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RULES

A DNCPCG (Definitely Not Collectable Paranoia Card Game) for 38 Players

RULEBOOK CONTENTS
Contents
Introduction
Overview

Inside Front
1
3

Getting Started
Sequence of Play
Card Play Phase Expanded

4
7
8

General Rules
Common Terms
License

10
14
Inside Rear

CREDITS
Game Design

Covers & Illustrations

Steve Gilbert

James Holloway

Additional Game Design

Mongoose Line Manager

Gareth Hanrahan

Ian Belcher

Paranoia

Mongoose Production
Director

by Dan Gelber, Greg Costikyan and Eric Goldberg,


with Ken Rolston

Additional Material
Allen Varney

Alexander Fennell

Proofreaders

Ron Bedison & Sarah Quinnell

Playtesters

David Baldowski, Michael Baldowski, Paul Baldowski,


Stefanie Bradley, Brandon Culler, Maja Djuria, John
Foster, Francis Gilbert, Ron Gilbert, Tracey Gilbert,
Kevin Haas, Werner Kustermann, Karl Low, Bill ODea,
Georgios Panagiotidis, John Peterson, Randy Price,
David Rea, Gwynne Searcy, Jennifer Searcy, Kelly
Searcy, Laura Lee Searcy, Sarah Stysch, Rob Thornton,
Daniel Uhl, Allen Varney, James Winslow

Extra Special Thanks


The Computer

1
Al-O-BYE-1: Greetings, Friend Citizen. I am Al-O-BYE-1 from
HPD & Mind Control and I am here to teach you a treasonous
game recently discovered in the quarters of a once-thought loyal
game designer.
Game-R-GUY-1: But I dont want to learn any treasonous games.
Al-O-BYE-1: Of course you dont, Citizen, but we are going to
teach it to you anyway so that we can evaluate its effects on loyal
citizens. Do not frown, Friend Citizen, the traitorous effects of this
game will be wiped from your memory after testing is complete,
thanks to a highly-abrasive nano-scrubot that has been implanted
deep inside your cerebral cortex.
Game-R-GUY-1: Um... okay... anything for Friend Computer.
Al-O-BYE-1: Excellent attitude Friend Citizen, your excessive
zeal will be noted in any posthumous loyalty reports. And now I
will read the rules found in the smoking remnants of the traitors
quarters...

A DNCPCG (A Definitely Not Collectable Paranoia Card Game) for 38 Troubleshooters

Introduction to PARANOIA [SECURITY CLEARANCE INFRAREDCLEARED FOR ALL CITIZENS]


May I be of assistance?
Sure. Why dont you tell me how this game works?
Im sorry, citizen. That information is not available at this time.
Huh? Most games are really eager to teach you the rules.
Not PARANOIA. In PARANOIA you dont know the rules. You dont know who your enemies are. You dont know how your equipment works. Youre never sure why
youre doing anything. One thing you do know: Everyone is out to get you. Ignorance and fear; fear and ignorance. These are your watchwords.
Uhh... The box says something about a computer.
In PARANOIA you play a Troubleshooter in service to The Computer. Trust The Computer! The Computer is your friend! You are The Computers trusted agent and
protector of Alpha Complex, The Computers underground city of the far future.
Why am I a Troubleshooter?
You turned in a friend for treason. The Computer had him executed for betraying Alpha Complex. The Computer rewarded you for your loyalty. Now you root out all traitors
and apprehend or execute them. You uncover corruption among The Computers servants and turn them over to Internal Security. You find trouble, and you shoot it.

2
Whats 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 must
unmask and destroy all traitors. Watch out! Traitors are everywhere! Mutants are traitors. These genetic freaks have uncontrollable abilities they selfishly use for their own
advancement, rather than to serve Alpha Complex. You must subdue or eliminate them. Members of secret societies are traitors. In organizations unsanctioned by The
Computer 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 secret
society. You are a traitor.
Wait Im 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 powerful
weapons.
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 kill
me?
Not quite. They all want to kill traitors. They dont know youre 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! Keep
your 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 could
believe otherwise.
Excellent! Youre getting the idea. As a sign of its trust, The Computer promotes you to Security Clearance RED. Welcome to PARANOIA.

Overview

This is a card game where you, the player, take the part of a Troubleshooteran agent
of The Computer. Each game consists of a number of hands. Each hand represents
one Mission. Some Troubleshooters will die on the Mission because of cards played on
them. Some Troubleshooters will die during the post-Mission Debriefing because they
have accumulated too many Treason tokens. In most Missions the majority, if not all of
the Troubleshooters, will die. But for the survivorsundeserved glory and increases in
Security Clearance and life expectancy can all be achieved! You may even be able to
win the game

Game-R-GUY-1: Wow, this sounds famili... I mean... hard.


