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7/21/2019 Paranoia Card Game Rules http://slidepdf.com/reader/full/paranoia-card-game-rules 1/19 A DNCPCG De  nitely Not Collectable Paranoia Card Game) for 3–8 Players A DNCPCG (De fi nitely Not Collectable Paranoia Card Game) for 3–8 Players RU S RULES

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Page 1: Paranoia Card Game Rules

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A DNCPCG De

 

nitely Not Collectable Paranoia Card Game) for 3–8 PlayersA DNCPCG (De fi nitely Not Collectable Paranoia Card Game) for 3–8 Players 

RU S

RULES

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Game DesignSteve Gilbert

Additional Game Design

Gareth Hanrahan

Paranoiaby Dan Gelber, Greg Costikyan and Eric Goldberg,with Ken Rolston

Additional MaterialAllen Varney

Covers & IllustrationsJames Holloway

Mongoose Line Manager

Ian Belcher

Mongoose ProductionDirectorAlexander Fennell

ProofreadersRon Bedison & Sarah Quinnell

RULEBOOK CONTENTS

CREDITSPlaytestersDavid Baldowski, Michael Baldowski, Paul Baldowski,Stefanie Bradley, Brandon Culler, Maja Djuria, JohnFoster, Francis Gilbert, Ron Gilbert, Tracey Gilbert,Kevin Haas, Werner Kustermann, Karl Low, Bill O’Dea,

Georgios Panagiotidis, John Peterson, Randy Price,David Rea, Gwynne Searcy, Jennifer Searcy, KellySearcy, Laura Lee Searcy, Sarah Stysch, Rob Thornton,Daniel Uhl, Allen Varney, James Winslow

Extra Special ThanksThe Computer

Contents Inside Front

Introduction 1Overview 3

Getting Started 4Sequence of Play 7Card Play Phase Expanded 8

General Rules 10

Common Terms 14License Inside Rear

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2What’s a ‘traitor’?A traitor is a malevolent citizen who has betrayed his friend The Computer and seeks to destroy The Computer, Alpha Complex, humanity and life as we know it. You mustunmask and destroy all traitors. Watch out! Traitors are everywhere! Mutants are traitors. These genetic freaks have uncontrollable abilities they selfishly use for their ownadvancement, rather than to serve Alpha Complex. You must subdue or eliminate them. Members of secret societies are traitors. In organizations unsanctioned by TheComputer they conspire irresponsibly to undermine the good order of Alpha Complex. You must destroy them. By the way... you  are a mutant, and  a member of a secretsociety. You are a traitor.Wait… I’m  a traitor?That is correct. Your fellow Troubleshooters would be eager to unmask you as a traitor and execute you. You work with many Troubleshooters. They all carry powerfulweapons.Let me get this straight. My job is to hunt and kill traitors. I work with other people who have the same orders. They all want to killme?Not quite. They all want to kill traitors . They don’t know you’re a Commie mutant traitor. Yet. The good news is, Troubleshooters routinely get shot, stabbed, incinerated,mangled, poisoned, blown to bits and occasionally stapled, so you have many opportunities to ensure your teammates meet their just end. Stay alert! Trust no one! Keepyour laser handy!...Are you sure  this will be fun?Certainly, citizen! Fun is mandatory. The Computer says so, and The Computer is your friend. Do you doubt The Computer? Doubting The Computer is treason.Uh! No, certainly not. If The Computer says fun is mandatory, then this certainly will be fun. Only a Commie mutant traitor couldbelieve otherwise.Excellent! You’re getting the idea. As a sign of its trust, The Computer promotes you to Security Clearance RED. Welcome to PARANOIA.

