DocNomic Final Ruleset (Round 3)

Note: This is the final ruleset for the Round 3, not the ruleset for the current round.


Fundamental Rules:

0. Ruleset and Gamestate

The Game of DocNomic shall be played according to the current Ruleset. Each Rule shall consist of a unique, finite, nonnegative integer number, a brief descriptive name, and a rule body. To each Rule is attached a chronology of the Rule's enactment and amendments, and whatever additional information about the Rule is required by the Rules. The Enactment Date of a Rule is the date of the most recent amendment to any part of the Rule, or the date of its addition to the Ruleset if it has never been amended, or the date 7 Jun 2001 if it was part of the initial ruleset of Round 2 and has never been amended since then.

Rules with numbers less than 1000 shall be known as Fundamental Rules (FRs). Rules with numbers greater than or equal to 1000 shall be known as Not So Fundamental Rules (NSFRs).

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.

[Initial Rule for Round 2.
Amended by Proclamation 2 Jul 2001.
Amended by Proclamation 3 Jul 2001.
Initial Rule for Round 3.]


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 ten duns 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 Leading Player oversees the process, and appoints as the new Doc the Active Player receiving the most votes. In the event of a tie, the Leading Player may appoint one of those receiving the highest number of votes. The Active Player so appointed must immediately remove emself from the game and take on the role of Doc.

[Initial Rule for Round 2.
Amendment proposed 8 Jun 2001 by Britta Koch; accepted 8 Jun 2001.
Initial Rule for Round 3.]


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 emself from the game by stating eir intent to do so by sending an email to the mailing list. No Player may rejoin the game within 7 duns of voluntary removal. At the start of each Round, all inactive Players are involuntarily removed.

When a Player is removed, eir name and all status information shall be removed from the gamestate and any rules where it might be listed. Eir Points shall be distributed evenly to all Players (remainders shall be thrown away).

A Player is Active if and only if e has submitted a Proposal or Point of Order within the previous 7 duns.

The Active Player with the largest number of Points is known as the Leading Player.

[Initial Rule for Round 2.
Amendment proposed 8 Jun 2001 by Britta Koch; accepted 8 Jun 2001.
Amended by Proclamation 3 Jul 2001.
Initial Rule for Round 3.
Amendment proposed 21 Jul 2001 by Micheal Thomas; accepted 23 Jun 2001.]


3. Proposals

Players may submit Proposals at any time permitted by the Rules 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. (Changing the number or title of a Rule is considered an amendment of that Rule.)

Players are encouraged to discuss Pending Proposals in the DocNomic Mailing List.

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.

When a Proposal is Accepted, Doc shall make the specified changes to the Ruleset.

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 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 also specify or change proposed rule numbers for rules the Proposal creates.

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.

[Initial Rule for Round 2.
Initial Rule for Round 3.]


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> and must publish or arrange for the publication of all remaining parts of the Gamestate, if any, in public forums to be designated on the above web page. However, changes to the Gamestate occur immediately after the moment the condition leading to that change occurs; publication is not required for the change to occur.

[Initial Rule for Round 2.
Amended by task of Kevan Davis 2 Jul 2001.
Initial Rule for Round 3.]


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.

Informal discussion of the game in the DocNomic Mailing List is encouraged. A Point of Order should be raised only if informal means of resolving the issue fail or cannot be applied.

[Initial Rule for Round 2.
Initial Rule for Round 3.]


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 following procedure applies:

  1. Rules with earlier enactment dates take precedence over later rules.
  2. Rules with lower rule numbers take precedence over higher-numbered rules with the same enactment date.

[Enacted by Proclamation 2 Jul 2001.
Amended by Proclamation 3 Jul 2001.
Initial Rule for Round 3.]


7. Rounds

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 Initial Ruleset, Final Ruleset, and Final Gamestate of the Round shall be archived. All Not So Fundamental rules are repealed. All Gamestate items not mandated by a Fundamental Rule shall be deleted from the Gamestate. The Round Number increases by 1 and the Game continues. The identity of The Winner of each Round is part of the Gamestate.

[Initial Rule for Round 2.
Amended by Proclamation 3 Jul 2001.
Initial Rule for Round 3.]


8. Points

Players may possess Points. The quantity of Points possessed by each Player must be a finite integer and is part of the gamestate, tracked by the GNDT. When a Player joins the game, e has zero Points.

[Initial Rule for Round 2.
Initial Rule for Round 3.
Amendment proposed 5 Jul 2001 by Kevan Davis; accepted 5 Jul 2001.]


