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REM Fatigue Hallucinations (CT)

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About
Game/Set: Star Trek CCG 1st Edition

Expansion:

Collector's Tin

Publisher:

Decipher

Country:

USA

Date:

1994

Language:

English

Card Size:

63x88mm


Statistics REM Fatigue Hallucinations
Rarity Uncommon
Printing Normal
Type Dilemma
Property Logo Star Trek: The Next Generation
Icons
(PL Errata 1)
(PL Errata 2)
Space/Planet
Lore A crew can go insane from lack of REM (rapid eye movement) sleep.
Game Text
(PL Errata 1)
(PL Errata 2)
No one aboard can dream. Entire crewdies in three of your full turns unless 3 MEDICAL present OR ship returns to outpost first.
Resolution Guide Place on Away Team/crew. If 3 MEDICAL in Away Team/crew, place cured dilemma in bonus point area; mission continues.
Otherwise, Away Team/crew is not “stopped”; mission continues. Away Team/crew dies at end of your third full turn unless dilemma cured first by having 3 MEDICAL present with Away Team/crew that originally encountered the dilemma OR by returning to and docking at your outpost (place dilemma in bonus point area).
Note that only personnel in the Away Team/crew that originally encountered the dilemma will die if dilemma not cured. Any other personnel present at time of death are not affected.
Bonus Points 5
Characteristics Space dilemma, Planet dilemma, Kill dilemma, Skill dilemma, Medical dilemma, Skill level 3 dilemma, Medical-related dilemma, Alternate requirements dilemma
Versions
Legal Card Pools Complete, Traditional
Legal Rules Sets Modern, Open, Warp Speed
Actors Unknowns
Characters Unknowns
External Links www.trekcc.org