Strategy
Die Space-Wall-Dilemmas

(Stand The Motion Pictures)

Das wichtigste was es beim Deckbau zu beachten gilt, ist dass man durch sämtliche Wall-Dilemmas kommt. Die sogenannten Walls bleiben anders als andere Dilemmas nämlich auch dann im Spiel, wenn sie ihren Effekt bereits hatten. Dies bedeutet dass man solange nicht an ihnen vorbei kommt bis die benötigten Skills, Classifications oder andere Bedingungen erfüllt werden. Hier nun eine Liste aller Space-Walls, unten eine Komplettliste der Skills, die man mindestens haben sollte um an allen Wall-Dilemmas vorbeikommen zu können.

Type Cardname Gametext Strategy
Aggressive Behavior
(Voyager, Rare)
Unless 2 Anthropology OR Leadership, Anthropology, and CUNNING>35 present, ship is damaged and one crew member is killed (random selection). [5]
Alien Parasites & Rem Fatigue
(Enhanced Premiere, Premium)
ALIEN PARASITES: Unless INTEGRITY>32, Away Team (if any) beams back and opponent immediately controls ship and crew until "stopped." REM FATIGUE HALLUCINATIONS: Crew or Away Team dies at end of your third full turn unless cured by 3 MEDICAL OR docking at outpost. [5]
Ancient Computer
(Premiere lim., Rare)
Cannot get past unless 2 Computer Skill or 3 SCIENCE or 3 ENGINEER present.
Ancient Computer & Microvirus
(Enhanced Premiere, Premium)
ANCIENT COMPUTER: To get past requires 2 Computer Skill OR 3 SCIENCE OR 3 ENGINEER. MICROVIRUS: Unless MEDICAL and SECURITY present, kills one crew or Away Team member (opponent's choice). Discard dilemma.
Assassin's Blade
(Deep Space Nine, Common)
(Voyager, Starter Only)
Unless CUNNING>36 OR 2 SECURITY present, assassin kills one personnel present (opponent's choice) except a shape-shifter or android.
Astral Eddy
(Voyager, Rare)
Unless Navigation, Physics, and 2 ENGINEER present, one crew member (random selection) is killed.
Berserk Changeling
(The Dominion, Uncommon)
Unless 2 hand weapons OR 3 SECURITY OR Changeling Sweep OR Shape-Shift Inhibitor OR Interphase Generator OR Mora Pol present, kills a non-changeling present (random selection).
Chula: Echoes
(Holodeck Adventures, Common)
To get past, three personnel present (random selection) are chosen. If the highest CUNNING among them is odd, all three are “stopped.”
Chula: Pick One to Save Two
(The Dominion, Uncommon)
To get past requires three personnel present (random selection) to face thialo. Choose one of those three to return to your hand, or all three are "stopped."
Chula: The Abyss
(Blaze of Glory, Rare)
To get past, three personnel present (random selection) must face the abyss. If their total CUNNING is odd, they are "stopped" and, if possible, relocated to Quark's Bar.
Chula: The Dice
(The Dominion, Common)
To get past requires one personnel with INTEGRITY > 6, another with CUNNING > 7, and a third with STRENGTH > 8.
Chula: The Door
(Rules of Acquisition, Rare)
To get past, two personnel must each contribute any one of their attributes to equal a total of 5 or 21. Nullify by placing any doorway out-of-play from hand.
Chula: The Drink
(The Trouble with Tribbles, Rare)
To get past, four personnel present (random selection) must be "tested." All four are "stopped" unless one has CUNNING<6 or CUNNING>9.
Chula: The Way Home
(The Trouble with Tribbles, Common)
To get past, three personnel present (random selection) are chosen. Opponent may relocate one to Quark's Bar or your facility if the other two have combined INTEGRITY<15.
Dangerous Liaisons
(Rules of Acquisition, Common)
To get past requires 3 Treachery and Acquisition OR 2 SCIENCE and 2 SECURITY OR Ty Kajada. Nullify by discarding Recruit Mercenaries from hand.
Dead End
(First Contact, Uncommon)
Unless you have at least 50 points, cannot get past; place dilemma atop mission; it may not be attempted by a player with less than 50 points. (Unique.)
Dejaren
(Holodeck Adventures, Common)
Two personnel (one [holo] and one non-[holo]) are killed (random selection) if their individual CUNNING <9. To get past requires 2 Computer Skill remaining.
Drumhead
(Blaze of Glory, Uncommon)
If present, discard a crew memeber of INTEGRITY<5 (Norah Satie's choice if in play, or random selection); otherwise, to get past requires Jean-Luc Picard OR Law. Nullify with Plexing.
Emergency Conversion
(Mirror Mirror, Common)
To get past requires 2 Astrophysics and Transporter Skill.
Female's Love Interest & Garbage Scow
(Enhanced Premiere, Premium)
FEMALE'S LOVE INTEREST: Female crew or Away Team member (random selection) runs off with lover to furthest planet. RADIOACTIVE GARBAGE SCOW: Place on spaceline here. Mission cannot be attempted where present. Ship with Tractor Beam and 2 ENGINEER can tow Scow.
Ferengi Infestation
(The Trouble with Tribbles, Rare)
Opponent may download up to two male Ferengi to a facility at this location (or up to six if facility is Empok Nor). To get past requires 2 SECURITY and CUNNING>50.
Ferengi Ingenuity
(Blaze of Glory, Uncommon)
If one personnel present has 2 Computer Skill, discard dilemma. Otherwise, to get past, place on most CUNNING Computer Skill present (`stopped` during countdown).
