somewhat exceptional card, of course, so it is a little broadly worded. But basically it means that if you don't have the integrity, the opponent gets to do with your ship and the crew whatever he wants, using "legal" moves. Think of it as if a madman has taken over your crew! This continues until he is finished or until the ship and crew involved are all stopped.
  2. The opponent has many options of things he can do with the ship. If the ship still has movement range available, he can move it somewhere. (For example he can move it onto a "Gaps in Normal Space" card where one crewmember will be killed). He can use it to start a battle, or beam crew members off to strand them on planets the ship passes. If he's direct, he can even play an Auto-Destruct Sequence on the ship! For the duration of the Alien Parasites, the ship is regarded as "his" ship.
  3. The current ruling is that if the opponent attempts and completes a mission with them it will score for him. He can also attempt a mission at a location where he knows they will not be able to overcome the dilemma so the crew will experience negative effects.
  4. Control of this crew would again change hands. The card says that the ". . . opponent immediately controls ship and crew..." So, if this happened twice, the opponent of the opponent is you!



Q: FRAME OF MIND -- This says that one Away Team member becomes non-aligned with attributes of 3-3-3 and only two skills? Can I give him *any* skills, or do they need to be skills they already have?

A: Yes, you can give them *any* skills. In the episode named for this card, maybe Riker really thought he had Barbering!



Q: HUNTER GANGS --
1) Are cards which modify the Cunning of Personnel, like Yellow Alert, factored into determining if a Personnel is killed by Hunter Gangs?
2) What if a personnel has a Cunning of zero (such as from Brain Drain)?
A:
  1. Yes. In fact, if a certain personnel is critical to you, you may want to make sure its Cunning is "even" when it is in an away team, which might involve modifying it in some way. Doing the opposite to the opponent's key personnel is also strong.
  2. A Cunning of zero would be neither even nor odd. Since there is no mention on the card of what happens to someone in this case, apparently they would survive!



Q: HYPERAGING --
1) If crew member A is beamed down to the surface and infected, does that mean he/she cannot beam back up due to quarantine?
2) If so, are we prevented from beaming any personnel down to complete the mission until crew member A has been cured or dies?
3) If crew member A has Medical, can we beam down the additional Medical and Science personnel to cure them?
A:
  1. The away team can continue the mission while they are quarantined (it says "Mission continues, but...") , but can't leave the planet due to the quarantine.
  2. You could beam down others to join the mission, but they too would become infected.
  3. To cure, you just need the total number of required SCIENCE and 2 MEDICAL present (infected or uninfected, etc.).



Q: LOVE INTERESTS --
1) Does a Male Love Interest affect *all* males, even Alexander Rozhenko and Fek'lhr?
2) When one of my personnel is sent across the galaxy by the Love interest cards, can I use that person to investigate the mission there?
3) Can you rescue your crewman who has gone off with the alien of the opposite sex without beaming down to the planet with an Away Team?
A:
  1. Alexander -- yes, even though he is a boy. Those Feminine wiles know no limits! Same thing for the reverse situation with the Female Love Interest. Fek'lhr, however, is a holographic personnel, which is affected also, but differently. (see related question under "Hologaphic Recrations.")
  2. Yes, although it would be risky just like any "red shirt" attempt at a mission with just one or two people can be risky, especially once the new expansion cards are out. The person could even theoretically do the mission at that location if they were capable.
  3. Yes. You can go to that planet and just beam him/her up. By then, he has come to his senses, and is treated just like any other of your personnel.



