Fear and ignorance in Alpha Complex, the world of the Paranoia RPG. Clamber up the clearance hierarchy while shooting and betraying your fellow Troubleshooters at every opportunity, forever under the watchful eye of The Computer. Trust the Computer. The Computer is your friend.
Special Rules
Clearance
Clearances progress from Red to Ultraviolet. Troubleshooters may only have a single Clearance, and should destroy all but the newest if they have more than one in play. Those with no Clearance card are assumed to be Red.
Mutant Powers
After playing a Mutant Power card, the Troubleshooter who played it may choose to take it from the discard pile and put it back into his or her hand.
Termination
When a Troubleshooter is Terminated, they discard their hand and have their non-Clearance Things hygienically destroyed. They are then replaced with a Clone of themselves, and may draw five cards.
Clones
Each Troubleshooter has five backup Clones - when those five have all gone, that Troubleshooter is out of the game.
Card List
Orange Clearance
Thing
Play only if another card permits, or if you are Red Clearance.
Yellow Clearance
Thing
Play only if another card permits, or if you are Orange Clearance.
Green Clearance
Thing
Play only if another card permits, or if you are Yellow Clearance.
Blue Clearance
Thing
Play only if another card permits, or if you are Green Clearance.
Indigo Clearance
Thing
Play only if another card permits, or if you are Blue Clearance.
Violet Clearance
Thing
Play only if another card permits, or if you are Indigo Clearance.
Ultraviolet Clearance
Thing
Play only if another card permits, or if you are Violet Clearance. Action: Terminate any Troubleshooter.
Card by Raven
Treason!
Action
Any Troubleshooter controlling a card which exceeds their Clearance is Terminated.
Treason!
Action
Any Troubleshooter controlling a card which exceeds their Clearance is Terminated.
Treason!
Action
Any Troubleshooter controlling a card which exceeds their Clearance is Terminated.
Las-Pistol
Thing - Weapon - Red
Action: Choose a Troubleshooter with a lower Clearance. He or she chooses and discards a card.
Slugthrower
Thing - Weapon - Yellow
Action: Choose a Troubleshooter with a lower Clearance. He or she discards a card at random.
Flamethrower
Thing - Weapon - Yellow
Action: Every Troubleshooter with a lower Clearance than you must discard a card at random.
Card by Raven
Tangler
Thing - Weapon - Green
Action: A chosen Troubleshooter with a lower Clearance may not play Actions during his or her next Turn.
Cone Rifle
Thing - Weapon - Blue
Action: A chosen lower-Clearance Troubleshooter discards two cards at random.
Plasma Generator
Thing - Weapon - Violet
Action: A random Troubleshooter (possibly yourself) discards three cards at random.
Experimental Plasma Generator
Thing - Weapon - Violet
Action: All Troubleshooters are unavoidably Terminated. This overrules all other cards.
Identity Manipulation
Action
Discard two cards to steal another Troubleshooter's Clearance. Your victim may then take a lower replacement Clearance from the draw pile or discard pile.
Card by Raven
Job In The Food Vats
Action
Choose a Troubleshooter whose Clearance is lower than yours. They miss their next turn.
Card by Raven
Trust the Computer
Action
Pick a Troubleshooter. They must draw a card and show it to all Troubleshooters, then either play it immediately (playing distant Clearance cards being permitted in this case) or be Terminated.
Suspected Mutant Traitor
Action
Look at a Troubleshooter's hand. If they have a Mutant Power in there, they are Terminated. If not, discard your hand.
Suspected Mutant Traitor
Action
Look at a Troubleshooter's hand. If they have a Mutant Power in there, they are Terminated. If not, discard your hand.
Mutant Registration
Thing
Your Mutant Powers are registered, and you may not be Terminated for their use. However, any Troubleshooter may play cards that rely on your Clearance being lower than theirs.
Card by Raven
Invisibility
Action - Mutant Power
When anything checks your hand, you may play this card to make the effect as though your hand were empty.
Card by Raven
Telekinesis
Action - Mutant Power
Give control of any non-Clearance Thing to any Troubleshooter.
Pyrokinesis
Action - Mutant Power
Destroy a non-Clearance Thing.
You There!
Action
Choose a Troubleshooter with a lower Clearance. He or she must immediately play a card from their hand, or be Terminated.
Empathy
Action - Mutant Power
Every Troubleshooter except you must discard a card. You may take any of the cards so discarded.
Card by Raven
Machine Empathy
Action - Mutant Power
Gain control of a Bot, or play at any time to avoid Termination (unless you are being Suspected of Mutation). If you are a Suspected Mutant Traitor and have Machine Empathy, lose three Clones instead of one.
Card by Raven
Adrenaline Control
Action - Mutant Power
Draw a card. You may play two extra Actions this turn (although not this card again).
Card by Raven
Internal Security ID
Thing
You may discard this card from your hand, or destroy it from play, to negate the effects of any Action.
Happiness is Mandatory
Action
Every Troubleshooter must draw a card, starting with yourself.
Bootlick
Action
Either swap Clearances with a Troubleshooter one rank above you, or search the draw and discard pile for that Clearance and put it into play.
Demotion
Action
Either swap Clearances with a Troubleshooter one rank above you, or search the draw and discard pile for a Clearance one below an opponent's, and put it into play under their control.
Temporary Pass
Action
Put any Clearance from your hand into play, and retain your old Clearance. At the end of your next turn, destroy the Clearance you put into play.
Card by Raven
Wakey-Wakey Pills
Action
Rise and shine. Draw two cards.
Bouncy Bubble Beverage
Action
Busy busy busy. You may play five extra Actions this turn.
Card by Raven
Cruncheetym Algae Chips
Action
Extra-Regular Flavour. Draw a card.
Nullithaumadrene Dose
Thing
You may not be affected by Mutant Powers, and any Mutant Powers in your hand are treated as blank cards. Nullithaumadrene leaves your system (and is destroyed) whenever you eat or drink anything.
Framed
Action
Choose a Troubleshooter whose Clearance is lower than or equal to yours - they must discard their hand.
Card by Raven
Successful Wheedling
Action
Transfer a Thing from another Troubleshooter to yourself.
Card by Raven
Multicorder
Thing - Green
Action: Reappraise those recordings. Return a 'Treason!' or 'Suspected Mutant Traitor' card from the discard pile to your hand.
Reassurance Cameras
Thing - Blue
Action: Look at any opponent's hand.
But I'm Innocent!
Action
Play in immediate response to being shot. Reveal your hand; if you have no Mutant Powers and are not a Commie, the Troubleshooter who shot you is Terminated for their overenthusiasm.
PLC Requisition Form
Action
Search the draw pile for a Thing and put it into your hand, then discard a card at random.
Commie Traitorism
Action
You may not play this card. If it is seen in your hand (although not if it is seen leaving your hand), you are Terminated. If you discard this card during Termination, you are immediately Terminated again.
R&D Feature
Action
A chosen Weapon fires as if its owner was the target, and is destroyed.
Shoot to Kill
Action
Take another Action to fire a Weapon. If your target then has an empty hand, he or she is Terminated.
Warbot
Thing - Bot - Violet
You receive a free extra Action every turn, which may only be used to fire a Weapon.
Docbot
Thing - Bot - Yellow
Whenever forced to discard cards at random, you may choose which to discard, instead.
Guardbot
Thing - Bot - Orange
You may destroy Guardbot to prevent a shot from hitting you.
Scrubot
Thing - Bot - Red
Action: Shuffle the discard pile into the draw pile.