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PARANOIA by Geraint Morgan
developed by Dylan O'Donnell
At the start of the game, each player is randomly assigned a security
clearance level, ranging from Red (lowest) through Orange, Yellow,
Green, Blue, Indigo to Violet (highest). After the Winter builds each
year, the power with Violet clearance is summarily terminated for
crimes against the Computer; he is however immediately replaced with
one of his clones, who enters the game at Red clearance. All other
players are promoted one clearance level. So, a player will return to
his starting clearance level every seven years.
Each movement phase, every player (except Red) can secretly issue
orders for one other power lower than them (interference
orders). Orders that are interfered with by a higher-level power will
be replaced by the interference orders, unless more than one power is
attempting to interfere with the same orders. In this case:
if an even number of interference orders are issued to a power, they
each cancel each other out, leaving the original orders to take
effect;
if an odd number are issued, they cancel each other in pairs,
leaving the highest-clearance level interference orders to take
effect.
Unsuccessful orders are not revealed publicly; nor is the actual
source of the orders that eventually take effect (even to the owner of
the power that's being ordered). Retreat and build orders are handled
as in Standard.
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Dylan O'Donnell
(psmith@spod-central.org)