DocNomic Round 1 Final Ruleset

Note: This is the final ruleset for the Round 1, not the ruleset for the current round.


0. Ruleset and Gamestate

The Game of DocNomic shall be played according to the current Ruleset. Each Rule shall begin with a unique, finite, nonnegative integer number and a brief descriptive name.

Certain information reflecting the state of the game is known as the Gamestate.

The Ruleset and Gamestate may not be altered except as specified in the Rules.

1. Doc

A person shall hold the office of Doc. The identity of Doc is part of the Gamestate. At the outset of the Game, Doc is the person variously known as Doctroid, Rich Holmes, or rsholmes.

Doc maintains the DocNomic Web Site at <http://www.richholmes.net/games/nomic/DocNomic/index.html> and the DocNomic Mailing List at <http://groups.yahoo.com/group/DocNomic>.

In the event that Doc is absent from the game for a period of more than three weeks without making arrangements for his return, the active players may choose a new Doc. They register their preference by election, each active player having one vote each. The Nurse oversees the process, and appoints as the new Doc the active player receiving the most votes. In the event of a tie, the Nurse may appoint one of those receiving the highest number of votes. The active player so appointed must immediately remove themselves from the game and take on the role of Doc.

2. Players

A person becomes a Player at the submission of their first Proposal or Point of Order. Doc may not be a Player. The list of Players is part of the Gamestate.

A player may at any time remove themselves from the game by stating their intent to do so by sending an email to the mailing list. Their name and all status information shall be removed from the gamestate and any rules where it might be listed. Their Soul Points, Body Points, and Cash Points shall be distributed evenly to all Players (remainders shall be thrown away). All pills shall be immediately transferred to the Player who has the Addiction disease. If no Player has this disease, then they shall be handed out by the Nurse to whomever e wishes. No player may rejoin the game within 3 weeks of voluntary removal.

A living player is defined as a player who is not dead. An active player is defined as a living player who does not have the coma disease.

3. Proposals

Active players may submit Proposals by sending them to the DocNomic Mailing List. A Proposal thus submitted becomes Pending. A Proposal consists of one or more new proposed Rules, and/or one or more amendments to existing Rules, and/or one or more proposed repeals of existing Rules.

Only one proposal is allowed per email message. If more than one proposal is included in an email message, all proposals in that message will be ignored. Each proposal must have in its Subject line the text: "Proposal: " followed by a label describing the intent of the proposal or it shall be ignored. Every pending proposal must have a unique label. If more than one pending proposal has the same label, every proposal with that same label will be ignored, except for the first one.

Doc may ignore any Proposal whose intent has already been addressed by another (pending or otherwise) Proposal or Proclamation, if in eir judgment the Player who proposed it was likely to be unaware at the time of the other Proposal or Proclamation.

Doc will judge all Pending Proposals, in the order in which they were proposed, and accept, reject or ignore them. To ignore a Proposal, the condition by which it is ignored must be explicit somewhere in the ruleset. Once a Proposal has been judged, it ceases to be Pending.

Doc may rewrite a Pending Proposal to clarify its meaning, correct errors, or for any other reason, as long as the rewriting does not alter the meaning.

Doc may, at any time, modify or remove any existing Rule or enact new Rules, or modify the Gamestate, by the publication of a Proclamation. In addition, Doc may, at any time, publish a Directive calling for Proposals in a certain area.

4. Publication

Doc must publish all Proposal and Point of Order judgements, and all Proclamations and Directives, to the DocNomic Mailing List. No Proposal or Point of Order judgement, Proclamation, or Directive, shall have any effect until it is so published.

Doc must publish the current Ruleset at <http://www.richholmes.net/games/nomic/DocNomic/doc_ruleset.html> No change to the Ruleset shall be considered to have occurred until and unless it is so published. Doc must publish parts of the current Gamestate at <http://www.richholmes.net/games/nomic/DocNomic/doc_gamestate.html>. Other aspects of the Gamestate may be stored on the Player Details page at <http://uncertain.org/~kevan/cgi-bin/DocNomic.cgi> and/or in one or more Yahoo! Groups databases at <http://groups.yahoo.com/database/DocNomic>

5. Appeals Mechanism

Any player may, at any time, submit a Point of Order to raise any issue relevant to the Game by sending it to the DocNomic Mailing List. A Point of Order thus submitted becomes Pending. Each Point of Order must have in its Subject line the text: "Point of Order:" followed by a label of the Proposal or Rule in reference or it shall be ignored. Each Proclamation shall follow a similar format at the Doc's discretion. Doc will consider each Pending Point of Order and, if in Doc's judgement the Point of Order is upheld, publish one or more Proclamations to address the issue. Once a Point of Order has been judged, it ceases to be Pending.

6. Precedence

When two or more rules conflict, precedence as specified explicitly by the rules is applied first. Where there is no non-conflicting explicit precedence, the rule with the lower number takes precedence.

7. Winning

The Game is divided into Rounds. When the Game begins, the Round Number is 1. The Round Number is part of the Gamestate.

When one (and only one) Player achieves the title of The Winner of Round n, where n is the Round Number, the Round ends. The Round Number increases by 1 and the Game continues. The identity of The Winner of each Round is part of the Gamestate.