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OverviewThis is a card game where you, the player, take the part of a Troubleshooter—an agentof The Computer. Each game consists of a number of hands. Each hand representsone ‘Mission’. Some Troubleshooters will die on the Mission because of cards played onthem. Some Troubleshooters will die during the post-Mission Debriefing because theyhave accumulated too many Treason tokens. In most Missions the majority, if not all of

the Troubleshooters, will die. But for the survivors—undeserved glory and increases inSecurity Clearance and life expectancy can all be achieved! You may even be able towin the game…

Game-R-GUY-1:  Wow, this sounds famili... I mean... hard.What’s in the game?Al-O-BYE-1:  Excellent question, Citizen, do you perchancehave any prior knowledge regarding the layout of this rulebook?Game-R-GUY-1:  No, I just...Al-O-BYE-1:  Feel free to speak up again with any further

potentially treasonous insights.Game-R-GUY-1:  (silent)Al-O-BYE-1:  Good. Now then...

How to WinKeep playing hands of cards until one Troubleshooter loses his 6th clone. At that point the highest Security Clearance Troubleshooter wins. In the case of a tie, theTroubleshooter with the least number of Treason tokens wins. If they are still tied, both Troubleshooters win.

Contents1 Rulebook (which you are loyally reading right now)

150 Cards, consisting of:1 Team Leader Card (to designate the Team Leader)8 Troubleshooter Cards22 Mission Cards (called the ‘Mission Deck’)37 Security Clearance Cards (used for keeping track of your Security Clearance)

82 Action Cards (called the ‘Action Deck’)

156 Tokens, consisting of:54 Wound Tokens (used for keeping track of your Wound total)54 Treason Tokens (used for keeping track of your Treason total)48 Clone Tokens (used for keeping track of your clones)

Both the Mission Deck and the Action Deck include twoblank cards. Do not shuffle these in with the rest of thedecks when you play. These cards are provided so thatplayers may create their own Missions and special Actions.

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Getting Started1 Give each player a Troubleshooter card.

2 Each Troubleshooter takes 6 Clone tokens and places them below their Troubleshooter card.

3 Put the remaining Clone tokens, as well as the Treason and Wound tokens, in the center of the table so players can grab them as needed.

4 Choose a Team Leader. This can be done by random die roll or, more appropriately, by having the game’s owner proclaim himself Team Leader.The Team Leader is immediately promoted to ORANGE Security Clearance and draws an ORANGE Security Clearance card, placing it abovehis Troubleshooter card. They also place the Team Leader card next to their Security Clearance card, where everyone can see it.

5 Each Troubleshooter that isn’t the Team Leader draws a RED Security Clearance card placing it above their Troubleshooter card.

6 Shuffle the Mission cards as one deck and the Action cards as another deck. Once thoroughly shuffled, place the two decks in the center of theplaying area. Place the unused Security Clearance cards into another pile—these do not need to be shuffled.

ALPHA COMPLEX 101—Being a TroubleshooterThe Computer has promoted you from your previous INFRARED Clearance to your new and exciting RED Clearance. Your new Security Clearance signifies The Computer’s benevolent trust in you. The Computer is your friend. To review (as speci fi ed in HPD&MC Directive NSC-RED-44Arev 4,675, ‘Orientation for the Newly Trusted’ ), The Computer’s system of Security Clearances follows the colors of the electromagnetic spectrum:RED, your current clearance, followed in ascending order by ORANGE, YELLOW, GREEN, BLUE, INDIGO and VIOLET. INFRARED is below RED, andULTRAVIOLET (the clearance of the illustrious High Programmers) is above VIOLET. The higher a citizen’s clearance, the more deeply The Computer truststhat citizen.

The Computer determines each citizen’s clearance with complete impartiality. Higher clearance means greater responsibility; it also brings benefits. TheComputer cares for the needs of all citizens, of course, but it rewards most greatly those who sacrifice the most for the sake of society and their fellow beings.Citizens of higher clearance are not necessarily more knowledgeable or capable than you. They have advanced solely because they selflessly served thegreater good and earned The Computer’s trust. Admire, respect and defer to higher-clearance citizens. Failure to defer at all times is insubordination and maybe treason.

If you serve The Computer well, you will earn its greater trust and thereby advance in Security Clearance. Aspire to advance! Seek to serve Alpha Complex inever greater ways! Failure to aspire may be considered insubordination. Remember, The Computer is your friend!

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 LUEBLUESECURITYSECURITY

CLE R NCECLEARANCE

Your Security Clearance is higher  thanRED, ORANGE, YELLOW and GREEN

Troubleshooters.

