reset combat variables 
standard reset combat variables rule 
whether attacking begins 
separation rule 
check sublocation accessibility rule 
cannot be attacked when gaseous rule 
preliminary results of attacking 
turn all indifferent monsters hostile rule 
basic attack roll 
standard attack roll rule 
whether attack modifiers apply 
no attack modifiers when cleaving rule 
attack modifiers apply unless something intervenes rule 
attack modifiers 
concentration attack modifier rule 
deadly combat attack bonus rule 
excitement attack bonus rule 
standard attack bonus rule 
dodging attack bonus rule 
cursed attack penalty rule 
burning hands attack bonus rule 
await attack bonus rule 
onholder attack penalty or bonus rule 
always-present attack modifiers 
cleave to-hit bonus rule 
excitement defence bonus rule 
dodging defence bonus rule 
elda armour defence bonus rule 
visibility attack penalties rule 
an onholder gets a defence penalty rule 
guarding stick defence bonus rule 
show results of the attack roll 
standard result of the attack roll rule 
whether the attack hit 
standard whether the attack hit rule 
immediate results of hitting 
hitting removes curse rule 
basic damage roll 
standard damage roll rule 
damage when using burning hands rule 
display damage roll rule 
damage modifiers 
temp rule 
always-present damage modifiers 
Rules occurring at given times
When play begins 
(let current node be the chat node after no quip chosen; ...) [E1]
(change DiceLock to a random number between 1000 and 9999) [E2]
(seed the random-number generator with 23481) 
(repeat with the patient running through people begin; ...) 
(repeat with the patient running through people begin; ...) 
(repeat with the patient running through people begin; ...) 
(repeat with patient running through rooms begin; ...) 
(choose row 1 in Table of Basic Help Options; ...) 
Every turn 
when a hostile alive monster is enclosed by the location 
when no hostile alive monster is enclosed by the location 
when a not summoned hostile alive monster is enclosed by the location 
when a summoned alive monster is enclosed by the location 
when the bomb is enclosed by the location 
when the player is poisonous 
when a killed onholder monster is enclosed by the location 
when the player is in The Lair of the Troll for the first turn 
(if the noun is a thing and the noun is ambiguously plural, notice the plurality of the noun; ...) [E3]
(if no hostile monster is alive enclosed by the location, now deadlier combat boolean is false) 
(repeat with burner running through on fire persons begin; ...) 
(if no alive monster is in the Bat Cave and the location of the player is not in the Bat Cave begin; ...) 
(if no alive monster is in the Forest and the location of the player is not in the Forest begin; ...) 
(repeat with the patient running through alive regenerating monsters begin; ...) 
(repeat with the potential stick running through broken sticks of illumination begin; ...) 
when the beat is not 0 
(run the combat) 
when no hostile alive monster is enclosed by the location and no indifferent monster is enclosed by the location 
when no hostile alive monster is enclosed by the location 
(repeat with current person running through gaseous persons enclosed by the location begin; ...) 
when a hostile alive monster is enclosed by the location global combat variables rule 
When play ends 
Rules taking place when scenes begin and end can be found in the Scenes index.
Rules governing actions
Before 
going west in Lesson Four - Concentrating for the first time 
going west in Lesson Five - Defending for the first time 
going west in The Hall of Scenarios for the first time 
going south in Antechamber 
retreating in Lesson Six - Retreating for the first time 
retreating in the Professor's Laboratory 
doing anything except examining with the yellow button 
examining a determinable 
examining a detailer 
behaving randomly [E2]
doing anything 
Reaching inside 
can't reach inside rooms rule
can't reach inside closed containers rule
outcome allow access - a success
outcome deny access - a failure
Reaching outside 
can't reach outside closed containers rule
outcome allow access - a success
outcome deny access - a failure
Visibility 
can't act in the dark rule
outcome there is sufficient light - a failure
outcome there is insufficient light - a success
Instead of 
going west in Lesson Eight - Excitement 
going west in Lesson Nine - Skills 
opening the crude closet when a hostile alive monster is enclosed by the location 
going down when the player is on a supporter 
pulling the lever when the grating is switched on 
pulling the lever when the grating is switched off 
inserting a ruby into the Groth idol 
inserting a diamond into the Groth Idol 
inserting a ruby into the Elda idol 
inserting a diamond into the Elda Idol 
inserting a ruby into the Duncan idol 
