| Condition | Current | Maximum | Total |
|---|---|---|---|
| Never infected | 0 | 0 | 0 |
| Infected | 0 | 0 | 0 |
| Incubating | 0 | 0 | 0 |
| Infectious | 0 | 0 | 0 |
| Symptomatic | 0 | 0 | 0 |
| Recovered | 0 | 0 | 0 |
| Sick at home | 0 | 0 | 0 |
| Needs hospital | 0 | 0 | 0 |
| Waiting for bed | 0 | 0 | 0 |
| Needs ICU | 0 | 0 | 0 |
| Dead | 0 | 0 | 0 |
| Masks | 0 | 0 | 0 |
| Total Tests | 0 | 0 | 0 |
| Random tests | 0 | 0 | 0 |
| Hospital tests | 0 | 0 | 0 |
| Trace tests | 0 | 0 | 0 |
| Total positives | 0 | 0 | 0 |
| Random positives | 0 | 0 | 0 |
| Hospital positives | 0 | 0 | 0 |
| Trace positives | 0 | 0 | 0 |
| Isolated | 0 | 0 | 0 |
| Isolation rooms | 0 | 0 | 0 |
| Isolation home | 0 | 0 | 0 |
| Isolation overflow | 0 | 0 | 0 |
People behave differently in different kinds of rooms.
There are some characteristics of rooms that influence disease transmission. Notably the ventilation level and loudness (people talking and singing).
People are displayed as faces. The colour and whether or not they are smiling indicate their status.
Clicking on the animation shows information about the room you clicked on.
Time includes day number, day of week, and time of day. Peoples behaviour depends on day of week and time of day. The simulation and the game last a limited number of days.
For the game, you start with a fixed amount of political capital. Disease progression will cost capital, as will interventions. The object is to spend the least amount of capital possible to get to the game day limit. If the available capital drops to zero the game stops and you lose.
The Start Game button starts the game running.
The speed selection changes how many model steps happen between screen refreshes.
The start selection determines if the model starts with an infected person or not. The game is easier if no one is infected at the start.
Before you start the game, you can choose the difficulty level. The game provides four levels: cannot lose, easy, hard, and very hard.
The game speed selection changes how big the model steps are.






Interventions wait to take effect at 8AM.
Higher levels of mask enforcement causes more people to wear masks.
Selecting Tests implements random testing. More people get tested if Heavy testing is selected. People who test positive go home (or isolate).
The trace issue may be the most significant part of this game. The assumption in the underlying model is that most people infected with Covid are not infectious at all, while a small minority is incredibly infectious. Whether this is actually true or not is expected to make a large difference in the effectiveness of tracing choices.
Tracing means to look at travel patterns of an infected person and test people they have been in contact with.
Forward tracing means to try to find people that this case has infected by looking at recent travel patterns.
Backward tracing means to try to find the person that infected this person by looking at less recent travel patterns, and then forward trace from the people found to be infected there.
Tracing is only available if testing is active.
Turning Isolate on causes people who are sick at home (or test positive) to go to isolation rooms if they are not the sole occupant of their dwelling.
People worshipping alternate between sitting in rows and milling about. Along with relatively low ventilation and being very loud (singing) this makes them significant spreading sites.
People in restaurants are grouped. New (random) arrivals are seated at the first table with an empty chair, when they (randomly) decide to leave, the whole table leaves together.
People are seated in rows in the bars. They arrive and leave (randomly) on their own.
In clubs people are rapidly moving around inside. Clubs are loud because people are breathing heavily. People individually randomly arrive and leave.
People are allocated to schools, they go there from 8AM to 4PM Monday to Friday. In schools people mostly sit in rows. Sometimes people move to a random location in the room and then return.
People are allocated to offices, they go there from 8AM to 4PM Monday to Friday. In offices people mostly sit in rows. Sometimes people move to a random location in the room and then return.
People are allocated to factories, they go there from 8AM to 4PM Monday to Friday. In factories people mostly sit in rows. Sometimes people move to a random location in the room and then return.
Parks are extemely well ventilated and not loud. People randomly go to parks on evenings and weekends.
Houses and bunkhouses are collectively known as dwellings.
People are allocated to dwellings. They go there every night (if not isolating or in hospital). They also go there if they are too sick to work. Some people are allocated to their house during the workday.
Some people randomly visit other dwellings on evenings and weekends. This can be preventing by closing house parties.
Bunkhouses are large dwellings with more people in them. No one is allocated to them during the workday.
Isolation rooms are where people with room mates go if they are sick and isolation is being enforced.
Intensive care is where people go if they are exceedingly sick. Some people who reach this state do not recover and die. Everyone who does not die eventually recovers, we do not model long covid.
This model assumes that protective equipment in hospitals is effective, there is no transmission in hospitals.
The ward is where people go if they are sufficiently sick. Everyone either recovers or goes to the intensive care unit (if there is room), we do not model long covid.
This model assumes that protective equipment in hospitals is effective, there is no transmission in hospitals.
Waiting rooms are where people go if they should be in a ward or in the intensive care unit but there is no space.
This model assumes that protective equipment in hospitals is effective, there is no transmission in hospitals.
Having people in the waiting room is very costly politically.
Only dead people go to the cemetary. There is no infection transmission.
Roads are how people travel from room to room. There is no infection transmission on the roads.