Make it clear to all that you can handle all

the power you can get.

Maximum Treason: 5 Treason tokens.

Hand Size: 7 cards.

Maximum Wounds: 5 Wound tokens.

Your Security Clearance is lower  than

ULTRAVIOLET, VIOLET and INDIGOTroubleshooters.

5

Explaining the Troubleshooter Card

Explaining Security Clearance Cards

A Troubleshooter’s current SecurityClearance card is placed above theirTroubleshooter card.

A Troubleshooter’s Treason tokens are

placed to the left of their Troubleshooter card.

A Troubleshooter’s Wound tokens are placedto the right of their Troubleshooter card.

A Troubleshooter’s Clone tokens are placedbelow their Troubleshooter card.

The Troubleshooter’s name.

The Security Clearance track: A handyreference for checking who is above andbelow your current Security Clearance.

Summary of which Security Clearances arebeneath you.

Summary of which Security Clearancesare above you.

.

.

:

:

Summary of a Troubleshooter’s handsize (the number of cards dealt to them atthe beginning of a Mission), the numberof Wound tokens it takes to kill theTroubleshooter and the the number ofTreason tokens it takes to make them aTraitor.

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Explaining Mission Cards

Explaining Action Cards

The criteria that must be fulfilled in order to completethe Mission.

What will happen during the Mission Debriefingphase if the Mission is not completed.

Missions where the criteria is ‘Survive until MissionDebriefing’ do not have Failure sections.

The Mission card’s title.

What will happen during the Mission Debriefingphase if the Mission is successfully completed.

The Action card’s title.

Some Mission cards also have Special sections,which detail specific rules or quirks that apply duringthat Mission only.

The options a Troublshooter has when playing thiscard. Note that only ONE of these options may beused when the card is played. Other possible optionson Action cards are Play Anytime and Play on

Yourself.

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Sequence of PlayEach Mission is composed of the following 5 phases:

1.  Mission DeterminationThe Team Leader turns over the top card of the Mission Deck so everyone can see it. This card represents the current Mission.

2. Deal Cards

The Team Leader (or a lower Security Clearance Troubleshooter of his choice) deals every Troubleshooter cards from the Action Deck. The number of cards youreceive is determined by your Hand Size, as indicated on your Security Clearance card. The Team Leader also receives one bonus card. Place the rest of theAction Deck in a pile in the center of the table.

3. Card Play PhaseAt the start of this phase, the Team Leader plays or discards an Action card from his hand. Cards can be directed at yourself, other Troubleshooters or theMission. Thereafter, starting with the Troubleshooter to the Team Leader’s left and moving clockwise, each Troubleshooter plays or discards one Action card. TheCard Play phase ends:

  ♦ the moment a living Troubleshooter runs out of Action cards (even if this happens during someone else’s turn).  ♦ whenever the Mission is complete the Team Leader can end the Card Play phase at the start of his turn.  ♦ whenever the ‘Abort Mission’ Action is played.  ♦ whenever there is only one Troubleshooter left alive.  ♦ whenever a Troubleshooter loses their last Clone token.

See the Card Play Phase Expanded section for more rules and notes concerning this phase.

4. Mission Debriefing PhaseThe Mission Debriefing determines which Troubleshooters have successfully completed their Mission.

Sometimes it will be an all-or-none situation and either the whole team will succeed or will fail. Other times only some members of the team will have succeeded.Apply the ‘Success’ result to the Troubleshooters who completed the Mission successfully and the ‘Failure’ result to those who didn’t follow The Computer’sinstructions.

If the Mission only has a ‘Success’ result, it means that merely surviving the Mission is considered a Success! All Troubleshooters at the Mission Debriefing—inother words, all living Troubleshooters—receive the Success result.

5. Internal Security Investigation PhaseDuring this phase all Troubleshooters who are Traitors are executed. You are a Traitor if you have too many Treason tokens, as indicated by your SecurityClearance card. For example, RED Security Clearance Troubleshooters are Traitors if they have 3 or more Treason tokens.

