How it works
Paranoia questions all start with who in this room, and only the answerer reads them. They say a name out loud, and a coin flip decides whether the room hears the question. All 216 paranoia game questions here are clean.
Read the full guide
Turn, name, flip: one round of paranoia
Sit in a circle and agree which coin side reveals. The answerer takes the phone, presses Turn the card, reads silently and says a name aloud. The named player flips the coin. On the reveal side the answerer reads the question to everyone; on the other it stays secret. The phone goes left, and the next answerer presses Next card for a new card, face down.
Funny openers, wild what-ifs and loyalty tests
Who would push a door that clearly says pull? That is Funny, the safe opener. Wild what-ifs asks who would adopt a dragon and forget to feed it. Secrets and loyalty asks who would crack first if we all had to keep the same secret. Deep asks who has taught you the most.
- No coin? The answerer hides one to five fingers, and the named player calls odd or even. Right reveals.
- Levels set the sting: on Easy being named is a compliment, Medium teases, and Hard is bold.
- If a card would only sting, press Next card, turn the new one and say nothing.
Questions and answers
Which paranoia questions to ask keep the game friendly?
Good paranoia questions leave the named player unsure whether it was praise or a joke. "Who in this room would you trust to land the plane if the pilot asked for help?" works: anyone could be picked. Habits, talents and trips are fair to everyone.
Are there mean paranoia questions in this deck?
No. Nothing here asks about a player's body, love life, money or background, because a card that hurts one player ends the game early. Hard is as bold as it gets: who holds a grudge the longest.
Does heads or tails reveal the question?
Either. Paranoia is a folk game with no rulebook, so agree the side before the first card. Heads is easy to remember: heads, everyone hears.
How many players does paranoia need?
Four at least, so that a name tells the room something. Six to ten is better. The cards suit teens and adults at one table. Secrecy can upset children under ten, so deal them charades cards instead.