8. Pills

Medication is an important part of DocNomic, and is given in the form of varyingly-coloured Pills. The quantity and colour of Pills possessed by each Player is part of the gamestate. When a Player joins the game, they have no Pills.

Pill colors are limited to red, green, yellow, purple, and blue.

A Player may take or discard a Pill they possess, at any time, via the Player Details page. Whenever a Player takes a Pill, a percentage success rating for each Pill is given in the Change Log; this should be used to determine the Pill's success in whatever effects are specified. (For example, if a Green Pill has a 30% chance of curing a Player of Nasty Cough, a success rating of 30% or less for a Green Pill means that the Player is cured.)

In addition to any other effects that pills may have on players, they also affect Body and Health as follows:

Yellow Gain 2 soul, 2 body
Red Gain 1 soul, 2 body
Blue Gain 1 soul, 1 body
Green Gain 0 soul, 1 body
Purple Gain 1 soul, -1 body

9. Pharmacist

An active player shall hold the office of Pharmacist. The identity of the Pharmacist shall be part of the gamestate.

The Pharmacist tracks the inventory and pricing of items in the Pharmacy. All required information must be stored in one or more Yahoo! Groups databases. As compensation for such duties, the Pharmacist receives 75 cash points during their Office Hours. If the Pharmacist is unable to update the Yahoo! Groups database(s) at least once in between their Office Hours, they will be declared unfit for office and Doc must replace them immediately.

During the Pharmacist's Office Hours, the Pharmacist must take the following actions in this order:

  • Handle all outstanding Pharmacy transactions.
  • Receive their compensation.
  • Make pills for the Pharmacy.
  • Adjust the prices for items bought and sold by the Pharmacy.

When making pills, the Pharmacist produces a number of pills of each color, determined by the following equations. The pills are immediately added to the Pharmacy's inventory.
Yellow Pills n * 1.00
Purple Pills n * 1.25
Red Pills n * 1.50
Blue Pills n * 1.75
Green Pills n * 2.00
n is the number of active Players in the game. Any fractions are rounded mathematically to the nearest integer.

The Pharmacist must use the following equation to set the prices for pills:

( 50 / (x+1) ) * p
p is the base price for players buying or selling pills, detailed in the following table. x is the current number of pills in stock of that color. Any fractions are rounded mathematically to the nearest integer.
color buy sell
yellow 40 30
purple 35 25
red 30 20
blue 25 15
green 20 10

10. Mad Scientist (and his assistant)

Article 1: Animation.

The Mad Scientist has the ability to animate corpses in the Morgue and assign their actions to a Player. An animated corpse, defined as a "Zombie", is still treated as a Player, except that it is allowed to have a negative Soul. If the Zombie's Soul ever becomes positive, it is immediately set to -1 and all control of the Zombie is lost.

During the Mad Scientist's Office Hours, each Zombie's Soul is divided by two (rounding toward 0), and each Zombie loses 5 Body. When a Zombie's Body reaches 0, it decomposes and is removed from play.

A Player (including the Mad Scientist themselves) may, no more than once per day, petition the Mad Scientist to re-animate a specific dead person, or take control of a specific Zombie. These petitions are detailed below.

Animation:
To attempt to Animate a dead body, the Player pays 4 soul and 25 Cash to the Mad Scientist, who must be in the Morgue. There is a 76% chance the body will be animated. The Player being reanimated is renamed to "Zombie", has their Body Points set to 100, their Soul Points to -1 and is cured of all Diseases.
Control:
To attempt to gain control of a Zombie, the Player pays X Soul and 50 Cash to the Mad Scientist. The chance of taking control of a Zombie is ((10 + X + Zombie_Soul) * 2), with a maximum of 67%. If the attempt succeeds, the petitioning Player becomes the controller of the specified Zombie, and the Zombie's soul is added to (-1-X/2), rounded toward 0. If the attempt fails, the Zombie's soul is added to (1+X/4), rounded toward 0.

Reanimation is self-service - the Player should process all rolls and effects, before announcing the results to the mailing list.

Controlling the undead is a harrowing business - any Player may deduct 2 Soul Points from the controller of a given Zombie, unless its controller has already had such a deduction applied that day. A Zombie controller may surrender control of a Zombie by declaring this intention to the mailing list, at any time.

Items may be given to zombies, but zombies may not give items to other players. Zombies are not players.

[[Upon administration of this Proposal, the previous Mad Scientist's Assistant shall become the Mad Scientist.]]

Article 2: Actions.

A Zombie may only take the following Actions, and only one Action per day. If the Zombie is under a Player's control, that Player may issue an Action for the Zombie making all target selections. If the Zombie is uncontrolled, any Player may use the PDP to determine a random Action, followed by a random target (player/ room/pill colour) if appropriate, before issuing the consequences.

1 - ATTACK The Zombie Attacks a Player in its current Room. This Attack incurs no Soul cost.
2 - MOVE The Zombie lurches into a new Room (although it will never move from the Trauma Center to the Hallway of Death, or back into the Morgue).
3 - ROT The Zombie spreads its unholy decay to a Player in its current Room. That Player has a 40% chance of contracting Icky Rot.
4 - PILL The Zombie takes a Pill in its possession, if it has any.