Q: PHASED MATTER --
1) How is the Away Team split? Evenly? As close to even as possible? Can you split an Away Team of 10 and make two teams - one of nine and the other of one? Is either of the two groups "stopped"?
2) Do the requirements to get past this Dilemma have to all be in the non-phased personnel?
A:
  1. This dilemma says, "Away Team is split into two Away Teams (owner's choice). Only the smaller team may beam up until ENGINEER and SCIENCE present." Unless the Away Team overcomes the Dilemma's conditions (by having an Engineer and Scientist present), the player has to split the Away Team, as described below. There is the further effect that only the smaller Away Team sub-group will be able to leave the planet; the larger group, being phased, can't leave until you eventually bring the needed Engineer and Science personnel there, which frees them.
    In terms of "stopping", the card a little awkward. Neither group is stopped (by the rules above). The intention of the card is that the larger group can't beam up, continue with the mission, or otherwise do anything, which is logical since they are phased and thus literally can't interact with the world. They are not "stopped," though at this time, there is nothing they could do. Only the smaller group of the away team can continue the mission attempt or beam up. The larger group is out of play stuck there until the necessary help arrives to free them. Also, you could land a shuttle to pick them up (with Engage Shuttle Operations), though they could not be used to meet any staffing requirements on a ship. How do your personnel know they're there? They're finding some strange chronitron particle readings...
    To split the groups, the player simply makes two groups of his choice out of the Away Team, of any size or combination. For example, if you have 10 people in the Away Team, you could split them into groups of 1-9, 2-8, 3-7, 4-6, or 5-5. The larger-sized group is the one phased by the Dilemma. If you split them evenly (i.e. 5-5), then you verbally designate one to be the "larger" group.
  2. In the episode "The Next Phase", even though Geordi is phased, he certainly does find ways to interact indirectly with Data and lead to a solution to his predicament. Therefore, just one ENGINEER and one SCIENCE in either group will work. This is the only way in which "phased" personnel can interact with non-phased personnel.



Q: ROYALE CASINO: BLACKJACK --
1) How does it work? Where do the Cunning numbers come from?
2) If I have a PADD in my hand, does that add to the Cunning? Do other cards, in my hand, that affect Cunning count towards the 21 pts.? Do cards in play affect the cunning of the cards in my hand?
A:
  1. The Cunning numbers used come from the personnel in your hand, only. For example, when it comes up, the players reveal their hand and count up the Cunning numbers of the Personnel there to determine who wins the blackjack game. If you have two personnel, with Cunning numbers of 6 and 9, for instance, your total would be 15. If you have no personnel in your hand, your count is of course zero. If your count is over 21, you are "over" as in blackjack. Notice that there is a tactic here. If you have seeded a Casino Royale: Blackjack card and know where it is, you can wait until you have a good Cunning count in your hand before you beam down and cause the blackjack card to come up, increasing your chances of winning! (Or you can use Mickey D.)
  2. You may only use the cunning numbers on the personnel in your hand. Modifiers do not affect these numbers at all. Cards in play never modify cards in your hand and vice versa.



Q: ZALDAN -- Can Phasers be used to get by him (instead of Disruptors)?

A: No.



Space

Q: BORG SHIP
Q: CONUNDRUM
Q: CYTHERIANS
Q: KTARIAN GAME
Q: MENTHAR BOOBY TRAP
Q: QUANTUM SINGULARITY LIFEFORMS
Q: RADIOACTIVE GARBAGE SCOW
Q: TARELLIAN PLAGUE SHIP
Q: TSIOLKOVSKY INFECTION
Q: TWO-DIMENSIONAL CREATURES