10. Timeframes

All spans of time are measured in DocNomic Units (duns). The length of a dun is part of the gamestate, and shall be equal to 48 hours unless Doc proclaims otherwise.

[Proposed 8 Jun 2001 by Britta Koch; accepted 8 Jun 2001.
Initial Rule for Round 3.]


11. The Generic Nomic Data Tracker

Some aspects of the Gamestate are - where specified - tracked by the Generic Nomic Data Tracker, at <http://uncertain.org/~kevan/cgi-bin/generic.cgi?nomic=doc>. Data presented on this page is considered to be a legal representation of the Gamestate, provided that it has been updated according to the Rules.

Any Player - or Doc - may use the GNDT to update the Gamestate, when such an update is required by the Rules. Illegal updates may be undone by any Player (or Doc).

A password is required to operate the GNDT; when a new Player joins the game, a password will be assigned to them by Kevan, through private email.

[Proposed 5 Jul 2001 by Kevan Davis; accepted 5 Jul 2001.]


12. Manageable Number of Proposals

If a player submits more than one proposal per dun, that player loses 10 points for each proposal submitted by that player for that dun beyond the first. If losing 10 points in this fashion for a particular proposal would leave that player with a negative point total, the proposal is instead ignored and no points are lost.

[Proposed 7 Jun 2001 by Jeffrey J. Weston; accepted 8 Jun 2001.
Amendment proposed 8 Jun 2001 by Jeffrey J. Weston; accepted 12 Jun 2001.
Amendment proposed 27 Jun 2001 by Britta Koch; accepted 29 Jun 2001.
Repealed by start of Round 3.
Enacted by Proclamation as FR 6 Jul 2001.]


Not So Fundamental Rules:

1000. Gangs

Players are members of street Gangs. Each Player may only be a member of one Gang at a time. If a Player is ever without a Gang for any reason, they are immediately assigned to a random Gang. The Gang membership for each player is part of the Gamestate, tracked by the GNDT.

Below is a list of Gangs:

  • The Scorpions
  • The Jigglypuffs
  • The Jets
  • The Nines

All Gangs have a number of members and this number is part of the game state. The total number of members may never be lower than the total number of Players who are members of the Gang.

[Proposed 3 Jul 2001 by John Kipling Lewis; accepted 5 Jul 2001.
Amendment proposed 5 Jul 2001 by Kevan Davis; accepted 5 Jul 2001.
Amendment proposed 7 Aug 2001 by John Kipling Lewis; accepted 9 Aug 2001.]


1001. Companies

Each Player is the CEO of a different shipping company, whose name the Player must publically announce. Each Company owns one warehouse located on the Nomic Dock, the center of the shipping world, filled end to end with warehouses. These warehouses are capable of storing up to 20 units of Trade Goods. When a new Player enters the game, their Company gets, as a one time action, one unit of each of flour, beans, machine parts, and plastic spoons. The contents of each warehouse, along with the owning company and its CEO are part of the Gamestate, tracked by the GNDT.

The position of the Companies' Warehouses on the Nomic Dock is part of the Gamestate. If at any time the position of a Company's Warehouse is unknown, it will be set to a random unassigned Warehouse on the Nomic Dock.

[Proposed 3 Jul 2001 by Micheal Thomas; accepted 5 Jul 2001.
Amendment proposed 5 Jul 2001 by Kevan Davis; accepted 5 Jul 2001.
Amendment proposed 10 Jul 2001 by Micheal Thomas; accepted 12 Jul 2001.
Amendment proposed 7 Sep 2001 by Steppen Ling; accepted 10 Sep 2001.]


1002. Plinks

The fundamental economic unit to be used in Round 3 of DocNomic will be known as the 'plink'. Plink ownership is part of the Gamestate, tracked by the GNDT. Any new Players entering the game will be given 59 plinks as their one-time bonus.

No Player may have a negative number of Plinks. Any non-mandatory action by a Player that would reduce that Player's Plink total by more Plinks than e has shall not be permitted. Any other action (by any game participant) that would otherwise reduce a Player's Plink total by more Plinks than e has shall instead reduce it to zero. This paragraph takes precedence over all other rules.

[Proposed 4 Jul 2001 by Hubert Hwang; accepted 5 Jul 2001.
Amendment proposed 5 Jul 2001 by Kevan Davis; accepted 5 Jul 2001.
Amended by Proclamation 9 Jul 2001.]