[[Upon acceptance of this rule dead player Mark will be removed from the gamestate. A new object "Zombie Mark" will be created as a Zombie with icky rot, zero cash, and 1 green pill (only). E will be given a soul of -1, body of 100, and placed in the Hallway of Death. This paragraph will then be placed in comments.]]

11. Body, Soul, and Cash

Each Player has a number of Body Points, Soul Points and Cash Points, adjusted by various events in the game. These Points are part of the Gamestate.

Whenever a new Player joins the game, Doc shall give them a hundred Body Points, a thousand Cash Points, and Soul Points equal to the average Soul Points of all other living Players (rounded down).

Any Player may collect their Wages if they have not already done so since Doc's most recent Office Hours. Upon doing so, that Player may gain 240 Cash, via the Player Details page.

Body Points and Soul Points have a defined range. If either is less than zero for any Player, it is set to zero. If either is above 120, it is set to 120.

If a Player's Body Points or Soul Points are zero, that Player is Dead and may take no further part in the current Round. This paragraph takes precedence over all other Rules.

12. Perks

Whenever a proposal passes, Doc gives the proposer one (1) pill of any color. If, in the opinion of Doc, the proposal makes the game more interesting, Doc gives the proposer one (1) additional pill of any color. If, in the opinion of Doc, the proposal is the most creative proposal passed to date, Doc gives the proposer three (3) additional pills of any color. Perks may be augmented or reduced if Doc finds sufficient reason to do so.

13. Officers

The various office holders of the game must hold individual Office Hours at a time of their choosing every Thursday. The Office Hours for an individual office holder last for as long as it takes for that office holder to process every action required for that Office Hours.

Each office holder may, by announcement to the mailing list, delay their office hours for up to six days, or cancel them completely if they are too busy. With the exception of Doc, if any Office Holder misses their Office Hours without sending a cancellation notice, or cancels their Office Hours for three weeks in a row, that office holder must be replaced immediately by an active player of Doc's choosing.

At any time, any office holder may choose to vacate their office by sending their resignation to the mailing list. That office must be filled by an active player of Doc's choosing before Doc's next Office Hours.

14. Attack!

A Player may Attack another Player at any time, provided they share a Room. An Attack involves paying 5 Soul and 5 Body, and rolling a 100-sided die (in the PDP). According to the result of this roll:

<02 Attacker gets two random Injuries, chosen from those he or she does not already have.
02-10 Attacker gets a random Injury chosen from those he or she does not already have.
11-14 Attacker gets a Broken Left Leg.
15-18 Attacker gets a Broken Right Leg.
29-22 Attacker gets Concussion.
23-25 Attacker gets Glam Rock Shoulder.
26-35 General bruising; Attacker loses 5 Body.
36-65 Nothing happens.
66-75 General bruising; Victim loses 5 Body.
76-78 Victim gets Glam Rock Shoulder.
79-82 Victim gets Concussion
83-86 Victim gets a Broken Right Leg.
86-90 Victim gets a Broken Left Leg.
91-99 Victim gets an Injury of the Attacker's choice.
>99 Victim gets two Injuries of the Attacker's choice.

Zombies may be "attacked" by players, and suffer all penalties of injuries it receives from being attacked. A Player attacking a Zombie receives a penalty of -15 added to eir roll. A Zombie attacking a Player receives a bonus of +15 added to its roll.

The results of any Attack should be announced to the mailing list.

15. [Repealed]

16. Nurse

An active player shall hold the office of Nurse. The identity of the Nurse shall be part of the gamestate.

The Nurse assists the Doc in running the hospital. As compensation for such duties, the Nurse receives one green pill, one soul point, and 45 cash during eir office hours.

17. Deliberate contagion

An active Player with an Airborne Disease may, at any time, pay 5 Soul and 5 Body Points to attempt to give that Disease to another active Player. Both players must be in the same room. There is a 75% chance of the disease being transmitted.

18. Epidemiologist

An active player shall hold the office of Epidemiologist. The identity of the Epidemiologist shall be part of the gamestate.

An Epidemiologist studies Diseases and their effects. This study is call Epidemiology.

The Epidemiologist keeps track of current diseases. Diseases will be listed as a database on the Yahoo! Groups web site. The Epidemiologist will be responsible for making sure this database properly reflects diseases described in the rules. As compensation for such duties, the Epidemiologist shall receive 1 red pill and 1 yellow pill each week during office hours.

Epidemiologist are very healthy because they know all about diseases and special treatments, and usually walk around wearing a mask. Because of this health they may trade body points for soul points on a 3:1 basis. Because of their good health, whenever an Epidemiologist would normally contract any communicable disease, e gets one additional 25% change to NOT catch the disease.

Epidemiologists are also bitter because everyone always mispronounces their name or gets them mixed up with Entomologist. Because of this bitterness and their familarity with diseases the Epidemiologist may spend 15 soul points and infect any active player with any communicable disease. The Epidemiologist may do this no more than twice each office hours. If someone posts a message to the official mailing list that misspells "Epidemiologist" or "Epidemiology" then the Epidemiologist may chose to infect them with a disease for only 5 soul points.

