Paranoia

1984 · Campaign Setting (game world)

Paranoia

A satirical roleplaying game set in a post-nuclear future where domed cities are ruled by enormous computers. Players take the roles of Troubleshooters, cloned citizens sent on ill-informed missions while hiding secret allegiances, mutations, and forbidden knowledge. Cooperation is unreliable as players betray, accuse, and sometimes eliminate one another to avoid being blamed for treason. Strict, color-coded security clearances govern every action, and failed orders or minor mistakes can lead to execution. Missions begin with briefings and end with debriefings, where players report on their colleagues. Frequent character deaths are expected, with replacement clones ready to continue the assignment.

Players
0
Complexity
2.6 / 5
Core Rules (min needed to play)Dice (Percentile)Progression Tree (Skills, professions, magic abilities, etc.)

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Game facts (players, playing time, age, credits) from BoardGameGeek.