1003. Winning

The Winner of Round 3 shall be the Player with the most Plinks when all Players are members of the same Gang or when there are no longer any Gangs in the Game. In the event that two or more players have the highest number of Plinks, then Sudden Death begins. Sudden Death shall last for a time duration equal to 3 of the current Duns (before Sudden Death). Nomic play shall continue as dictated by the Rules, with one exception; the length of a Dun shall be cut in half (or more if the Doc makes a proclamation). After Sudden Death ends, the length of a Dun shall be returned to the value it had before Sudden Death.

At the start of Sudden Death, the number of Plinks of all players is recorded. At the end of Sudden Death, the number of Plinks of all players is recorded again. The two sets of values are compared. The player whose quantity of Plinks increased by the greatest percentage, from the list of those players that had the highest number of Plinks when Sudden Death began, shall be declared the Winner of Round 3.

[Proposed 6 Jul 2001 by John Kipling Lewis; accepted 9 Jul 2001.
Amendment proposed 20 Aug 2001 by Micheal Thomas; accepted 27 Aug 2001.]


1004. Plinks for Proposals

Whenever a proposal by a player is accepted, that player gains 11 plinks. When a proposal is rejected, that player loses 7 plinks.

In addition to the plinks gained, Doc may award up to 4 plinks for ingenuity in the proposal, or may subtract up to 4 plinks for changes e had to make to the proposal in order to accommodate it to the rules.

[Proposed 7 Jul 2001 by Britta Koch; accepted 9 Jul 2001.]


1005. Gang Warfare

Once per Dun, a Gang Member can elect to take an action. To take an action, the player sends a message to the DocNomic Mailing List with the subject listed clearly as: Gang Action-- <action type>, where action type is one listed below.

Action Types:

Steal <item type> from Player <active Player>
The Player attempts to steal items from the active Player listed. The active player must be a member of a different Gang than the Player taking this action. The item type can be one of the following; Plinks, flour, beans, machine parts, plastic spoons, and bills of exchange. The Active Player targeted by this action loses a random amount of that Trade Good from 0 to the quantity that Active Player has in eir warehouse or the total number of Gang members in the Player's Gang, whichever is lower. The Player attempting this action has a 20% chance of being caught. If caught, that Player loses half of their Plinks. The Player making this action now gains the amount of items lost by the Active Player.
Fight rival gang <Gang>
The Player initiates a fight between their Gang and a stated Gang which is not their own. All active players who are members of these gangs have their number of Plinks altered by a random number from -10 to +5. The initiating Player gains a bonus 10 Plinks. In addition each Gang loses a number of Gang members from 0 to the number of members in the opposing gang at the start of the fight. This may never reduce the total number of gang members below the total number of Players who are members of the Gang.
Recruit for gang
The Player initiates a campaign to increase the number of Gang members in their own Gang. Increase the number of Gang members by a random amount from 0-13.

Doc determines the effects of the actions.

[Proposed 20 Jul 2001 by John Kipling Lewis; accepted 23 Jul 2001.
Amendment proposed 3 Aug 2001 by Micheal Thomas; accepted 6 Aug 2001.
Amendment proposed 7 Aug 2001 by John Kipling Lewis; accepted 9 Aug 2001.]


1006. Shipping and Receiving

CEO's may make requests for ships carrying cargo to dock at the Nomic Dock.

The request may include which Trade Good the CEO wishes to be on the ship. If such a request is made, the ship will contain that Trade Good as its cargo, otherwise it will contain a randomly selected Trade Good, with each type having an equal chance of being selected.q

A CEO may not make a request if the last ship arrived within the last dun. E may also not make a request if e was the last person to make a request. If e is requesting a specific Trade Good, e may not request the Trade Good e requested on eir last request.

If no other CEO's have publicly announced the desire to bid on the incoming cargo, then the CEO that made the request will get all cargo from the incoming ship, when it arrives. If any other CEO's indicate the desire to bid, then a Bidding War will determine who will get the cargo.

In a Bidding War, CEO's may bid a number of Points and a number of Plinks. The CEO with the highest Bid Total when the ship arrives will get the cargo. The Bid Total is calculated as follows:

Bid Total = (Number of Points Bid)**2 + (Number of Plinks Bid)**2
where the operator ** means "raised to the power of". If two or more CEO's have the same Bid Total, and one of them is the requesting CEO, then the requesting CEO will get the cargo. If none are the requesting CEO, then the CEO bidding the higher number of Points will win. If there is still a tie, then the CEO with the highest number of Plinks (in eir possession, including those bid) will get the cargo. If there is still a tie after all of this, then the ship will have a horrible accident as it tries to dock and the cargo will be lost. When the CEO gets the cargo after a Bidding War, e shall lose the number of Points and number of Plinks he bid.

