Michael Eckenfels, 20 March 2025
Paranoia: The Uncooperative Board Game is a 2025 adaptation of the classic role-playing game from the 1980s and 1990s, bringing the dystopian world of Alpha Complex to your tabletop. Set in a future where an all-powerful AI known as “The Computer” rules over a society of clones, this game attempts to capture the backstabbing, dark humor, and (dare I type it)…the PARANOIA that made the original RPG a cult classic.
Full of shenanigans that would make Machiavellian weep with joy and Torquemada shiver with envy, the RPG from back in the day was truly an experience, if by “experience” I mean “futility.” This means you really, really needed to play the game with people that understand it’s about an experience and not necessarily about succeeding at some particular mission or quest (depending on how much of a sadist your Gamemaster was, of course…and by that token, how much of a masochist the players were for taking that in the first place).
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If you’re not familiar with Paranoia, and your sense of humor borders between ‘dark’ and ‘uncanny’ with a dash of ‘how am I not in jail yet,’ I highly recommend you look into purchasing it. However, one caveat: I suggest you buy the older Paranoia system, as the writing quality (to me, anyway) is far darker and far funnier back then, than it is in the latest version. That’s the RPG, though. No doubt you are wondering what this game is about, so let’s get into that, now. And if you are a Paranoia veteran, I’m so sorry life put you through the things it did to give you such a sense of humor. Because it takes one 👉 to know one 👈, trust me
Components and Production Quality
Paranoia comes with the usual array of components: for one, there are 30 modular map tiles for creating an Alpha Complex where your characters may rejoice and praise Their Friend The Computer 👨💻. This means, of course, that the game area changes with each play. Things start out with the Briefing Room, which never changes, but the makeup of the rest of the sector you will be troubleshooting in Alpha Complex, and ultimately having your clones meet untimely and disgusting ends, will be made up of these cards. At random. Meaning, there is no rhyme nor reason. But that’s an essential part of Paranoia. The designs are decent enough with nice artwork, but there were some elements that could have been done better, which I’ll get into later.
There are 195 cards in the game across (I counted) eight different types, each signifying different things such as your Troubleshooter character’s ranks (which go by the light spectrum, so think ROY G BIV 🌈 and we’ll get back to that in a moment, if you’re not already familiar with the RPG itself), equipment (e.g., fun ways to end troublesome events, including other Troubleshooters), and the various Actions you can take in the game. The card’s designs are fairly minimalistic but that is absolutely fine, and there are some design elements that help certain bits of information stand out, which I really appreciated.
And where would you be without the 93 tokens included in the game to track various information? Your Buddy Old Pal The Computer 🧑💻 would never forget you nor leave you in the lurch, Citizen! (Note: Oh my yes, would It ever. But I digress.) These are designed well enough though I’m not enamored with a few of them. I’ll get into why, later. Because there’s a review to write, that’s why.
Your Troubleshooters are represented by six cardboard standees. They’re fairly small but work just fine as is in the game. The designs are different between Troubleshooters, with each of the six in different poses, but a few are fairly close enough to each other where the player might need to take a closer look until one gets used to their looks.
There is also one Clearance Tracker, which tracks your ranks and your Secret Agendas. This is the color spectrum, again – ROY G BIV, or from lowest to highest rank, Red, Orange, Yellow, Green, Blue, Indigo, Violet, and then Ultraviolet. Below Red is Infrared (i.e., the ‘scum of the Complex’) and the Ultraviolet level is the highest a Citizen can hope for (i.e., the High Programmers – guess who The Computer’s best friends are? Now guess if you should say such treasonous thoughts out loud? Now, you’re getting it).
You start as a Red level Troubleshooter and can get promoted by completing Tasks. Your Secret Agendas – each player has a token for this – start at the other side of the Tracker. As your character is promoted, your ‘rainbow’ token moves right on this Tracker, and as you complete Secret Agendas (guess when we’ll talk about that? Righto), your counter for that moves left. If ever the two shall cross, and cross first, that player is considered the winner. In the true world of Alpha Complex, this would of course never ever foster any kind of jealousy or back-stabby plans. No sir or madam, never.
There is also a rulebook, naturally, which explains the game well but at times does not clarify some minor issues, such as what to do when one cannot go anywhere thanks to how the map tiles are laid out (this might be on purpose though, considering the quite on purpose nefariousness the game has when it comes to causing players woes); in an RPG this might make sense, but in a board game, clarity in some cases would be best. However, this is not a deal breaker and the few handfuls of things I found to be at odds, we’d just go with and make our own rules as we went along (“I’m sure Friend Computer would want us to do it THIS way”). The interesting thing is, once the mutant traitor rubber meets the hallowed halls of Alpha Complex, the Paranoia game is supposed to be a torture-fest. But it’s nothing that a bit of thought and agreement (hahahaha, with this crowd of players?) can’t overcome.