Whats in the game?
Al-O-BYE-1: Excellent question, Citizen, do you perchance
have 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 Win

Keep 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, the
Troubleshooter with the least number of Treason tokens wins. If they are still tied, both Troubleshooters win.

Contents
1 Rulebook (which you are loyally reading right now)
150 Cards, consisting of:
1
Team Leader Card (to designate the Team Leader)
8
Troubleshooter Cards
22
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)
Both the Mission Deck and the Action Deck include two
blank cards. Do not shuffle these in with the rest of the
decks when you play. These cards are provided so that
players may create their own Missions and special Actions.

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)

Getting Started
1

Give each player a Troubleshooter card.

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

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.

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

Each Troubleshooter that isnt the Team Leader draws a RED Security Clearance card placing it above their Troubleshooter card.

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 the
playing area. Place the unused Security Clearance cards into another pilethese do not need to be shuffled.

ALPHA COMPLEX 101Being a Troubleshooter

The Computer has promoted you from your previous INFRARED Clearance to your new and exciting RED Clearance. Your new Security Clearance
signifies The Computers benevolent trust in you. The Computer is your friend. To review (as specified in HPD&MC Directive NSC-RED-44A
rev 4,675, Orientation for the Newly Trusted), The Computers 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, and
ULTRAVIOLET (the clearance of the illustrious High Programmers) is above VIOLET. The higher a citizens clearance, the more deeply The Computer trusts
that citizen.
The Computer determines each citizens clearance with complete impartiality. Higher clearance means greater responsibility; it also brings benefits. The
Computer 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 the
greater good and earned The Computers trust. Admire, respect and defer to higher-clearance citizens. Failure to defer at all times is insubordination and may
be 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 in
ever greater ways! Failure to aspire may be considered insubordination. Remember, The Computer is your friend!

Explaining the Troubleshooter Card

A Troubleshooters current Security


Clearance card is placed above their
Troubleshooter card.

The Troubleshooters name.


A Troubleshooters Treason tokens are
placed to the left of their Troubleshooter card.
The Security Clearance track: A handy
reference for checking who is above and
below your current Security Clearance.

A Troubleshooters Wound tokens are placed


to the right of their Troubleshooter card.

Explaining Security Clearance Cards

A Troubleshooters Clone tokens are placed


below their Troubleshooter card.

BLUE
SECURITY
CLEARANCE
Summary of which Security Clearances
are above you.

Your Security Clearance is higher than


RED, ORANGE, YELLOW and GREEN
Troubleshooters.

Summary of which Security Clearances are


beneath you.

Your Security Clearance is lower than


ULTRAVIOLET, VIOLET and INDIGO
Troubleshooters.

Summary of a Troubleshooters hand


size (the number of cards dealt to them at
the beginning of a Mission), the number
of Wound tokens it takes to kill the
Troubleshooter and the the number of
Treason tokens it takes to make them a
Traitor.

Hand Size: 7 cards.


s.
s: 5 Wound tokens.
tokens
Maximum Wounds:
n: 5 Treason tokens
Maximum Treason:
tokens.
Make it clear to all that you can handle all
the power you can get.

Explaining Mission Cards


The Mission cards title.
The criteria that must be fulfilled in order to complete
the Mission.

What will happen during the Mission Debriefing


phase if the Mission is successfully completed.

What will happen during the Mission Debriefing


phase if the Mission is not completed.
Missions where the criteria is Survive until Mission
Debriefing do not have Failure sections.

Explaining Action Cards


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

Some Mission cards also have Special sections,


which detail specific rules or quirks that apply during
that Mission only.

The Action cards title.

Sequence of Play

Each Mission is composed of the following 5 phases:


1.

Mission Determination
The 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 you
receive 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 the
Action Deck in a pile in the center of the table.

3.

Card Play Phase


At 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 the
Mission. Thereafter, starting with the Troubleshooter to the Team Leaders left and moving clockwise, each Troubleshooter plays or discards one Action card. The
Card Play phase ends:

the moment a living Troubleshooter runs out of Action cards (even if this happens during someone elses 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 Phase


The 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 didnt follow The Computers
instructions.
If the Mission only has a Success result, it means that merely surviving the Mission is considered a Success! All Troubleshooters at the Mission Debriefingin
other words, all living Troubleshootersreceive the Success result.

5.

