Paranoia Second Edition

1987 · Core Rules (min needed to play)

Paranoia Second Edition

Players take the roles of Troubleshooters in a dystopian, darkly comic future city ruled by an all-knowing AI called the Computer. The setting mixes bureaucratic absurdity, black humor, and paranoid surveillance as factions, security clearances, and secret agendas clash. Gameplay focuses on short, lethal missions adjudicated by streamlined rules: players resolve skill checks, combat, and treason investigations while managing clearance levels, secret societies, and hidden objectives. The game supports improvisation and theatrical GM staging, with tools for handling chaotic player choices, frequent character turnover, and comedic failure.

Players
0
Complexity
1.7 / 5
Campaign Setting (game world)Point Based (allocate points to get skills, powers, etc)Dice (Primarily d20)Attribute/Stat Based (STR, CON, PER, etc)

On Ludoya's tables

Full stats in Ludoya
2
In collections

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