Gameplay
From 2-6 players take on the role of a Troubleshooter in Alpha Complex. A ‘Troubleshooter’ is an agent appointed by The Computer to root out treason and punish offenders, unearth Communist (I’m recalling the RPG here) plots and other anti-Computer sentiment, as well as jaywalkers and people that try to cheat vending machines. Your objective is to be the first player whose two markers, as mentioned above, to meet on the Tracker board. Doing this is far harder than saying it, though, trust me.
Rounds and Phases
Paranoia is played in rounds, each consisting of three phases: the Troubleshooter Phase, the GuardBot Phase, and the Computer Phase.
In the Troubleshooter Phase, players take turns drawing and playing Action Cards to move around and explore Alpha Complex, collect Equipment, fight Guard Bots, and contribute to Tasks. And get called out for Treason every few moments whether or not the player is actually trying to be treasonous. Looking for other players to conduct Treason is expected because pretty much everyone is a “Commie mutant traitor.” To be clear, this game (and the latest iteration of the RPG) do not throw the word “commie” about with the abandon I do, but that’s because I loved the RPG (as I’ve said), and the phraseology just goes together in my (warped) mind. But yes, everyone is kind of out for themselves and that usually means they will trample on the trust The Computer bestows upon the player and their fellow Troubleshooters. Of course, every player is doing this exact same thing. It’s only a matter of who gets caught first, really.
The GuardBot Phase is where dangerous…well, guard bots, move and potentially attack players who are Loitering in areas beyond their clearance level. Think of these as hall monitors with flamethrowers, lasers, Appendage Removal SystemsTM, and other various fun things to make Troubleshooters hurt a lot for standing around and being unproductive.
Finally, in the Computer Phase, the buddy/pal Computer 👨🏼💻 of yours is doing its darndest to help you be better Troubleshooters – meaning, it has good intentions, but that’s about the best thing you can say about said good intentions (and you KNOW what they say about that…). These Cards often introduce new and exciting challenges that any Troubleshooter worth their weaponry would salivate over in order to prove their worth to Our Friend (read: sarcasm, these are usually big headaches because ‘Our Friend’ is one of those friends you can indubitably do without).
Action Cards
One of the game’s most intriguing mechanics is the dual purpose of Action Cards. Not only do they determine your available Actions, such as movement, breaking things that are not broken already, fixing things that some evil anti-Computer saboteur no doubt broke on purpose, interacting with objects, and so on, but they also represent your health. When you take damage, you must discard cards from your hand. If you have no cards left when taking damage, your clone dies, and you must use one of your five backup clones to continue playing. Yes, if you’re not familiar with Paranoia, you start with clone number 1, and have five more as backups. Alpha Complex is not safe place and you’ll lose clones faster than a GuardBot moving to perform unelected surgery on a mutant traitor Troubleshooter that’s standing around and holding up a wall somewhere.
While an interesting feature, this means the players will lose clones fast. There’s only so much one can do in a turn, and with many of the Actions, the player must play a card with the correct icon upon it. Some Actions only require playing an Action Card – moving and activating something. It doesn’t matter what Card one plays, as long as one is played.
However, to Explore a room that’s not yet been revealed (you see, all areas are face-down until Explored, because your characters are not familiar with this part of Alpha Complex), requires an Action Card with the matching icon on it. If one does not have this card, one is out of luck, and this can mean one is stuck for a while. The more players there are, though, the less of an issue this is as many folks are moving about and doing things, but in, say, a two-player game it can get very frustrating very quickly.
The game IS better with more players, honestly, especially sick minded individuals like yourself. Not you…YOU 🫵. Yes, you.
One thing I mentioned in the Components section, is that the sector cards that form the map you move around upon and explore, aren’t the best. Cards are laid out not like a map, but like a cross-section. So, the Briefing Room is in the middle, and two cards are laid out to either side, representing unexplored rooms on the same level. Two more are placed at start – one at upper left, and one at lower right. So in a way, you’re forming something of an offset pattern of cards. This is because access points vary from card to card. Each card has doors to either side, though they’re hard to see – but the rules assure me they’re there, so a player can move to the left or right as needed.
However, a ladder must exist on the correct side of the card in order to go up a level. Likewise, a hatch must exist in the floor to go down a level. Sometimes, these are not present, so some cards can’t be explored initially. On top of that, the hatches are very hard to see as the art is somewhat dark and the hatches even darker. Maybe it’s my eyes, but they could have made them stand out a bit more. The ladders are easily enough seen. That all said, it might sound like design madness, and yes, you’re correct: welcome to Alpha Complex, at least in that regard. The art, though, is really the part I had issues with. Other players’ mileage will vary of course.