Internal Security Investigation Phase


During this phase all Troubleshooters who are Traitors are executed. You are a Traitor if you have too many Treason tokens, as indicated by your Security
Clearance 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 remaining
Action cards are kept, except for those still placed in front of you (such as Noble Sacrifice)these are discarded.

Card Play Phase Expanded

At 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 the
Mission. Thereafter, starting with the Troubleshooter to the Team Leaders left and moving clockwise, each Troubleshooter plays or discards one Action card. The
Card Play phase ends:

the moment a living Troubleshooter runs out of Action cards (even if this happens during someone elses 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 variety
of Action cards. Action cards can either be played to help complete the current
Mission (by being played on the Mission card), or they can be played on one or more
Troubleshooters (including yourself).
Each Action card has two or more sections. One will always be the Play on
Mission section. Any others will always involve playing the card on one or more
Troubleshooters (including yourself). You may only use one of these sections
when playing the card. There are four general types of Action card sections; Play on
Mission, Play on Troubleshooter, Play on Yourself and Play Anytime.
Play on Mission: All Action cards have this section. When playing an Action card
on the Mission card, follow the instructions given here. Cards played on Missions
generally add or remove Treason and/or Wound tokens from that Mission.
Play on Troubleshooter: When playing an Action card upon a fellow
Troubleshooter, follow the instructions given here. Cards played on Troubleshooters
generally add or remove Treason and/or Wound tokens from them, though they can
have 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 play
Action cards that give you Treason and/or Wound tokens, if you so wish.

9
Play on Higher/Lower or Equal Security Clearance Troubleshooter: Some cards have separate instructions for whether you are playing it
upon 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 Clearance
Troubleshooter 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 remove
Treason 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 Troubleshooters turn. They do not count as your turn. Play
Anytime 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:

Thats my last card so the Card Play phase is over.


OK, but before the Card Play phase ends Im playing Convincing Story to make you a Traitor before we go into the Mission Debriefing
phase.

Optional: Play Anytime Order

Usually, 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 a
chance 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 a
Play Anytime card. Then the next player to the left is given a chance. Then the next player, and so on.

10
General Card Play Phase Notes

Attacking Loyal Citizens is Bad: Damaging Computer property (like loyal clones) is bad. Anytime you give Wound tokens to another Troubleshooter who is
Loyal, 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 Play
Anytime cards. After their dying action, they are dead (see Dying Actions and Dying on page 14 for more details).

Exposing Traitors is Good: Friend Computers faith in you goes up anytime you give another Troubleshooter the Treason token(s) that makes them a Traitor. It
means 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 Computers faith in you goes up even more. Remove all Treason
tokens from your pile.

ALPHA COMPLEX 101Cloning

Long ago, in Old Reckoning times before The Computer began guiding Alpha Complexbefore Alpha Complex even existed!humans once reproduced by
rutting, like vile animals. Shudders and expressions of revulsion are permitted, though not mandatory. Because The Computer cares deeply for all citizens, it
now 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 is
genetically perfect in all respects. Improved by a program of mandatory hormone suppressants, human citizens are no longer troubled by the bestial urges of
past generations. The Computers researchers in R&D continue to pioneer stunning advances in cloning technology. Earlier generations of citizens were grown
in 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 to
Alpha Complex. Today, thanks to advances in forced-growth cloning technology, The Computers loyal servants in Technical Services can now produce new
clone copies of any citizen at will.
R&Ds amazing MemoMax technology can copy and transfer the deceased citizens memories to a new clone with speed and absolute accuracy. Tech
Services installed your MemoMax circuitry before you were decanted, and it functions perfectly today. As a trusted Troubleshooter you enjoy The Computers
fullest consideration. Though you need not expect unusual hazards as you locate and terminate the last remaining vicious Communist enemies of Alpha
Complex, The Computer has thoughtfully ordered for you five ready backup clones, which are deployed at great speed upon your unfortunate demise, allowing
your swift return to loyal, Troubleshooting action.

11

General Rules

Your 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 many
clones 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) about
what cards you have, make deals, whine, threaten and, when appropriate, cajole. You are under no obligation to keep your promises.

Death of a Team Leader

Team Leaders stay in charge until they dieThe Computer has incredible faith in Team Leaders that manage to stay alive! Its a shame that few Troubleshooters
are 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 different
Team Leader is selected and promoted by one Security Clearance! The living Troubleshooter with the fewest number of Treason tokens immediately becomes the
new 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 Game

If 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 which
Troubleshooter has the highest Security Clearance. That Troubleshooter has won the game! In the event of a tie, the Troubleshooter with the least number of
Treason tokens is the winner. If they are still tied, both Troubleshooters win.

Its 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 flip
of a coin. Hurling said coin at your opponent is not considered friendly.