At the end of the Internal Security Investigation phase, any remaining Wound or Treason tokens that a Troubleshooter may have are discarded. Any remainingAction cards are kept, except for those still placed in front of you (such as Noble Sacri fice)—these are discarded.

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Card Play Phase ExpandedAt the start of this phase, the Team Leader plays or discards an Action card from his hand. Cards can be directed at yourself, other Troubleshooters, or at theMission. Thereafter, starting with the Troubleshooter to the Team Leader’s left and moving clockwise, each Troubleshooter plays or discards one Action card. TheCard Play phase ends:

♦ the moment a living Troubleshooter runs out of Action cards (even if this happens during someone else’s turn). Note that Troubleshooters may still

play their ‘Play Anytime’ cards before the phase ends.♦ whenever the Mission is complete the Team Leader can end the Card Play phase at the start of his turn.♦ whenever the ‘Abort Mission’ Action card is played.♦ whenever there is only one Troubleshooter left alive.♦ whenever a Troubleshooter loses their last Clone token. This also signals the End of the Game (see page 11).

When it is your turn, you must play or discard an Action card. There are a varietyof Action cards. Action cards can either be played to help complete the currentMission (by being played on the Mission card), or they can be played on one or moreTroubleshooters (including yourself).

Each Action card has two or more sections. One will always be the Play onMission section. Any others will always involve playing the card on one or moreTroubleshooters (including yourself). You may only use one  of these sectionswhen playing the card. There are four general types of Action card sections; Play onMission, Play on Troubleshooter, Play on Yourself and Play Anytime.

Play on Mission: All Action cards have this section. When playing an Action cardon the Mission card, follow the instructions given here. Cards played on Missionsgenerally add or remove Treason and/or Wound tokens from that Mission.

Play on Troubleshooter: When playing an Action card upon a fellowTroubleshooter, follow the instructions given here. Cards played on Troubleshootersgenerally add or remove Treason and/or Wound tokens from them, though they canhave a host of other effects too! You may also play these cards on yourself unless  the card specifically tells you to play it upon ‘another Troubleshooter’. You may playAction cards that give you Treason and/or Wound tokens, if you so wish.

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9Play on Higher/Lower or Equal Security Clearance Troubleshooter:   Some cards have separate instructions for whether you are playing itupon another Troubleshooter of ‘Equal or Lower Security Clearance’ or  ‘Higher Security Clearance’.

When Playing a Card on a Higher Security Clearance Troubleshooter , you must use the Play on Higher Security ClearanceTroubleshooter  text.

When Playing a Card on a Lower or Equal Security Clearance Troubleshooter , you may use either the Play on Higher Security

Clearance Troubleshooter  text or  the Play on Equal or Lower Security Clearance Troubleshooter text (but not both).

Play on Yourself: When playing an Action card upon yourself, follow the instructions given here. Cards played on yourself are generally beneficial and removeTreason and/or Wound tokens from you, though they can have a host of other effects too!

Play Anytime:  These cards can be played whenever it is appropriate, including during another Troubleshooter’s turn. They do not count as your turn. PlayAnytime cards can be played on each other.

For Example:   ‘My Better Idea  card cancels your Golden Opportunity  card.’

‘Oh, yeah, well my Bribe  card cancels your Better Idea  card!’

Play anytime cards can even be played at the moment when a phase, Mission or game ends.

For Example:   ‘That’s my last card so the Card Play phase is over.’‘OK, but before the Card Play phase ends I’m playing Convincing Story  to make you a Traitor before we go into the Mission Debriefingphase.’

Optional: Play Anytime OrderUsually, it is enough that Play Anytime cards are simply declared when the player wishes to declare them. An optional rule is to give every player achance to play a card in response to a card just played in order, rather than haphazardly.

For Example:  If Player A just played New Improved Treasonous Activity List , the player to his left is given the first chance to respond with aPlay Anytime card. Then the next player to the left is given a chance. Then the next player, and so on.

