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knowledge of the security clearance cards is treason. please report to the next termination center. thanks for your cooperation. have a nice daycycle, cititzen
Paranoia Mandatory Bonus Fun! Card Game
The back (and a front) of an action card.
The back and a front of a troubleshooter card - eight different characters - and the team leader card.
The Rule Book (which you don't really need - Trust the Computer. The Computer is your friend.)

Paranoia Mandatory Bonus Fun! Card Game (2005)

Players
3–8
Best: 4, 5, 6
Playing time
60–60 min
Age
10+
5.98
Average rating
468
Ratings
1.75/5
Weight
#11647
BGG rank
Outside top 5,000
Designer:Steve Gilbert
Artist:James Holloway (I)
Publisher:Mongoose Publishing
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 5, Luck 5, Interaction 5, Complexity 3.5, Theme 6
Strategy5.0
Luck5.0
Interaction5.0
Complexity3.5
Theme6.0

This game's strategy, luck, interaction, complexity and theme.

Card GameScience FictionHumor

Overview

From the publisher:

Serve The Computer… die a lot. Thwart traitors… die a lot. Save Alpha Complex from imminent destruction… die a lot.

Welcome to Paranoia: The Mandatory Card Game. A light hearted death-fest for 3-8 players set in the multi-award winning world of Paranoia.

But, you say, you’ve never played Paranoia. Don’t worry, Citizen, this DNCPCG (definitely not collectible paranoia card game) is the perfect primer to the delightfully lethal world of Alpha Complex. Created by Steve Gilbert, co-author of Me and My Shadow Mark IV, Paranoia: The Mandatory Card Game will have you nuking your buddies before you can say, “The Computer is my friend.”

So how do you play? Excellent question, Citizen!

You and the other players are elite Troubleshooter agents for The Computer, trained to root out traitors, mutants and enemy agents. Your friend, The Computer, is going to send your Troubleshooter team on a series of happy fun missions critical to the survival of Alpha Complex (aren’t they all). Your greatest fear is that Friend Computer will find out you are one of its enemies. So strap on your laser, and your hand flamer, and your plasma-cannon, and venture forth to rid Alpha Complex of the mutinous, but equally well-armed traitors surrounding you.

Playing time: 60 minutes (that you’ll never get back for the rest of your life, so quit your whining)

Stay Alert! Trust No One! Keep Your Laser Handy!

Expanded by:

Paranoia Mandatory Card Game Expansion: Secret Societies

Expansions

Paranoia Mandatory Card Game Expansion: Secret Societies
Not available yet

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