Paranoia: Red Clearance Edition features a great new card mechanic that allows actions, reactions, gear, and mutant powers to determine initiative order and serve as a useful rules reference. But these cards aren’t mandatory, or at least the initiative and action/reaction system isn’t. It’s a piece of cake to remove this layer and rely on the standard dice pool rules to solve everything, leaving the cards as useful reference tools (mutant powers, secret society affiliations, gear, etc.) or as an added layer only triggered at certain times.
Here’s a bunch of different ideas on how to use, abuse, or ignore the cards in Paranoia: Red Clearance Edition.