Q: BORG SHIP --
How does the Borg Ship work?
1) Does the Borg Ship really attack EVERYTHING?
2) Are cloaked ships immune to the Borg Ship?
3) How Can you destroy it to earn the Bonus?
4) Is the Borg Ship affected by Where No One Has Gone Before or other Interrupt or Event cards?
5) Is there a limit on the use of Borg Ships?
6) Is there a limit to the number of Borg Ships that can be in play?
7) If I play Hugh on the Borg ship do I get points for destroying it?
8) Does the Borg Ship attack ships under control by Rogue Borg? If so, can the person controlling the Rogue Borg earn points if that ship is used to destroy the Borg Ship?
9) If a Borg ship is prevented from moving by a Q-Net will it attack on every turn?
10) If two Borg ships are on the same space do they combine their attacks (thereby nailing an outpost)?
A:
    The Borg Ship is probably the most complicated card in the game to use, with a lot of info crammed into its 3-line explanation on the card: "Self-controlling ship (WEAPONS=24, SHIELDS=24). Start here. Attacks everything. End of every turn, moves 1 card toward and off spaceline's long end. Destroy for bonus."
  1. When it first appears, it attacks *everything and anything* in space at that location. When it moves to the next location, it attacks everything and anything there. If during a turn a player moves a ship to where the Borg Ship is and stops there, the Borg Ship attacks it. However, you can fly past the Borg Ship by going "over" it, which is the main method of getting out of its way. The Borg Ship attacks EACH individual thing in space at that location -- i.e, if it moves to a place where there are three Ships located, it attacks each one of them with Weapons=24. It will thus destroy immediately most ships it meets (by "direct hit", see page 28). Ships with shields of 12+ will be only damaged.
  2. If a ship has a cloaking device that is already activated when it encounters the Borg Ship, it will be safe. (Some have argued that the Borg are advanced enough to discover cloaked ships, but there is no support for that in the series). Note that when doing a planet mission a ship must decloak before beaming down the away team. Ships can only cloak/ decloak once per turn, so if the away team hits a Borg Ship dilemma the ship might still be uncloaked and vulnerable. Also note that a cloaked ship located with a Borg Ship will be attacked if for some reason it loses its cloak. There are other means of dealing with Borg Ships besides cloaking, such as using Hugh.
  3. If you attack it with several ships, you might have enough firepower to damage it (you need weapons of more than 24 total). Of course, these ships will each be attacked by the Borg Ship as well. The damaged Borg Ship is turned upside down to indicate damage. If it is damaged twice, it is destroyed. The player who bags it gets the big 45 point bonus.
  4. Interrupt and Event Cards -- The Borg Ship is a *Dilemma* card, and thus is not a *ship* per se. Thus, it is NOT affected by various Interrupt or Event cards which are "played on a ship", such as Temporal Rift, Transwarp Conduit, Wormholes, etc. However, the Borg Ship does MOVE like a ship, and thus it IS affected by Interrupts and Events that are "in space" which it encounters. Some of these have little effect (Gaps in Normal Space, Tetryon Field, Subspace Warp Rift), but some do have interesting effects -- Q-Net.
    As for Where No One..., the card says "your" ships, whereas the Borg Ship is self-controlling and not owned by either player. The interpretation we prefer is that to use the W.N.O.H.G.B. on the Borg Ship you must play one especially for it. If you have one already out for yourself, it is applying to you, not the Borg. You need to play one for the Borg Ship too if you want to do so.
  5. Yes, in the sense that the game has built-in limitations and defenses. The Borg Ship is a space dilemma and thus there can at most be one per space mission. But any number of them can be activated and on the move at any given time.
  6. Hugh nullifies the *attack* of the Borg Ship, not the Borg Ship itself. The Borg Ship stays on the table, it is just that it won't attack during this turn (unless somebody decides to attack it).
  7. Yes to both questions. Future expansion cards might affect these interactions, however.
  8. Yes, it attacks anything that comes into range wherever it is, each turn. However, it will only do so at the end of each turn, when it tries to move.
  9. No. They attack "everything", including each other. The attack between two Borg Ships would normally result in a draw. We haven't ever seen in TNG interaction between two such ships, nor do we have any info how different Borg groups interact. But we do know the Borg were split into factions by the Hugh Incident, so we can assume they would attack each other.



Q: CONUNDRUM --
1) If my opponent encounters a Conundrum and the only ship I have is cloaked, what happens? What if he tries to go after my ship, but before he gets there, I cloak?
2) What if I don't have a ship in play when my opponent hits Conundrum? What if I have a ship when he hits it, but before he can attack it, it's destroyed?
A:
  1. When your ship is being affected by a Conundrum, you must chase and attack one opponent's ship. If his only ship is cloaked, you will have to go there and "hover" in its space, doing nothing but waiting. Remember, though, that you can only cloak/uncloak once per turn, so he won't be able to uncloak, do something, and cloak again, all in one turn. And, if he ever brings another ship into play, you can choose to go after it instead!
  2. If at any time, there is no ship for your opponent to attack, the Conundrum is nullified.