The Epidemiologist also rarely imports special one-of-a-kind formulas to treat diseases. During their Office Hours e may cure ONE and only ONE disease that any active player has if e so wishes. The player must be either in the lab OR in the same room as the Epidemiologist to be cured. There is a 75% chance of success. Upon administering the cure the Epidemiologist will update the PDP with the random roll and results of the cure. The Epidemiologist gets 2 soul points for performing a sucessful cure. If no player has indicated to the Epidemiologist that e wishes to attempt a cure for a disease, then the Epidemiologist may attempt to cure emself. If any other player has made a request, the Epidemiologist may not attempt to cure emself (whether or not e chose to cure the other player).

The Doc may appoint a new Epidemiologist at any time.

19. Winning Methods

All methods defining how a player may be named "The Winner of Round 1" shall be contained within this rule. Any method not thusly listed herein shall be ignored. Each method must be numbered incrementally starting with one and have a unique label for clarification.

A player will be named "The Winner of Round 1" by only one of the following methods:

If at any time 1 and only 1 player is not "Dead", that player will be declared the "Winner" of round 1.

If at any time 1 and only 1 player has more that 199 pills, more than 100 soul points, more than 100 body points, and more than 10,000 cash, and has no diseases, that player shall be declared the "Winner" of round 1.

20. Psychiatrist

An active player shall hold the office of Psychiatrist. The identity of the Psychiatrist shall be part of the gamestate.

Psychiatrist deals with the diagnosis, treatment, and prevention of mental and emotional disorders, and is able, through counselling, to treat the Psychoses of other Players. The Psychiatrist performs his or her work in the Psychiatric Ward.

If a Player is in the Psychiatric Ward and the Psychiatrist is also there, he or she may have the following procedures performed at the following costs (half of the cost goes to the Hospital, half is given to the Psychiatrist):-

General Therapy - 50 Cash
The patient gains 5 Soul Points, unless this would take them above 100 Soul Points.
Specific Counselling - 100 Cash
The patient is cured of a Psychosis of their choice. However, this process is not always permanently successful - within 24 hours of such a counselling, the Psychiatrist may declare that the Psychosis has resurfaced, and give the patient a full refund out of his own pocket. (The patient may not be counselled again for that Psychosis until a week has passed.)
Electroshock Therapy - Free!
The patient loses 10 Body, 10 Soul and all of his or her Psychoses. He or she then gains a Psychosis selected at random.

If the Psychiatrist's Soul Points drop below thirty, Doc must reassign the role elsewhere.

21. [Repealed]

22. [Repealed]

23. Blood Test

A blood test may be performed on an active player at the request of that player or any officer. The blood test costs 1 body point and 5 cash points if requested by the player and is free when requested by an officer. The blood test shall check for any communicable diseases. The disease shall be randomly chosen from diseases not already inflicting the player. The chance of the discovery of a new infection is X percent where X is equal to 100 minus the dividend of the player's body points divided by 2 ( 100 - ( B.P. / 2 )). There must be one Nurse's Office Hours between each blood test for a particular player. The Nurse performs all blood tests during the Nurse's Office Hours by request in an email sent to the mailing list with a subject: "Blood Test:" followed by the player's name.

After the discovery of an infection, the player has 24 hours to receive a vaccine against the infection. If they receive the vaccination, they are immediately cured of the infection, as well as receiving whatever effects the vaccine gives them.

24. Pharmacy

The Pharmacy sells pharmaceutical items to players for cash. Any player may, at any time, buy items available from the Pharmacy, if the Pharmacy has the item in stock. The Pharmacy can never have a negative quantity of an item in stock. Players may also sell unused items in their possession back to the Pharmacy for cash. Any such transaction must be sent to the mailing list. The Pharmacist will then update the PDP and adjust the Pharmacy's stocks as appropriate.

The Pharmacy redeems pill coupons and will exchange a player's coupon for the exact quantity and color of pills as listed on the coupon, if the Pharmacy has the required items in stock.

The Pharmacy purchases and sells the following items:

  • Yellow Pills
  • Purple Pills
  • Red Pills
  • Blue Pills
  • Green Pills
The Pharmacy gives away the following items for free:
  • "Getting Over Your Addiction" Pamphlets
  • "101 Ways to Avoid Infection" Pamphlets

In the interests of public health and safety, a single player may not purchase more than 3 pills of each type from the Pharmacy or sell more than 3 pills of each type to the Pharmacy in one day.

The price for purchasing and sellng pills is part of the gamestate, maintained by the Pharmacist, and stored in a Yahoo! Groups database. The quantities of pills are limited. The quantity of each pill remaining is part of the gamestate, maintained by the Pharmacist, and stored in an Yahoo! Groups database. Pamphlets are printed to order.

Pills are made only in the pharmacy, and may not be created by any other means. All pills given to players provided through the action of any other rule, must therefore be withdrawn from the Pharmacy stocks. If the Pharmacy has insufficient stocks to give out for a particular rule action, the player will instead receive a pill coupon listing the exact quantity and color of pills they are to receive. This paragraph takes precedence over every rule that gives pills to players. Each player's inventory of coupons and what is listed on them is part of the gamestate, maintained by the Pharmacist, and stored in a Yahoo! Groups database.