Gravimetric Distortion
(Blaze of Glory, Common)
(Voyager, Starter Only)
Ship damaged unless 4 ENGINEER OR 2 Astrophysics OR a personnel who has 2 Navigation OR Guinan aboard.
Hazardous Duty
(Blaze of Glory, Common)
(Voyager, Starter Only)
To get past requires 2 OFFICER; then place on mission until solved. If any non-OFFICER dies here, its owner loses points (discard dilemma).
Hippocratic Oath
(Official Tournament Sealed Deck, Premium)
To get past, most CUNNING MEDICAL present must help aliens (relocated with dilemma to nearest planet at another location). MEDICAL is "stopped" until countdown expires.
Implication
(Voyager, Common)
To get past requires 3 Diplomacy and INTEGRITY >30 OR Law and CUNNING >30.
In the Pale Moonlight
(Rules of Acquisition, Uncommon)
To get past requires a personnel who has INTEGRITY <4 OR a Federation personnel who has Treachery OR any Garak OR a Founder.
Kelvan Show of Force
(Mirror Mirror, Rare)
To get past, two non-android, non-holographic personnel present are selected (opponent's choice). One of those two is "crushed" (killed, random selection).
Lack of Preparation
(First Contact, Common)
(Voyager, Starter Only)
Non-Borg: Cannot get past (lose 10 points) unless you could have met mission requirements at start of attempt. Borg: Must have [Comm] [Nav] and [Def] to proceed.
Lineup
(The Trouble with Tribbles, Common)
To get past requires four personnel present (random selection) to "form a lineup." All four are "stopped" unless one has INTEGRITY<5 OR INTEGRITY>8.
Maglock
(First Contact, Common)
To get past, crew must have at least 3 OFFICER with STRENGTH > 5 each.
Make us go
(Official Tournament Sealed Deck, Premium)
To get past, most CUNNING ENGINEER present must help aliens (held with dilemma atop mission). At end of your next turn, cure with CUNNING >24 or place both out-of-play.
Navigational Hazards
(The Dominion, Common)
(Voyager, Starter Only)
To get past requires Stellar Cartography and 2 Navigation.
Oops!
(The Trouble with Tribbles, Common)
Unless Leadership present, kills one personnel (random selection) and "stops" all others present. To get past requires three [Stf] personnel OR three [Def] drones OR Nog.
Outpost Raid
(Alternate Universe, Common)
If at your outpost: two personnel are killed (opponent's choice) unless STRENGTH > 81. Discard dilemma. OR Elsewhere: requires STRENGTH > 18 to pass.
Q gets the Point
(The Trouble with Tribbles, Common)
To get past requires 2 Treachery or Mortal Q, but one such personnel (opponent's choice) is "forked" ("stopped") if opponent has Guinan in play. Nullified by any Guinan.
Quantum Fissure
(Mirror Mirror, Uncommon)
To get past requires Astrophysics and Physics. Also, cannot get past if opponent has a ship here with two or more staffing icons that is staffed, undocked, and undamaged.
Radioactive Garbage Scow
(Premiere lim., Uncommon)
(Voyager, Starter Only)
Place atop spaceline here. Mission cannot be done where present. Ships with tractor beams and 2 ENGINEER can tow barge to a different location.
Scientific Method
(Rules of Acquisition, Common)
To get past requires MEDICAL and 3 SCIENCE.
Shaka, when the Walls fell
(Premiere lim., Uncommon)
Must have 2 Diplomacy and CUNNING > 30 to communicate and proceed.
Spatial Rift
(Voyager, Common)
Two personnel present (random selection) "disappear" (discarded) unless their combined CUNNING>14. To get past requires Astrophysics and 2 ENGINEER.
The Clown: Beneath The Mask
(The Borg, Uncommon)
To get past, one personnel must have total attributes>23.
The Clown: Guillotine
(Holodeck Adventures, Uncommon)
Unless 2 Diplomacy present, kills one personnel (random selection) and “stops” each personnel whose total attributes are lower than killed personnel until end of your next turn.
The Clown: My Festival
(The Borg, Rare)
To get past, crew or Away Team must have no fewer personnel than lowest INTEGRITY present and no more personnel than highest INTEGRITY present.
Twisted
(Voyager, Uncommon)
Cannot get past unless at least half of personnel in crew or Away Team (round up) each have CUNNING>7.
Unscientific Method
(Official Tournament Sealed Deck, Premium)
Opponent chooses a number X. Randomly examine crew or Away Team one by one. If (INTEGRITY + CUNNING - STRENGTH) = X, discard that personnel and dilemma.

Liste der minimal benötigten Skills/Classifications:
Skill/Classification Anzahl
ANIMAL
CIVILIAN
ENGINEER
MEDICAL
OFFICER
SCIENCE
SECURITY
0
0
3
1
3
3
3
Acquisition
Anthropology
Archaeology
Astrophysics
Biology
Cantankerousness
Computer Skill
Cybernetics
Diplomacy
Empathy
Exobiology
FCA
Geology
Greed
Guramba
Honor 
Klingon Intelligence
Law
Leadership
Mindmeld
Miracle Worker
Music
Navigation
Obsidian Order
Physics
Resistance
Section 31
Smuggling
Stellar Cartography
Tal Shiar
Transporter Skill
Treachery
Youth
(1)
2
0
2
0
0
2
0
3
0
0
0
0
0
0
0
0
1
1
0
0
0
2
0
1
0
0
0
1
0
1
1
0
INTEGRITY >6 / <4
CUNNING >7
STRENGTH >8
weitere sinnvolle Wall-Breaker:
2 hand weapons
Borg Nanoprobes
Interphase Generator
Dathon
Dr. McCoy
any Founder
any Garak
Guinan
Jean-Luc Picard
Mora Pol
Mortal Q
Nog
Ty Kajada