Q: CYTHERIANS -- This dilemma says, "Place on ship. Ship must do nothing but travel to far end of spaceline at normal speed. When reached, discard dilemma. Score points."
1) Does this mean I can't beam any personnel off at all on my way?
2) What happens if I play an incoming message card on the ship?
3) Can I play two Wormholes or Where No One Has Gone Before to get me there quicker?
4) What does "normal speed" mean?
5) Once the dilemma is finished, do I have to go all the way back to do the mission?
6) If you're attacked while moving as the Cytherians instruct, can you retaliate?
7) If the Cytherians are at a location with an outpost and the mission is attempted from the outpost, is the dilemma simply discarded with no effect?
A:
  1. Think of it like this: Cytherians give your ship and crew a new "mission." The ship basically is on a single-minded assignment to go to the end of the spaceline and isn't supposed to do anything else, although "things can happen to it" on its way. You can't beam people off it or onto it. You can't attack any other ships with it. You can't cloak. And you can't try to alter its mission with things like incoming message cards. The ship scores the bonus points only when it actually reaches the end of the line.
  2. It won't have any effect. Being an "unnatural phenomena," the ship will ignore the message and keep going. It will respond to and heed the message when it is done with the Cytherians.
  3. Yes. The ship can be affected by "natural phenomena" it encounters on the spaceline in its journey -- including Wormholes, Gaps in Normal Space, Q-Net, etc.
  4. The maximum range movement per turn This is worded this way to make it clear that the ship doesn't immediately move all at once to the end, but instead moves at normal speed over the next several turns.
  5. Yes. When you do finish the dilemma by reaching the end of the spaceline, if you want to re-attempt the mission with that crew you have to make your way back by moving your ship the normal way.
  6. If the ship is attacked by an opposing ship, it can defend itself in the normal way, but will not stop to counterattack next turn. It will move on at best speed.
  7. No. The Cytherians "explore the galaxy in reverse" by giving other species the knowledge and compulsion to come to them. They don't want 'ya if you ain't got a ship! And it is too awkward to require them to "wait" for the next ship.



Q: KTARIAN GAME --
1) Explain how the "disabled" personnel work with this card.
2) Can I play Seize Wesley immediately after my opponent uncovers the game, even if he would have the skills to overcome it?
A:
  1. The card says: "Place on ship. Now and start of each of your turns, one person aboard (random selection) is disabled. Cured when non-disabled CUNNING>30 OR android aboard." This means that they are not "killed", but basically are out of play (but still located aboard the ship). Their skills cannot be used in the game at all, including their "staffing ability" icon, etc. The remaining non-disabled personnel can still act normally. One easy way to keep track of who has been disabled is to turn that personnel card upside down. Note: When counting this CUNNING>30 needed to overcome it, you can't count the "disabled" crew, only the crew that haven't been disabled yet. Thus, it is a fairly easy Dilemma to overcome, but if you don't overcome it, it can be very annoying for a long time.
  2. No. You cannot play Seize Wesley while your opponent is encountering the dilemma. See "Timing," above.



Q: MENTHAR BOOBY TRAP --
1) How does it work?
2) It the ship can't move until 2 ENGINEER present, can it still continue attempting the mission?
A:
  1. This Dilemma says: "Unless MEDICAL present, one crew member killed (random selection). Ship can't move until 2 ENGINEER present." This means it has two effects. First, one of the crew will be killed unless you have a Medical Personnel present. Second, the ship can't move unless you have 2 Engineer there. The ship will be "stuck" there until it can be rescued. You can rescue it by bringing the necessary Engineer(s) there in another ship. If you can't do that, you can at least bring up another ship and beam the crew off the trapped ship.
    Note that the first effect comes first -- if you have 2 Engineers but no Medical aboard, one of the Engineers might get killed before they can free the ship in step 2! Other ships coming to this location are not effected by the Trap. A ship caught in a Menthar Booby Trap CAN participate in a battle if one comes its way.
  2. When first encountering the Dilemma, and if unable to overcome the MEDICAL requirements, the mission attempt is "stopped". However, on subsequent turns the ship is free to do other things while it is stuck there, such as continuing the mission.
    Note also that the two parts of the dilemma are independent of each other. If you do have Medical present, you don't lose a crew member, but your ship still can't move unless the Engineers are present. However, in this case, the ship would not be stopped, because you "overcame" the part of the dilemma with requirements and the rest simply "happened" (with the possibility of a "cure").