25. [Repealed]

26. Blood Bank

The Blood Bank stores blood collected from the players to be used for medical procedures (surgeries, etc) and to increase one's health. The Blood Bank is part of the gamestate and shall have its status stored in a Yahoo! Groups database at <http://groups.yahoo.com/database/DocNomic>. The Blood Bank is maintained by the Nurse and is open for donations or purchases during the Nurse's Office Hours.

During Doc's Office Hours, any players, except those who joined the game within the previous 28 days, who have not donated blood to the blood bank at least once since the fourth previous Doc's Office Hours shall lose 10 body points. The players' last date of donation shall be part of the gamestate.

A player must have had a Blood Test during the previous Nurse's Office Hours prior to donating resulting in no new infection by that player. Only one pint of blood may be donated for each Blood Test. A player may not have any communicable disease at the time of blood donation. As compensation for donation, a player shall gain 100 cash points, gain 5 Soul points, and lose 3 Body points.

If a player needs blood or wishes to buy blood, they may do so by notifying the Nurse concerning how many pints they wish to buy. The purchase shall decrement the player's cash points by 200, and increase their body points by 5. This is in addition to any other costs that may be required for medical procedures (surgeries, etc) and must be arranged before any medical procedure requiring blood takes place.

27. Trading Post

A player may give another player cash, pills, or pamphlets at any time, as long as the player has the item in their possession to give. The players involved in any transaction must be in the same room at the time the transaction takes place.

A player may never give another player body points or soul points.

28. The Player Details Page

The Player Details page (PDP) tracks various aspects of the Gamestate, and is updated and moderated by the Players. Whenever a Rule requires that a relevant piece of the Gamestate be altered, any Player may make that alteration via the PDP (unless a particular Player is specified to make the change, in which case only he or she may do so).

All alterations are logged - if any Player feels that an alteration goes against the Rules of DocNomic (as they were at the time of the alteration), he or she may undo the effects of that alteration (unless it was made more than five days ago). If such an undoing is disputed, a Point of Order should be raised.

Doc may choose to impose fines of up to 500 Cash, or beatings of up to 120 Body Points damage, for any PDP alterations which are against the Rules.

The data presented by the PDP shall be considered to be a legal record of the relevant aspects of the Gamestate, although any corrections to it shall take effect with as much retroactivity as Doc feels appropriate.

29. Vaccination

An active player may buy a vaccination at a cost of 100 cash points. The player is responsibility for immediately updating the PDP for such an action, and determining any side effects (i.e. Horrid Rash). The vaccine is considered "given" as soon as the message is sent to the mailing list. When a player has been vaccinated, their chance of contracting a communicable disease by any means is reduced by 40% while the vaccine is in effect. The effects commence immediately the vaccine has been given, and end at the start of the second Nurse's Office Hours after the vaccination is received.

On each occasion that a vaccine is taken, there is a 10% chance of an adverse reaction, which manifests itself as a Horrid Rash.

30. Surgeon

An active player shall hold the office of Surgeon . The identity of the Surgeon shall be part of the gamestate.

The Surgeon is in charge of operations and physical wounds. His primary duty is to deal with all diseases of type "Injury" or "Physical".

The Surgeon is responsible for hosting a database at <http://groups.yahoo.com/database/DocNomic> to hold all diseases of type "Injury" and "Physical" and eir cure(s) if any.

If a Player is in the Trauma Center and the Surgeon is also there, the Surgeon may operate on the Player's Injuries or Physical illnesses as specified in the rules.

The Surgeon is bound by the rules of Office Hours as stated in Rule 13. During eir Office Hours the Surgeon performs the following actions:

  1. Perform all cures for Injuries requested by players since the last Office Hours. The surgeon is responsible for updating the PDP for all cures e performs.
  2. Pay eirself wages of 1 Red pill, 1 Blue pill, and 100 Cash.
  3. Select one active player at random, and one disease of type Physical or Injury at random. The selected player has a 20% chance of acquiring the Injury.

The Surgeon may not perform surgery on emself. Doc or the Nurse may perform surgery on the Surgeon at the Surgeon's request. This surgery takes place in the Trauma Center. Because of their knowlege of the physical body they can trade 2 soul for 1 body at any time.

The surgeon, or the nurse where the nurse is able to perform the procedure concerned, shall take 20% of the fees for each operation e performs.

The Surgeon position can be assigned or reassigned by Doc at any time.

31. Hospital Building Engineer

An active player shall hold the office of Hospital Building Engineer. The identity of the Hospital Building Engineer shall be part of the gamestate.

The Hospital Building Engineer tracks all information regarding the various rooms and locations of the Hospital. All required information must be stored in one or more databases at the Yahoo! Groups web site. As compensation for such duties, the Hospital Building Engineer receives one yellow pill and one purple pill during their Office Hours. If the Hospital Building Engineer is unable to update the Yahoo! Groups database(s) at least once in between their Office Hours, they will be declared unfit for office and Doc must replace them immediately.

During the Hospital Building Engineer's Office Hours, e may move without restriction to one room in the hospital of their choice. This takes precedence over all rules restricting movement.

The Hospital Building Engineer holds the keys to the Hospital Entrance and the Toilets. E can lock or unlock either room, preventing or allowing any player moving to the Outside World from the Hospital Entrance and vice/versa, and moving to the Toilets from the Hospital Entrance and vice/versa.