The ship will arrive within 7 duns of the request. The ship's arrival time is determined by Doc. If the ship arrives within 3 duns of the request, it shall contain 1 unit of Trade Goods. If the ship arrives more than 3 duns, but less than 7 duns after the request, it shall contain 2 units.

[Proposed 30 Jul 2001 by Micheal Thomas; accepted 2 Aug 2001.]


1007. The Market

Upon acceptance of this proposal, a place is created in the shipping world called the Market. The Market determines the prices in Plinks of all units of existing Trade Goods (at this time, Flour, Beans, Machine Parts and Plastic Spoons), which will be tracked in the Gamestate. Prices must be integer nonnegative numbers and must be smaller or equal to 100.

Every time a proposal which is not an amendment to this rule, or the proposal which enacts this rule, is accepted, the player submitting the proposal becomes Economist For A Dun and can change every price up or down by 1 Plink, if e wants to.

The Economist For A Dun may instead choose to declare that e will not change any price at all. In such a case, the Economist For A Dun will gain 1 point for every Trade Good currently in the Game. In either case, the Economist For A Dun has one dun (from the announcement of the proposal adoption) to announce eir price changes or declination of price changes. After the dun has passed, e loses the title Economist For A Dun.

The initial values for the prices are:
Flour5 Plinks
Beans5 Plinks
Machine parts10 Plinks
Plastic Spoons5 Plinks

Players are not allowed to swap Plinks with Goods or vice versa, if another rule does not explicitly state it.

[Proposed 26 Aug 2001 by Steppen Ling; accepted 30 Aug 2001.
Amendment proposed 10 Sep 2001 by Micheal Thomas; accepted 13 Sep 2001.]


1008. Nomic Dock Topology

The Map is the only legal representation of the Nomic Dock and is part of the Gamestate. The Map is a square of 4x4 tiles, where each tile is a Warehouse assigned for reference a unique integer number between 1 and 16. The Waters reach 3 sides of the square, while the fourth connects to the Inland, as shown:



1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16


Legend:

= water;
= dry land.

[Proposed 7 Sep 2001 by Steppen Ling; accepted 10 Sep 2001.]


1009. Room to Grow

A CEO can purchase another warehouse if e meets the following conditions:

  • At least one-quarter (1/4) of the warehouses on the Nomic Dock are unassigned
  • E owns no more than one-quarter (1/4) of the warehouses on the Nomic Dock
If these conditions are met, then the CEO can purchase the warehouse, if e has enough plinks to pay the price of a warehouse. Other rules will define the price of a warehouse.

[Proposed 25 Sep 2001 by Micheal Thomas; accepted 26 Sep 2001.]


1010. Trading

Companies in the Shipping World can trade with other Companies or other external entities. A Company can be involved in only one transaction per dun. To make a transaction:

  • the CEO of a Company ('A' for reference) must send a message to the mailing list declaring with which Company ('B' for reference) e desires to trade, which Goods e needs and how many;
  • 'B' can accept or decline; in any case its CEO must post a message to the mailing list declaring eir intention; (if no message is received within 4 duns, the transaction is aborted automatically)
    1. if 'B' accepts, then its CEO must declare in a message to the mailing list the amount of gratuity eir Company needs to complete transaction; gratuity can be, at the CEO's choice, any amount of Plinks up to 20% of the total price of the requested Goods, rounded down;
    2. if 'B' declines, transaction terminates; 'B' is fined for Obstruction In Commerce by a sum at Doc's discretion, at least 1 Plink, up to 50% of the total price of the requested Goods, rounded down.
  • granted 'B' accepts, 'A' can now suspend the started transaction; its CEO must post a message to the mailing list declaring whether e intends to complete the transaction or to abort it; in the latter case 'A' is fined for Obstruction In Commerce by a sum at Doc's discretion, at least 1 Plink, up to 50% of the total price of the requested Goods, rounded down. If no message is received within 4 duns, the transaction is aborted and 'A' fined as above.

    As no transporting facilities are available yet, and until there are any, it will be impossible to relocate Goods in the Warehouse of property of 'A'. In this case, 'B' will emit a bill of exchange, which will be kept by 'A's CEO. A bill of exchange is not personal and can be transferred to other players. Bills of exchange are tracked in the Gamestate with their text and their current owner. Bills of exchange can be reconverted in Goods as soon as any transporting means is available.

    [Proposed 25 Sep 2001 by Steppen Ling; accepted 26 Sep 2001.]


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    Last modified: Mon Nov 26 11:12:46 EST 2001