Q: QUANTUM SINGULARITY LIFEFORMS --
1) Can any new Engineer from any player overcome this dilemma for the affected ship?
2) Can I play the Emergency Transporter Armbands on my opponent's ship to free him from stasis?
A: 1) In the episode, both the Enterprise and the Romulan ship were caught in stasis, and it was Geordi who came to release both ships. So any Engineer of any affiliation from any player may overcome the dilemma if they choose to do so.
2) Anyone may play the Emergency Transporter Armbands to release *all* ships caught in stasis. The listed conditions are just like the conditions of any dilemma: when they are met, the entire dilemma is nullified.



Q: RADIOACTIVE GARBAGE SCOW -- You can tow this card to another mission location, but it's a space dilemma, so would it have any affect if towed to a planet?

A: Yes. In the episode the Garbage Scow seriously threatened the planet it was found heading toward, due to its extreme radioactivity. Nobody on the planet would be killed, but the mission could not be attempted.



Q: TARELLIAN PLAGUE SHIP -- The dilemma requires a Medical to be sacrificed. If I have an Officer and a Medical Kit (which gives Officers Medical skill), do I have to sacrifice the Officer, the Kit, or both?

A: Both. If the Officer were to beam over without the Kit, he wouldn't be a Medical, so he wouldn't meet the conditions of the dilemma.



Q: TSIOLKOVSKY INFECTION --
1) Is this dilemma cumulative? It does stay on the ship, so the same ship could theoretically encounter more than one.
2) This causes affected cards to "lose their first-listed skill." If this is a super-skill, like Diplomacy x3, does the character lose it all, or just part of it?
3) Are Data, Exocomp, and/or Holograms affected?
4) Do Personnel with a Classification also listed as a skill (like Leah Brahms) lose all of their "super" ability when affected by this Dilemma?
5) Do Personnel with a MEDICAL Classification that has ENGINEER listed as their first Skill, lose their MEDICAL ability, or their ENGINEER ability, or both (since MEDICAL and ENGINEER can both be used a skills)?
A:
  1. No. if you run into another one, it is still only affecting your first-listed skill. You can only become affected once -- the infection is either "on" or "off."
  2. The character loses all of it.. The "Diplomacy x3" is not three diplomacy skills, it refers to a large amount of that skill.
  3. Data --Yes (he was shown being affected in the episode "The Naked Now" from this infection, saying, "If you prick me, do I not leak?"). Exocomps, no. Holograms, yes. See "Personnel -- Holograms, Exocomps, and Androids," below.
  4. "Classifications" are not lost by the Tsiolkovsky Infection. The only thing that is lost is the entirety of the first skill listed in the skill box. If this skill was "Diplomacy x3", they would lose all of it. If it was "ENGINEER", they lose that skill, but not their classification.
  5. See #4.



Q: TWO-DIMENSIONAL CREATURES -- It says "Empaths are disabled." Does that mean they are completely disabled (like Ktarian Game) or just lose their Empathy? How are they cured?

A: The Empaths are completely disabled, unable to do anything (as with a Ktarian Game). They are cured by either moving them to another ship or by meeting the requirements of the dilemma (which will discard the dilemma).




Either

Q: COALESCENT ORGANISM
Q: THE HIGHER..THE FEWER
Q: OUTPOST RAID
Q: Q DILEMMA
Q: RECEPTACLE STONES
Q: RESSIKAN FLUTE
Q: SAMUEL CLEMENS' POCKETWATCH
Q: TOX UTHAT



Q: COALESCENT ORGANISM -- Does it only affect personnel belonging to the affected player? Or personnel from different affiliations if a treaty is not in play?

A: It can affect *anyone* who is at the same location at the end of the turn. As the Rule Notes say, "The idea behind this dilemma is that it can be passed on. The affected personnel can be used normally until it dies at the end of owner's subsequent turn. At that time, if it is in the same location as any other personnel (including opposing personnel), the Coalescent Organism is transferred to one of them via random selection.... If the affected personnel is alone when it dies, the Dilemma is discarded."
Thus, if both players had away teams stranded on a planet and one of these things get loose, all of the personnel present are potential victims each turn. There is no limitation by race either. In the episode, the Coalescent Organism infected a dog as well as a human.