32. Hospital Rooms

There exist a number of rooms in the Hospital, as detailed in this rule. Each player must always occupy one and only one room in the hospital. The location of each player in the hospital shall be part of the gamestate, and maintained by the Hospital Building Engineer. Each room in the hospital shall have a name, a list of rooms that it connects to, and a description of the room.

Players may move from one room to another, provided that the room they are in connects to the room they wish to move to, and if that specific move is not disallowed by the rules. Players make such a move by posting it to the mailing list. A player may only make one move in this fashion once per day. When announced, the player moves immediately to the new room, regardless of how long it takes the Hospital Building Engineer to update the Yahoo! Groups database.

Doc may, at any time, use the PA System to call a member of Staff to any room inside the hospital, by posting such a message to the mailing list. Upon doing so, that Staff member is moved directly to that room, unless they would be unable to reach that room through normal means.

Outside World - Connects to Hospital Entrance
More of a location than a room, the Outside World offers a great relief to those suffering from Claustrophobia. For every night a player with Claustrophobia spends in the Outside World, that player will gain five (5) soul points. Likewise, for every night a player with Agoraphobia spends in the Outside World, that player will lose five (5) soul points. New players start out in The Outside World, when they join the game.
Hospital Entrance - Connects to Outside World, Psychiatric Ward, Disease Ward, Toilets, and Pharmacy
This room serves as a major hub for getting to different sections of the hospital.
Psychiatric Ward - Connects to Hospital Entrance, and Padded Room
This room is the central hub for dealing with psychotic diseases. A player must be present in this room in order to receive Electroshock Therapy. The door to the Padded Room has a lock on the outside, and keys are issued to the Nurse and the Psychiatrist. If the door is locked, Players may not enter or leave the Padded Room. Any Player present in the Psychiatric Ward may lock or unlock the door by declaring this to the mailing list, provided they have a key to it.
Padded Room - Connects to Psychiatric Ward
This room offers a great relief to those suffering from Agoraphobia. For every night a player with Agoraphobia spends in the Padded Room, that player will gain (5) soul points. Likewise, for every night a player with Claustrophobia spends in the Padded Room, that player will lose five (5) soul points.
Pharmacy - Connects to Hospital Entrance
This room is the home of the Pharmacy. A player must be present in this room in order to purchase items from the Pharmacy, sell items back to the Pharmacy, or redeem pill coupons. Although the Pharmacist does need to be present to buy, sell, and redeem items for themselves, the Pharmacist does not have to be present for other players to engage in their own transactions.
Lab - connects to Disease Ward
A player must be in the lab or in the same room as the Epidemiologist to receive a cure from the Epidemiologist. The Epidemiologist does not have to be in the Lab at the same time.
Trauma Center - connects to Disease Ward, Hallway of Death, and Intensive Care Unit
All surgery takes place in the Trauma Center. Both the player requesting surgery and the Surgeon must be in the Trauma Center for surgery to be performed.
Intensive Care Unit - connects to the Trauma Center
Players in Coma, or suffering a critical illness, are moved automatically into this room, and may not leave until they are cured.
Hallway of Death - Connects to Trauma Center and Morgue
This room serves to distance the rest of the hospital from the Morgue. It is decorated with commemorative plaques of past DocNomic players.
Morgue - Connets to Hallway of Death
This is where dead players go to, uh, be dead. When a player dies, they are automatically moved to this room.
Toilets - Connects to Hospital Entrance
Sparkling hygienic toilet facilities for the use of staff and patients alike. A Player may not enter this Room if it already contains three Players.
Disease Ward - Connects to Hospital Entrance, Lab, Trauma Center
The Disease Ward is a central location for reaching various locations dealing with diseases and injury.

1000. Diseases

A number of Diseases exist, as detailed in this Rule. Each Player may suffer from any number of Diseases; the Disease status of each Player shall be part of the Gamestate. All diseases must have a Name, a Type, Symptoms, and a Cure. If a Player would catch a Disease that he or she already has, it is not contracted.

During each Office Hours, the Nurse shall pick two active Players at random. Any communicable disease borne by the first shall be contracted by the second.

During the Office Hours, for each Airborne Disease, the Epidemiologist will select two active Players at random. There is a 25% chance each Player will contract the Airborne Disease.

During the Office Hours, the Epidemiologist will randomly select one player and randomly select one non-airborne disease. The player will contract this disease.

Diseases have the following types:

  1. Communicable
    1. Infectious
      1. Airborne
    2. Contagious
    3. Non-contagious
      1. Blood-borne
  2. Non-Communicable
  3. Physical
  4. Psychosis
  5. Injury

Some Diseases are operable by certain staff, for a given cost. A Player may request such an operation from a relevant staff member, if he or she can afford the operation; upon such a request being publicly acknowledged, the Player is cured of the Disease and loses Cash equal to the cost.

  • Communicable diseases:
    • Infectious diseases:
      • Airborne diseases:
        Bit of a Cough
        A Player with this Disease should include the string "*cough*" at least twice in each Proposal message he or she submits, or that Proposal shall be ignored.

        If a Player takes a Green Pill, and also took a Green Pill between the previous two Office Hours held by Doc, that Player is cured of this Disease.