Re-Shuffles

If, 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 the
game. 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 times
you might not want to do this, like when this would take the Troubleshooters last card and end the Card Play phase. Remember, may indicates an option.

12

Strategy

In 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, which
fails miserably except when combined with the sub-strategy encouraging other
Troubleshooters to kill each other). The method you choose will depend on what
cards you are dealt.

Customer Health & Safety Notice

Under no circumstances may higher Security Clearance players order


lower Security Clearance players to go fetch snacks and then plot
their demise while they are out of the room. Similarly, lower Security
Clearance players are not allowed to plot the death of the overbearing
higher Security Clearance players who ordered them out of the room
to begin with.

ALPHA COMPLEX 101Loyalty and Treachery

To maintain good order, The Computer has enlisted many loyal citizens like yourself. Those who serve with distinction are shining examples for all rightthinking people in Alpha Complex. The Computer also attends regretfully to the pervasive presence of traitors. Traitors are everywhere! Though final
crushing 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 and
apprehend or destroy members of secret societies. They are traitors, often terrorists, and must be brought to justice. The existence of many
secret societies is public knowledge. It is not technically illegal to discuss their treasonous doctrines and objectives, the better to enforce good order or
promote greater sensitivity to danger. Remember, though, as a Troubleshooter you are The Computers trusted emissary. Discourage ordinary citizens from
frivolously 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 highest
levels. It may surprise you to learn traitors have even been identified on Troubleshooter teams like yours! Be vigilant in guarding against these rare but
troubling incidents. Very soon, The Computer will finally defeat the forces of Communism, terrorism and subversion and guarantee a loyal, stress-free Alpha
Complex. With constant alertness and unwavering commitment you can help ensure freedom from worry for all citizens. The Computer is counting on you
and your fellow Troubleshooters to help make this the last year you need ever worry about anything!

13

Examples of Play
Example 1:

Play-R: Im 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 Ill play...
Play-R: Wait, because Ive just made you a Traitor, I get to remove 2 Treason tokens. Ive only got 1 so.
Lose-R: But Lie... Real Good only just gave you that Treason token!
Play-R: Whats 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 a
Traitor so I get to remove 2 Treason tokens but Ive only got 1 so Ill just remove that.
Play-R: Wait... Im playing Spurious Logic to make you take the Treason token New Improved Treasonous Activity List would have given me,
which means Im not a Traitor and you dont get to remove your other Treason token. Ha! Thats your second Treason token.
Lose-R: Fine, if thats 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. Thats your third Treason token, Lose-Ryoure a Traitor and I get to
remove two of my Treason tokens.
Lose-R: FINE! Because for my turn Im 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: Thats 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 total
scrub-down cycle.
Game-R-GUY-1: Is that bad?
Al-O-BYE-1: You may feel a little pressure. Have a nice day.

14

Common Terms
Clone = 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 Mission
that 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 cards effects are
resolved normally. If this card manages to reduce the number of Wound tokens the Troubleshooters to below his Wounds Maximum, the Troubleshooter is not killed
and 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 available
of the Security Clearance you require, you cannot increase your Security Clearance (ignore effects that require you to do so). If you are currently ULTRAVIOLET
Security 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 of
the 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.

15
Maximum Treason = A Troubleshooter whose Treason tokens equal or exceed this number is a Traitor. A Troubleshooters Maximum Treason is determined
by his Security Clearance.
Maximum Wounds = A Troubleshooter whose Wound tokens equal or exceed this number has been killed. See Dying for more details. A Troubleshooters
Maximum 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 Leader
chooses who is the Most Traitorous Troubleshooter.
Player = The player who controls a Troubleshooter.

16
Security Clearance = This is designated by the Security Clearance card that every player has above their Troubleshooter card. Security Clearance determines
how important a Troubleshooter is and how trusted they are by The Computer. The higher a Troubleshooters 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 track
on 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 Alpha
Complex. 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 Clearance
than yourself.
For Example: If your Security Clearance is BLUE, any Troubleshooter with an INDIGO, VIOLET or ULTRAVIOLET Security Clearance is of higher Security
Clearance 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 or
ULTRAVIOLET) 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 or
lower 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, 4
BLUE Security Clearance cards, 3 INDIGO Security Clearance cards, 2 VIOLET Security Clearance cards and 2 ULTRAVIOLET Security Clearance cards. If you
are 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 FUN
Card Game are Troubleshooters.

License
PARANOIA: 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 this
game 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 games 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 sales@mongoosepublishing.com, or write to PO Box 1018, Swindon, Wiltshire SN3
1DG, 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.

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