Q: THE HIGHER...THE FEWER -- This card says to "subtract X from your total score, where X=the number of personnel in this crew or Away Team." When do I count X? When I first encounter this dilemma, or when I complete the mission? Is the dilemma discarded?

A: You count it when you encounter the dilemma. And any dilemma that has an effect on your score (with the little box in the corner) is not so much "discarded" as it is placed in your area to indicate the change in score. In any case, it is no longer one of the dilemmas underneath that mission. See "Dilemmas -- General."



Q: OUTPOST RAID --
1) What does it mean when it says, "If at your outpost..." on this card? Does it mean if you are attempting the mission directly from your outpost, or does it mean attempting a mission at a location where you have an outpost?
2) If you have personnel in the away team and at the outpost, are both affected or just the away team?
3) Can Hugh nullify Outpost Raid?
A:
  1. It means you must have Strength>81 if you are attempting a mission *at a location where you have an outpost*, whether you are doing it from a planet, from a ship, or from the outpost itself.
    The basic intention of the Outpost Raid card was to discourage doing missions at your outpost locations alone. Several people had developed decks with no ships, just trying to do missions at outposts and also scoring by surpassing several scoring/dilemmas. Some of these have been effective and some not; but all seem somewhat counter to the spirit of the game. The card helps discourage that by requiring a massive force to overcome it (probably at least 11 personnel) if you are "at the outpost". This interpretation is also simpler than trying to define it more discriminatingly.
  2. People "left behind" at the outpost (not in the away team going down to the planet) would not be susceptible to the effects of the dilemma as you said. The personnel at risk to the effects of a dilemma are always those in the away team involved.
  3. No. Hugh only nullifies the attacks of the Borg Ship or Rogue Borg. He does not nullify all "Borg-Related dilemmas".



Q: Q DILEMMA -- It says, "If 2 Leadership and INTEGRITY > 60, discard all dilemmas here. Otherwise, Q allows opponent to rearrange spaceline locations. Discard dilemma".
1) If the opponent rearranges the spaceline, is he under any restrictions? For example, can the Outposts be separated from their current location? What happens to Away Teams on planets? Can Dilemmas/Artifacts be moved to different locations? What happens with the ships at these locations? Do they stay at their relative position in the spaceline, or can they be rearranged too?
2) Can you rearrange Event cards which are out on the spaceline like Q-nets, Gaps in Normal Space, etc.?
A:
  1. When the *locations* on the spaceline are rearranged all cards at that location are moved as one unit. This includes dilemmas/artifacts underneath, personnel, events, equipment, and outposts, on top, and ships at that location.
  2. Since most Event cards played on the spaceline are "on top" of the mission locations, then as in 1 above they would move with that mission card. Exceptions are Q-Net and Gaps in Normal Space (and any other such cards which are not on "top" of Missions but instead are their own locatons or played "between" them), which thus can be relocated at will.



Q: REM FATIGUE HALLUCINATIONS --
1) Are non-sleepers like Data affected by this card?
2) Does one get the five points for returning to the outpost?
3) Does one have to have 3 MEDICAL in order to continue the mission attempt?
4) This only refers to a "ship's crew." What if my Away Team encounters it? Do they beam back and infect everyone like Alien Parasites?
A:
  1. The point about the REM Sleep problem is that it drives the crew crazy until they destroy the ship. Even though some of the crew might be non-sleepers like Exocomps, and thus not personally affected, they will still be destroyed when the rest of the crew goes crazy, and thus are affected by the card. However, you might use a "house rule" for this rare *exception* -- If the majority of the crew are non-sleepers, then the REM Sleep Dilemma has no effect (because not enough of the crew goes nuts).
  2. No. You must "overcome" a dilemma by supplying the listed skills to gain points for it (see "Dilemmas -- General.")
  3. No. This has an effect that can later be cured (see "Dilemmas -- General.")
  4. The dilemma is poorly worded. It is an exception to the normal rule that says that only the personnel encountering a dilemma are affected by it (see Outpost Raid). If an Away Team does not overcome it, they and the entire ship they beamed from (or ships, if they beamed from multiple ships) are affected.



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