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ALPHA COMPLEX 101—CloningLong ago, in Old Reckoning times before The Computer began guiding Alpha Complex—before Alpha Complex even existed!—humans once reproduced byrutting, like vile animals. Shudders and expressions of revulsion are permitted, though not mandatory. Because The Computer cares deeply for all citizens, itnow grows them in clone tanks. This is much less messy and disgusting than the old way, and far less random. The Computer ensures every human citizen isgenetically perfect in all respects. Improved by a program of mandatory hormone suppressants, human citizens are no longer troubled by the bestial urges ofpast generations. The Computer’s researchers in R&D continue to pioneer stunning advances in cloning technology. Earlier generations of citizens were grownin ‘clone families’ of six genetically identical siblings, all decanted from the tanks at the same time. When they died, their precious genetic heritage was lost toAlpha Complex. Today, thanks to advances in forced-growth cloning technology, The Computer’s loyal servants in Technical Services can now produce newclone copies of any citizen at will.

R&D’s amazing MemoMax technology can copy and transfer the deceased citizen’s memories to a new clone with speed and absolute accuracy. TechServices installed your MemoMax circuitry before you were decanted, and it functions perfectly today. As a trusted Troubleshooter you enjoy The Computer’sfullest consideration. Though you need not expect unusual hazards as you locate and terminate the last remaining vicious Communist enemies of AlphaComplex, The Computer has thoughtfully ordered for you five ready backup clones, which are deployed at great speed upon your unfortunate demise, allowingyour swift return to loyal, Troubleshooting action.

General Card Play Phase NotesAttacking Loyal Citizens is Bad:  Damaging Computer property (like loyal clones) is bad. Anytime you give Wound tokens to another Troubleshooter who isLoyal, you immediately receive 2 Treason tokens.

Dying Action:  Troubleshooters who receive their fatal Wound token may play one card immediately as their ‘dying action’. They may also play any number of PlayAnytime cards. After their dying action, they are dead (see Dying Actions and Dying on page 14 for more details).

Exposing Traitors is Good:  Friend Computer’s faith in you goes up anytime you give another Troubleshooter the Treason token(s) that makes them a Traitor. Itmeans you are working very, very hard to root out Traitors! As a reward, remove 2 Treason tokens from your pile.

Killing Traitors is Better:  Anytime you give a Traitor the Wound token that kills them, The Computer’s faith in you goes up even more. Remove all  Treasontokens from your pile.

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General RulesYour Troubleshooter Status card must be kept in full view of the other players at all times. Other players are allowed to know your Security Clearance, how manyclones you have left, how many Action cards you have and how many Wound/Treason tokens you have.

You may not trade cards or show other players your cards unless specifically instructed to by a card. You can, however, promise to play cards, lie (or not lie) aboutwhat cards you have, make deals, whine, threaten and, when appropriate, cajole. You are under no obligation to keep your promises.

Death of a Team LeaderTeam Leaders stay in charge until they die—The Computer has incredible faith in Team Leaders that manage to stay alive! It’s a shame that few Troubleshootersare as faithful as the Computer and therefore the Team Leader will often die during a hand. Immediately after the Team Leader performs his dying action, a differentTeam Leader is selected and promoted by one Security Clearance! The living Troubleshooter with the fewest number of Treason tokens immediately becomes thenew Team Leader. If there is a tie, then The Computer is confused and the first living Troubleshooter to the left of the old Team Leader gets promoted.

The End of the GameIf a Troubleshooter loses their 6th clone, proceed immediately to the Mission Debriefing phase. The Troubleshooter who lost his 6th clone, and therefore ended the

game, immediately loses a Security Clearance. Resolve the final Mission Debriefing and Internal Security Investigation phase regularly and then determine whichTroubleshooter has the highest Security Clearance. That Troubleshooter has won the game! In the event of a tie, the Troubleshooter with the least number ofTreason tokens is the winner. If they are still tied, both Troubleshooters win.

‘It’s Just a Game’Sometimes you may encounter unusual card play combinations that are not explicitly covered in the rules. When that happens, resolve the issue with a friendly flipof a coin. Hurling said coin at your opponent is not considered friendly.