        Nasty Cough
        A Player with this Disease should include the string "*cough*" at least four times in each Proposal message he or she submits, or that Proposal shall be ignored. That Player loses 8 Body Points for each Proposal he or she submits. The Player loses 8 Body points during Doc's Office Hours.

        During Doc's Office Hours, any active Player with A Bit of a Cough has a 30% chance of that Disease being replaced by Nasty Cough. If an active Player would catch Nasty Cough from another Player, they catch A Bit of a Cough instead.

        Each Green Pill a Player takes has a 30% chance of turning the Nasty Cough into a "Bit of a Cough".

        The Sniffles
        The Sniffles is an annoying little disease that is highly contagious. A player with this disease has a nagging nasal drip. When contracted the player is given the pamphlet "101 Ways To Avoid Infection" (which can serve double duty as a tissue in an emergency).

        The next player to send a message to the mailing list after a message from a player with The Sniffles has a 37% chance of contracting The Sniffles during the next Nurse's Office Hours.

        There is no cure for The Sniffles, but it will dry up and go away during the Nurse's Office Hours if the infected player requests treatment.

        Sore Throat
        If a Player has a Sore Throat, they may only take Blue Pills (known for their anaesthetic qualities), unless they have taken a Blue Pill during the past hour, in which case they may take any Pills. Every Red Pill a Player takes has a 50% chance of curing them of Sore Throat.
        A Touch of the Flu
        A player with A Touch of the Flu loses two body points for every day in which they do not take a yellow pill. The Epidemiologist will track these body point losses. If a player has had A Touch of the Flu for at least seven days, and has taken at least one yellow pill a day for the last seven days, this disease will be cured.

        During the Epidemiologist's Office Hours, if no active players have A Touch of the Flu, the Epidemiologist will select one active player at random to be infected with A Touch of the Flu. If that player is unable to catch the disease for whatever reason, the Epidemiologist will repeat the proceqss until one active player has the disease.


    • Contagious diseases:
      Icky Rot
      Icky rot is usually caused by touching dead things like bodies or corpses. Players with icky rot must take 1 blue pill to move or make a proposal. Players with icky rot may not attempt to "rough up" other players or cause other physical injury. Icky rot has a 60% chance of being cured taking 1 Yellow, 1 Red, and 1 Green pill. Alternately, the player may pay the bank 150 cash for the Surgeon to cut out the rot. This surgery is 95% effective. A Zombie who has Icky Rot may still make physical attacks, and does not suffer any ill effects from having Icky Rot.

      A player with Icky rot can attempt to infect another player with icky rot by stating, "I attempt to infect <target>". They player must be in the same room as the target. The player must pay 4 soul to attempt such a mean thing, and has a 20% chance of success.


    • Non-contagious diseases:
      • Blood-borne diseases:
        Hypergreenism
        Any player who takes five or more green pills in a 24 hour period shall contract hypergreenism, from the time they take the fifth pill. A sufferer of the disease loses 5 body points immediately, and a further 5 body points each time they take a green pill. No blood donations may be made, due to the excessive amount of green in the circulation.

        Hypergreenism may be cured by receiving a transfusion of two pints of blood, to reduce levels of green, and taking a blue pill.

        Sleeping Sickness
        A Player or Zombie with Sleeping Sickness may take no part in the game, except for actions relating to election of a new Doc [[note: posting of messages to the mailing list shall not be considered "taking part in the game", as long as these are not proposals, Points of Order, or other game-influencing Actions]], and any game actions which would adjust their Body, Soul, Cash, Pills, or Diseases (apart from curing their own Sleeping Sickness) have no effect on them. Officers who have Sleeping Sickness may not hold Office Hours; no cancellation notices are required of them, nor shall any Officer be penalized or removed from office for not holding Office Hours while they had Sleeping Sickness. [[The preceding sentence applies to Doc, who is an Officer though not a Player.]] This paragraph takes precedence over all other Rules.

        A Sleeping Sickness outbreak occurs whenever Doc declares one; such an outbreak is also known as a Hiatus. 24 hours after the Hiatus is called, all game participants (Players, Zombies, and Doc), contract Sleeping Sickness. During a Hiatus, when a new Player joins DocNomic, e gets Sleeping Sickness immediately after receiving eir initial allotment of Cash, Body Points, and Soul Points. Sleeping Sickness may not be contracted by any other means. When Doc declares an end to Hiatus, all participants with Sleeping Sickness are immediately cured of it. Sleeping Sickness may not be cured by any other means. If a Hiatus continues more than six months, DocNomic shall end.


  • Non-Communicable diseases:
    Horrid Rash
    A possible side effect of vaccination. A Horrid Rash eliminates all benefits of a player's current vaccination, and instead increases a player's chance of contracting any communicable disease by 20%. A Horrid Rash may be cured by taking one green pill, or it will cure itself when the effects of the vaccine wear off.

  • Physical diseases:
    Coma
    If a Player is in a Coma, they may take no part in the game except to cure themselves of this Disease, and any game actions which would adjust their Body, Soul, Cash, Pills or Diseases (apart from curing their own Coma) have no effect on them. This paragraph takes precedence over all other Rules.
    Any Player may put themselves into a voluntary Coma at any time; Comas may not be contracted by any other means. Any Player who has been in a Coma for more than a week may cure themselves of it; Comas may not be cured by any other means.
    Any player in a coma is automatically moved to the Intensive Care Unit, as they may otherwise come to harm in the outside world.
    Diarrhoea
    A Player with Diarrhoea is entirely at the mercy of their intestinal whim. Any Player may move a Player with Diarrhoea to the Toilets, at any time (unless they would be unable to reach that room through normal means).