Clearance Levels and Treason
Speaking of players, let’s talk a bit about the dynamics of rank. The game’s hierarchical structure, represented by Clearance Levels from Red to Ultraviolet, adds a layer of complexity to every Action. Some Actions, you see, are color-coded and if they have a color that is higher than your actual Clearance Level color, and other players are either in the same space or an adjacent space and are observant (these ARE Troubleshooters, so who knows for sure) by calling out what you did, that’s Treason. While you are of course allowed to play Action Cards that are outside of your Clearance Level, the concept of Treason is one near and dear to the denizens of Alpha Complex. Without Treason, there is no Alpha Complex, really. And this is but one way Treason can be committed! How about that⁉️
There’s actually seven (count ‘em 7️⃣) ways a player can commit Treason, all of which can be called out by other players – as long as said players are in the same or an adjacent room, and of course want to call out the behavior. (Other examples of Treason include breaking things, assaulting a player that is of a higher rank, and using equipment that is a higher clearance level, among other things.) Of course, in playing this game, if a player is far enough removed from others they may conduct whatever treasonous things they wish in game (keep it within the rules, buddy), but they can’t be called out for committing such wanton things.
Each player has a supply of Loyalty Chits. These are markers that match their character…essentially, they are ‘mini-me’ versions of their main standee. If a player calls out another for Treason, and it is valid, the player doing the calling out collects one Loyalty Chit from the treasonous offender. This means, especially in larger games, players can have quite a varied collection of Loyalty Chits. There are ways of getting them back, but the real fun happens when, during the Computer Phase, one happens to draw the Report card in the Computer Cards stack. The player with the most Loyalty Chits, including their own, is Promoted (ties are promoted too). Chits are then returned to the owning player(s), at which time said players catch one Damage for each Chit. This can mean losing a clone pretty quickly.
A player can even turn in Loyalty Chits they have collected from other players when Activating a Terminal 🖥️. This is effectively tattle-telling on another player; in this same manner, the player whose Chits are turned in, receives them back, and earns one Damage for each. The rules do not specify if a player is promoted for doing such things, which I think is on purpose – it’s simply a sneaky way of probably offing another player, quickly and somewhat efficiently, if enough Loyalty Chits are held.
And interestingly, a player can gather Loyalty Chits other than the target player’s Chits. So, if one player catches another committing Treason, and that treasonous player has Loyalty Chits from other players, one may take any of them, not just that of the offending player.
And don’t think about going around shouting “TRAITOR” with every move. Each time a player accuses another of Treason, and no Treason is committed, the one making the false claim loses a Loyalty Chit to the player that is currently taking a turn. So yes, finding new and inventive ways of joking with the others without actually calling out “HEY TRAITOR” can be a fun thing.
But wait…can you actually become a Traitor, in name? Good question, because heck yes, you can do it🔄! If a player runs out of Loyalty Chits, they are immediately branded as such, but can shed the disgusting veneer of anti-Computer shame by getting offed; their next clone is not considered a Traitor. Also, one can get promoted, which will remove the stink of traitorousness – but only if one is very lucky.
Performing Tasks
Tasks play a crucial role in gameplay and are central to advancing a player’s position in Alpha Complex. Tasks are represented by Task Cards laid out in a market fashion (the number laid out depends on the number of players). Players can contribute to these Tasks during their turns by playing Action Cards and assigning their own Loyalty Chits to a Task Card. Strangely, players can collaborate on Tasks, agreeing to focus on specific ones and potentially sharing rewards.🧐
Each Task Card has a Target number (e.g., 2) and once the number of Loyalty Chits on a Task Card equals or exceeds that Target, the player with the most Loyalty Chits earns a big fat promotion and all Chits are returned to the owning player(s). Sounds easy, right? It is, but of course, there’s angles one can work, citizen! There is, for example, always the risk of an opponent deciding to overcompensate in completing a Task by putting more Loyalty Chits on a Task Card than is required, just to ensure a player doesn’t earn a promotion.
Even more fun can be had if Task Cards are not completed in a game round. Consequences can be had for all players if this happens, ensuring said players remain happy and productive citizens of Alpha Complex. You don’t want to ignore The Computer, do you? Of course not.
Yet, Tasks aren’t exactly so simple. (Of course they’re not!) Some Tasks may require Actions or access to areas beyond their current clearance level, thereby meaning anyone attempting said task(s) can be tempting traitorous fate. And since Paranoia is a competitive game and one player might have a verbal agreement with another to fulfill a certain Task, said player(s) may, of course, decide to backstab 🔪 each other. After all, this is an UNCOOPERATIVE game.
Also, players have to remember that Action Cards must be balanced in play; spending them to move around and perform Actions is one thing, but ultimately, they also serve as one’s health, and getting too frisky with Actions could mean potential targets on one’s back, limiting one’s ability to protect themselves from other players. Heh-heh-heh.