Re-Shuffl

esIf, during play, the Action Deck runs out of cards, pause the game momentarily. Shuffle all discarded or used Action cards into a new Action Deck. Then resume thegame. If the last card in the Mission Deck is turned over, you can safely wait until the last Mission is played out before shuffling the used Mission cards.

‘May’Some cards use the word ‘may’ to indicate that you have a choice. For example, the Hand Flamer  card says you ‘may randomly pick a card’. There are timesyou might not want to do this, like when this would take the Troubleshooter’s last card and end the Card Play phase. Remember, ‘may’ indicates an option.

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StrategyIn general, there are four ways to play a hand:

♦ Prove someone is guilty of treason and then kill them.♦ Kill someone and then justify your actions.♦ Set them up to be killed during the Internal Security Investigation phase.

♦ Duck and cover.

All of the above methods are highly effective (except ‘duck and cover’, whichfails miserably except when combined with the sub-strategy ‘encouraging otherTroubleshooters to kill each other’). The method you choose will depend on whatcards you are dealt.

ALPHA COMPLEX 101—Loyalty and TreacheryTo maintain good order, The Computer has enlisted many loyal citizens like yourself. Those who serve with distinction are shining examples for all right-thinking people in Alpha Complex. The Computer also attends regretfully to the pervasive presence of traitors. Traitors are everywhere! Though finalcrushing victory over Communist subversion is close at hand, the traitors’ last shrill treason-laden gasps still endanger their innocent victims. Fight on,Troubleshooter, fight on for The Computer and all Alpha Complex!

Locate and apprehend or destroy mutants. They endanger human genetic purity and must be terminated or enlisted in our great cause. Locate andapprehend or destroy members of secret societies. They are traitors, often terrorists, and must be brought to justice. The existence of manysecret societies is public knowledge. It is not technically illegal to discuss their treasonous doctrines and objectives, the better to enforce good order orpromote greater sensitivity to danger. Remember, though, as a Troubleshooter you are The Computer’s trusted emissary. Discourage ordinary citizens fromfrivolously discussing these dangerous organizations.

Due to past isolated incidents of lax security, unsupervised thoughts and poor hygiene, traitors have infiltrated Alpha Complex from the lowest to the highestlevels. It may surprise you to learn traitors have even been identified on Troubleshooter teams like yours! Be vigilant in guarding against these rare buttroubling incidents. Very soon, The Computer will finally defeat the forces of Communism, terrorism and subversion and guarantee a loyal, stress-free AlphaComplex. With constant alertness and unwavering commitment you can help ensure freedom from worry for all citizens. The Computer is counting on youand your fellow Troubleshooters to help make this the last year you need ever worry about anything!

Customer Health & Safety NoticeUnder no circumstances may higher Security Clearance players orderlower Security Clearance players to go fetch snacks and then plottheir demise while they are out of the room. Similarly, lower SecurityClearance players are not allowed to plot the death of the overbearing

higher Security Clearance players who ordered them out of the roomto begin with.

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Examples of Play

Example 1:Play-R:  I’m playing Lie... Real Good  on Lose-R because no one has played on him yet. Lose-R gets 3 Treason tokens and I get 1 Treason token.Lose-R: Fine. Then I’ll play...Play-R:  Wait, because I’ve just made you a Traitor, I get to remove 2 Treason tokens. I’ve only got 1 so….

Lose-R: But Lie... Real Good  only just gave you that Treason token!Play-R:  What’s your point?Lose-R: Arghhhhhh!

Example 2:Play-R:  Ha! I play Ice Gun 3000  on Lose-R. You get 1 Wound token and have to skip your next turn.Lose-R: Oh yeah, I play New Improved Treasonous Activity List  to cancel your Ice Gun 3000  and give you a Treason token. That makes you aTraitor so I get to remove 2 Treason tokens but I’ve only got 1 so I’ll just remove that.Play-R:  Wait... I’m playing Spurious Logic  to make you take the Treason token New Improved Treasonous Activity List would have given me,

which means I’m not a Traitor and you don’t get to remove your other Treason token. Ha! That’s your second Treason token.Lose-R: Fine, if that’s the way you want it. Then for my turn...Play-R:  Before your turn starts I play Convincing Story  to give you a Treason token. That’s your third Treason token, Lose-R—you’re a Traitor and I get toremove two of my Treason tokens.Lose-R: FINE! Because for my turn I’m gonna Plasma Cannon  your...Play-R: What turn? Convincing Story  was my last card. The Card Play phase is over!Lose-R: Arghhhhhh!