    If a Player with this Disease has taken no Pills in the past week, and has had the Disease for more than week, it clears up by itself.

    Migraine
    During the Nurse's Office Hours:-
    • All Migraine sufferers lose 5 Body Points and x/10 Soul Points.
    • All other active Players each have an 'x/10' per cent chance of contracting a Migraine.
    ...where 'x' is the number of mailing list messages made since the end of the Nurse's previous Office Hours. Each Green Pill a Player takes has a 50% chance of curing them of this Disease. For every 2 dosages that do not cure the migraine, the dosage is doubled with the same chance per dosage of a cure.

  • Psychoses:
    Addiction
    The Nurse, during Office Hours, shall choose the active Player with the most pills (regardless of color) to be the "Addict" until the next Office Hours.

    The Addict may not take any Action that reduces the number of pills in eir possession except to take a pill (or have the Nurse administer a pill to em).

    Addicts are fragile things, and therefore lose 3 body and 5 soul points at the beginning of the week they are designated the Addict. In addition, the Addict must take 1 red pill in order to make a Proposal. In any non-proposal message they send to the public newsgroup the addict must in some way ask for a pill. Failure to do so will cause the addict to lose 1 soul point; this failure to do so may be pointed out by any Player or Doc, who shall make the appropriate changes using the Players Details Page. The first player to do so per message is a ripe bastard and is only trying to keep the addict addicted to pills. They lose a soul point for doing such a bad deed. However, the Pharmacy likes to keep the addict addicted to their pills, and so will give that player one pill of a color the player choses. Subsequent players are just nagging and only lose the soul point.

    The addict can achieve a brief temporary recovery by taking one pill of each color at one time. After taking the last pill, the player will be temporarily cured of addiction. However, after one hour, that player will become addicted again.

    Agoraphobia
    Whenever a new Rule is enacted, all active Players with Agoraphobia lose 5 Soul Points, all active Players with Claustrophobia gain 5 Soul Points, and each active Player (other than the Rule's Proposer) has an 'x' per cent chance of contracting Agoraphobia, where 'x' is the number of Rules in the Ruleset.

    If a Player with Agoraphobia contracts Claustrophobia, they are cured of Agoraphobia.

    Agoraphobia can be cured by taking 1 purple and 1 red pill.

    Claustrophobia
    Whenever a Rule is repealed, all active Players with Claustrophobia lose 5 Soul Points, all active Players with Agorophobia gain 5 Soul Points, and there is a 50% chance of the Rule's original Proposer contracting Claustrophobia.

    If a Player with Claustrophobia contracts Agoraphobia, they are cured of Claustrophobia.

    Claustrophobia can be cured by taking 1 blue and 1 red pill.

    Fear of Rejection
    Whenever a proposal is rejected, the player who proposed it is afflicted with "Fear of Rejection". Whenever a Player with Fear of Rejection has one of their proposals judged, they lose 5 Soul Points. Whenever a player with this disease has one of their proposals accepted, or takes a Purple Pill, they are immediately cured.
    Tourette's Syndrome
    If a Player feels that a posting to the mailing list should have been made by private email, or should not have been made at all, he or she may declare to the mailing list that the poster has contracted Tourette's Syndrome, and update the PDP appropriately. (Doc may undo this and fine the Player up to 500 Cash for wasting hospital time, if he feels that the posting was fair enough.)

    Whenever a Player with Tourette's Syndrome posts to the mailing list, any Player may, in the next twenty-four hours, dock them two Soul Points for that message (provided that no Player has already done so for that message).

    Each yellow pill a player takes has a 50% chance of curing them of this disease.


  • Injuries:
    Broken Left Leg
    A Player with a Broken Leg loses 5 Body Points whenever they move from one room to another, and 10 Body Points during the Surgeon's Office Hours. A Player with two Broken Legs cannot move, and may be stretchered to the Trauma Center at their own whim, or that of the Surgeon.

    A Player with a Broken Leg may not Attack other Players.

    A Broken Leg can be operated on by the Surgeon for 250 Cash. The Nurse may operate on the Surgeon's Broken Leg for the same fee.

    Broken Right Leg
    See "Broken Left Leg".

    [[If a player has a "Broken Leg", the "Broken Leg" is changed to a "Broken Right Leg". This paragraph will then be surrounded with comment markers.]]

    Concussion
    Concussion victims stagger about with great unsteadiness - when a Player with Concussion would move themselves to a new Room, he or she must instead select a Room at random from all those available for moving to, and move to that one.

    Concussion victims subtract 20 from all Attack rolls they make.

    If a Player has been Concussed for more than three consecutive days, they may take a Purple Pill to recover.

    Glam Rock Shoulder
    A terrible affliction caused by excessive punching of air, this Disease causes its sufferer to lose 4 Body Points during the Surgeon's Office Hours, and can be operated on by the Surgeon for 350 Cash.


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Last modified: Thu Jul 5 17:22:12 EDT 2001