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Troubleshooters (Paranoia)
 
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Troubleshooters (Paranoia) [Hardcover]

Gareth Hanrahan , Allen Varney , Aaron Allston , Paul Baldowski , Beth Fischi , Ken Rolston , Steve Gilbert , Charlotte Law , Jim Holloway , Tony Emson


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Gareth Hanrahan
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Product Description

TRUST THE COMPUTER! THE COMPUTER IS YOUR FRIEND! Greetings, citizen! THE COMPUTER has made you a TROUBLESHOOTER, a protector of the underground city of ALPHA COMPLEX. You and your fellow Troubleshooters will have lots of fun rooting out Communist mutant traitors. The Computer says so. The 25th Anniversary of Paranoia is celebrated by this marvellous tome - new rules to ignore, and new missions to be excited by, all dedicated to those staunch defenders of Alpha Complex, the Troubleshooters! PARANOIA: A light-hearted game of backstabbing, treachery and guile, where trusting other players is a sure route to the termination centre. Get paranoid starting in August 2004. Or else! PARANOIA IS FUN. OTHER GAMES ARE NOT FUN. BUY PARANOIA

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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  2 reviews
1 of 1 people found the following review helpful
Hilarious game, way better than other [not fun] RPG's 27 April 2012
By Grecco Mosley - Published on Amazon.com
Format:Hardcover
Paranoia is a simple game at concept. Other RPG's you work together as a team to overcome huge obstacles, basking in the knowledge that your heroes made the world a better place (usually).

In Paranoia, you live in Alpha Complex, one clone in a pack of six. Recently promoted to Red Clearance for exposing a superior as a traitor-commie-mutant-spy. You work as a troubleshooter. Your job is to find trouble, and shoot it. Alpha Complex is run by your friend, computer. The computer wants all citizens of Alpha Complex to be happy and productive. But at the same time Computer is insane, and completely illogical. False data is everywhere. Superiors are constantly sabotaging the work of underlings (and overlings), In an attempt to get ahead.

You sabotage others by exposing the faults, or arranging little accidents, or taking justice into your own hands. Traitors are members of secret societies, or mutants.

Bad news, you belong to a secret society, also you are a mutant.

You might be thinking, "at least I have my party of teammates!", with a sense of optimism. You might be thinking you can band together to destroy traitors, or even Computer. But here's where Paranoia is set apart from the rest. You can't trust anyone. ESPECIALLY your teammates. Because things are going to go wrong, that point is unavoidable, someone has to take the blame, and you sure as heck don't want it to be you.

The gameplay usually involves a mission briefing, R&D providing untested/dangerous/sometimes broken weapons for field testing, an impossible mission, NPC's/Players undermining everyone involved, placing the blame accordingly, and killing each other when someone starts acting a little too shifty.

If you run out of clones, you can create a new character and continue where you left off, with a couple small changes to your mutant powers/secret society. The game ends when you either complete your mission and receive a briefing from the computer. The game is fun, action packed, and comedy ensues. I highly recommend this game.
4 of 8 people found the following review helpful
Great Fun 5 Mar 2010
By Greasy Granny - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
This game is awesome. My friends and I have a blast playing it, and the single roll system makes any rolling fast and easy. I highly recommend this product.

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