Al-O-BYE-1:  That’s all there is too it. Any questions?

Game-R-GUY-1: Yes...Al-O-BYE-1:  ... excellent. This concludes your emergency briefing of the highly addictive PARANOIA: Mandatory BONUS FUN Card Game .You now have one day to play said treasonous game. Failure to play said game is proof of treason and punishable by summary execution. Remember,playing the PARANOIA: Mandatory BONUS FUN Card Game will cause the nano-scrubot in your cerebral cortex to execute a mildly invasive totalscrub-down cycle.Game-R-GUY-1: Is that bad?Al-O-BYE-1:  You may feel a little pressure. Have a nice day.

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Common TermsClone = All Troubleshooters have 6 clones, represented by their Clone tokens. Once any Troubleshooter loses their 6th clone, the game ends.

Dead = A Troubleshooter that has died and not yet come back as his next clone. Dead Troubleshooters do not count as having failed or succeeded a Missionthat ended while they are dead. Dead Troubleshooters ‘respawn’ as their next clone after having skipped on of their turns, or at the beginning of the Mission

Determination phase, whichever comes first.

Dying = When a Troubleshooter takes a Wound token that equals or exceeds his Wounds Maximum (as determined by their Security Clearance), they are killed.The Troubleshooter may immediately perform a ‘dying action’. When a Troubleshooter dies, he loses all Wound and Treason tokens. He discards one Clone token.He skips his next turn, then ‘respawns’ as his next clone at the beginning of his following turn (or at the beginning of the following Mission Determination phase,whichever comes first).

Dying Action = When a Troubleshooter is killed, he may perform a dying action. This is a single card played from his hand immediately. The card’s effects areresolved normally. If this card manages to reduce the number of Wound tokens the Troubleshooters to below his Wounds Maximum, the Troubleshooter is not killedand the hand continues as normal.

Gaining a Clone = Add one Clone token to your pile. If you currently have 6 Clone tokens, you cannot gain a clone (ignore effects that require you to do so).

Gaining a Security Clearance = Trade your Security Clearance card for the next color up the Security Clearance ladder. If there are no cards availableof the Security Clearance you require, you cannot increase your Security Clearance (ignore effects that require you to do so). If you are currently ULTRAVIOLETSecurity Clearance, you cannot gain a Security Clearance (ignore effects that require you to do so).

Living = A Troubleshooter that is not dead.

Losing a Clone = Lose one Clone token from your pile. Once any Troubleshooter loses their last Clone token, the game ends.

Losing a Security Clearance = Trade your Security Clearance card for the next color down the Security Clearance ladder. If there are no cards available ofthe Security Clearance you require, you cannot lose your Security Clearance (ignore effects that require you to do so). If you are currently RED Security Clearance,you cannot lose a Security Clearance (ignore effects that require you to do so).

Loyal = Any Troubleshooter with fewer Treason tokens than their Maximum Treason (as determined by their Security Clearance) is Loyal.

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15Maximum Treason = A Troubleshooter whose Treason tokens equal or exceed this number is a ‘Traitor’. A Troubleshooter’s Maximum Treason is determinedby his Security Clearance.

Maximum Wounds = A Troubleshooter whose Wound tokens equal or exceed this number has been killed. See ‘Dying’ for more details. A Troubleshooter’sMaximum Wounds is determined by his Security Clearance.

Most Loyal Troubleshooter = The Most Loyal Troubleshooter is the one with the fewest Treason tokens. In the event of a tie, the Team Leader chooses who

is the Most Loyal Troubleshooter.

Most Traitorous Troubleshooter = The Most Traitorous Troubleshooter is the one with the most Treason tokens. In the event of a tie, the Team Leaderchooses who is the Most Traitorous Troubleshooter.

