An interesting feature I have noted about role-playing games is that different people seem to play them with different goals in mind. Me, I usually play to achieve whatever mission the DM has assigned us, usually "save the world". But I have seen people whose goal is to roleplay their characters' personalities, to increase their own character's personal wealth and power, or on occasion, to annoy the other players as much as possible. With Paranoia it's even more tricky than it is in D&D, because you have so many (often mutually exclusive) goals to try and satisfy. To try and resolve this confusion I've prepared a little outline. Without further ado: THE OBJECT OF THE GAME: The object of the game is to win. You win by staying alive. You lose by dying. Different things you do can influence your chances of staying alive: 1) Don't get caught committing treason. If this happens, you will die. 1a) Don't let anyone find out that you are in a Secret Society. This should be easy, since of course you are not in one. 1b) Don't get caught using a Mutant Power. This should be easy, since of course you are not a mutant. 1c) Don't terminate anyclone unless you have a way to prove they were treasonous. 2) Complete your troubleshooting mission. 2a) If you have been assigned any missions by your secret society, you should complete those too. Secret societies do bad things to clones that ignore their secret missions. 3) Gain security clearance. Clones are less likely to try to kill you if you have higher security clearance than them. 3a) The best way to gain security clearance is to terminate treasonous clones. 3b) You may also receive a promotion when you finish your troubleshooting mission. 3c) Most clones tend to receive their promotions after the troubleshooting mission is over. This does not make the promotions any less important. If I assigned clone families a score at the end of the game, it would be: (clearances) * (clones remaining) For example, Roy-G-BIV-3 would get: (5 clearances) * (4 clones remaining) = 20 points.