One other thing bears mentioning regarding Tasks. Since these are assigned by the oh-so-benevolent Friend Computer🧑💻, they are inevitably at times contradictory, impossible, or designed to create chaos. In other words, a source of humor. Absurdity in the world of Paranoia is normal. Don’t fret about it, just revel in the rascal-ness.
Remember, citizen: completing Tasks proves your loyalty to Friend Computer. Failure to complete Tasks may be seen as Treason, and Treason is punishable by summary execution.
Secret Cards
These bad things deserve their own section in this review. As mentioned, a player wins by getting their clearance level/rank token to meet with their Secret Agenda token, on the Tracker. One moves their rank token by getting promoted, and one gets their Secret Agenda token moving by doing naughty things.
Not like that, though. Naughty, in terms of what The Computer says. To that end, there are two types of Secret Cards – Secret Society Cards, and Mutation Cards. You see, in the world of Alpha Complex, there are nefarious organizations that believe in certain things that inevitably are against the benevolence of The Computer and therefore, are considered treasonous. Citizens involved with Secret Societies are therefore automatically traitors.
Likewise, in this ‘advanced’ future, there exists powers in the form of mutations, giving their affected citizens abilities beyond normal citizens’ abilities. As these can be rather dangerous and anti-social, these are likewise traitorous to possess.
Guess what? Everyone in the RPG is part of a Secret Society AND has a mutation. Calling out another citizen for having one (or both) is encouraged in the RPG. Yet, everyone has one or is part of one. You see the dynamic at work here, no doubt.
In this board game, the Secret Cards represent these things. However, mutation cards exist as one-off abilities that are used and then discarded. Revealing these cards to use them, however, is Treason, so the player better be sure of it and do it out of sight of the others.
The Secret Society cards, though, represent a player’s Secret Agenda. When the objectives on the card are met (such as offing another Troubleshooter that outranks you, which is a Death Leopard goal), the player advances their Secret Agenda token one space to the left. Like mutation cards, these are also discarded upon use, because they are also treasonous to reveal.
How To Win
🤣HAHAHAHAHahahahahaha! 🤣 Yeah, right.🤣
No, Really: How To Win
Oh, you were serious? Okay, well, victory can happen when a player overlaps their rank token and Secret Agenda token; once the two meet in the same column on the Tracker, the game has its winner.
On the other hand, the endgame can be triggered by a player losing their final clone (which happens far more often than you might be thinking): in this case, the current round is the final one, and the game ends once the last player has played their turn. The player that has their rank and Secret Agenda tokens the closest on the board is declared the winner. If there is a tie, the one with the highest clearance level is the winner. If there’s still a tie, the victory is shared.
Replayability and Variability
Paranoia has a large amount of replayability. The changing, modular map tiles, varied Computer Cards, and the unpredictable nature of player interactions (naturally) ensures that no two games are ever alike. The constant tension of dealing with Friend Computer’s ridiculous goals and the backstabby nature of one’s fellow players, as well as navigating forbidden rooms and attacking Computer property, means the environment is about as energetic and chaotic as it possibly can be, in organized table play.
Conclusion
Paranoia: The Uncooperative Board Game is an interesting attempt at recreating the classic RPG in a tabletop format, one of the few that I rarely consider to be a ‘must have’ in my collection. But, that is the RPG experience speaking; players unfamiliar with the RPG (and how dare you) might not ‘get’ the humor and the dynamic of screwing over other players and being a traitorous little slimeball. Which means, of course, that this game successfully captures paranoia, humor, and backstabbing of Alpha Complex to the board game format. While it has some issues with rule clarity, I really appreciate the effort here. The game’s strong thematic elements, high replayability, and engaging gameplay mechanics, as frustrating as they can be at times, actually dovetails very nicely into the game itself. If one was never frustrated playing the RPG, then being frustrated in the board game won’t quite land in the same way. That’s the point: it’s impossible to have an easy, stress-free experience, and players should revel in that knowledge.
For fans of the original RPG, this board game offers a nostalgic trip back to Alpha Complex with a fresh twist. For newcomers, it provides an excellent introduction to the unique world of Paranoia and should serve as an intro to the RPG – whether or not one wants to actually play the RPG or not, because I always found the game books and adventure modules to be incredible fun to read. Whether you’re a pot calling another a treasonous slimeball, having your mind explode trying to figure out how you’re going to accomplish the insane Tasks that The Computer has laid out for everyone, or how to advance one’s agenda to win, I think if you are of the right mindset, you will find that Paranoia: The Uncooperative Board Game delivers a tense, hilarious, and thoroughly enjoyable gaming experience.
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Excellent review! One note: Mutation Secret Cards are not discarded when used.