Player = The player who controls a Troubleshooter.

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16Security Clearance = This is designated by the Security Clearance card that every player has above their Troubleshooter card. Security Clearance determineshow important a Troubleshooter is and how trusted they are by The Computer. The higher a Troubleshooter’s Security Clearance, the more they can get away with(higher Maximum Treason), the better armor they have (higher Maximum Wounds) and the more options they have (larger Hand Size). The Security Clearance trackon the Troubleshooter card summarizes all of this information.

Security Clearance ranges from RED (the lowest) up to ULTRAVIOLET (the highest). The higher your Security Clearance, the more important you are in AlphaComplex. A Troubleshooter is considered to be of higher Security Clearance than yourself if his color (ORANGE, YELLOW, GREEN, BLUE, INDIGO, VIOLET or

ULTRAVIOLET) is above your color on the Security Clearance track.

For Example: If your Security Clearance is RED, any Troubleshooter with a different color Security Clearance (apart from RED) is of higher Security Clearancethan yourself.

For Example: If your Security Clearance is BLUE, any Troubleshooter with an INDIGO, VIOLET or ULTRAVIOLET Security Clearance is of higher SecurityClearance than yourself.

A Troubleshooter is considered to be of lower or equal Security Clearance than yourself if his color (RED, ORANGE, YELLOW, GREEN, BLUE, INDIGO, VIOLET orULTRAVIOLET) is the same as your color, or below your color on the Security Clearance track.

For Example: If your Security Clearance is RED, only Troubleshooters with a RED Security Clearance are of equal or lower Security Clearance than yourself.

For Example: If your Security Clearance is BLUE, any Troubleshooter with a RED, ORANGE, YELLOW, GREEN or BLUE Security Clearance are of equal orlower Security Clearance than yourself.

There are 8 RED Security Clearance cards, 7 ORANGE Security Clearance cards, 6 YELLOW Security Clearance cards, 5 GREEN Security Clearance cards, 4BLUE Security Clearance cards, 3 INDIGO Security Clearance cards, 2 VIOLET Security Clearance cards and 2 ULTRAVIOLET Security Clearance cards. If youare required to change to a Security Clearance for which there are no cards remaining, you stay at your current Security Clearance.

Traitor = Any Troubleshooter with Treason tokens equalling or exceeding their Maximum Treason (as determined by their Security Clearance) is a Traitor.

Troubleshooter = A dedicated defender of Alpha Complex and servant of The Computer. All of the participants in PARANOIA: Mandatory BONUS FUNCard Game are Troubleshooters.

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LicensePARANOIA: Mandatory BONUS FUN Card Game  and PARANOIA Copyright ©1983, 1987, 2005 Eric Goldberg and Greg Costikyan.PARANOIA 

is a trademark of Eric Goldberg and Greg Costikyan. All Rights Reserved. Mongoose Publishing Ltd., Authorized User

Similarities between characters in this game and persons living or dead, other than for purposes of satire, are coincidental. The reproduction of material from thisgame for personal or corporate profit, by photographic, electronic or other means of storage and retrieval, is prohibited. You may copy blank character sheets,

record sheets, checklists and tables for personal use.Based on material published in editions of PARANOIA: The Roleplaying Game (published in 1984 and 1987 by West End Games, published in 2004 by

Mongoose Publishing). None of this material is ‘open game content’ and none is distributed under any kind of open game license. Eric and Greg own it all, period,end of discussion.

Note on pronoun usage: The Computer suggests any citizen concerned about this game’s usage of ‘he’ for the generic third-person pronoun, instead of ‘he or she’,should attend to more important matters, such as serving The Computer with fervent loyalty.

E-mail questions and comments about this game to Mongoose Publishing at [email protected], or write to PO Box 1018, Swindon, Wiltshire SN31DG, UNITED KINGDOM. Visit us on the World Wide Web:

www.mongoosepublishing.com

Published by Mongoose Publishing. Publication MGP 6660. ISBN 1-905176-89-9. Published August 2005.