inserting a diamond into the Duncan Idol 
inserting a ruby into the Shliss idol 
inserting a diamond into the Shliss Idol 
asking someone about something 
telling someone about something 
giving something to an idol 
putting the sword on something 
inserting the sword into something 
throwing a fire grenade at something 
dropping the sword 
examining the Groth Idol 
examining the Elda Idol 
examining the Duncan Idol 
examining the Shliss Idol 
examining the grating 
examining the green button 
examining the red button 
examining the bomb 
listening to the bomb 
examining the golden hair 
examining the instruction leaflet 
examining the instruction poster 
examining the Blood Poster 
examining the Deadly Combat Poster 
examining the Excitement Poster 
examining the excitement button 
pushing the excitement button 
examining the Zeal Poster 
examining the Smash Poster 
examining the Bronze Poster 
examining the Burning Poster 
examining the Waiting Poster 
examining the lever 
examining the buttons 
examining the yellow button 
pushing the yellow button 
taking, pushing or pulling the bomb 
giving text for no quip chosen [E1]
giving link to c_silence 
giving text for c_silence 
finding responses to c_silence 
giving text for c_determinable_1 
finding responses to c_determinable_1 
giving link to c_determinable_2 
giving text for c_determinable_2 
finding responses to c_determinable_2 
giving link to c_determinable_3 
giving text for c_determinable_3 
finding responses to c_determinable_3 
giving link to c_determinable_4 
giving text for c_determinable_4 
finding responses to c_determinable_4 
examining the player 
giving text for c_GrothSkills_1 
finding responses to c_GrothSkills_1 
giving link to c_GrothSkills_2 
giving text for c_GrothSkills_2 
giving link to c_GrothSkills_3 
giving text for c_GrothSkills_3 
giving link to c_GrothSkills_4 
giving text for c_GrothSkills_4 
giving link to c_GrothSkills_5 
giving text for c_GrothSkills_5 
giving text for c_EldaSkills_1 
finding responses to c_EldaSkills_1 
giving link to c_EldaSkills_2 
giving text for c_EldaSkills_2 
giving link to c_EldaSkills_3 
giving text for c_EldaSkills_3 
giving link to c_EldaSkills_4 
giving text for c_EldaSkills_4 
giving link to c_EldaSkills_5 
giving text for c_EldaSkills_5 
giving text for c_DuncanSkills_1 
finding responses to c_DuncanSkills_1 
giving link to c_DuncanSkills_2 
giving text for c_DuncanSkills_2 
giving link to c_DuncanSkills_3 
giving text for c_DuncanSkills_3 
giving link to c_DuncanSkills_4 
giving text for c_DuncanSkills_4 
giving link to c_DuncanSkills_5 
giving text for c_DuncanSkills_5 
giving text for c_ShlissSkills_1 
finding responses to c_ShlissSkills_1 
giving link to c_ShlissSkills_2 
giving text for c_ShlissSkills_2 
giving link to c_ShlissSkills_3 
giving text for c_ShlissSkills_3 
giving link to c_ShlissSkills_4 
giving text for c_ShlissSkills_4 
giving link to c_ShlissSkills_5 
giving text for c_ShlissSkills_5 
listening to an alive wild boar 
touching a killed wild boar 
tasting a killed wild boar 
listening to an alive young boar 
touching a killed young boar 
tasting a killed young boar 
listening to an alive dog 
touching a killed dog 
tasting a killed dog 
listening to an alive snake 
touching a killed snake 
tasting a killed snake 
listening to an alive mud crab 
touching a killed mud crab 
tasting a killed mud crab 
listening to an alive water serpent 
touching a killed water serpent 
tasting a killed water serpent 
listening to an alive giant mud crab 
touching a killed giant mud crab 
tasting a killed giant mud crab 
listening to an alive troll 
touching a killed troll 
tasting a killed troll 
listening to an alive young troll 
touching a killed young troll 
tasting a killed young troll 
listening to an alive straw being 
touching a killed straw being 
tasting a killed straw being 
examining a killed tarrasque 
listening to an alive tarrasque 
touching a killed tarrasque 
tasting a killed tarrasque 
listening to a killed monster 
touching an alive monster 
tasting an alive monster 
examining a wild boar 
smelling a wild boar 
examining a young boar 
smelling a young boar 
examining a doberman 
examining a pit-bull 
examining a terrier 
examining a bouvier 
examining a German shepherd 
examining a Rhodesian Ridgeback 
examining a dog 
smelling a dog 
examining a snake 
smelling a snake 
examining a mud crab 
smelling a mud crab 
examining a water serpent 
smelling a water serpent 
examining a giant mud crab 
smelling a giant mud crab 
examining a troll 
smelling a troll 
examining a young troll 
smelling a young troll 
examining a straw being 
smelling a straw being 
examining a tarrasque 
smelling a tarrasque 
examining a stick of guarding 
attacking a stick of guarding 
examining healing herbs 
eating healing herbs 
examining a fire grenade 
throwing a fire grenade 
examining a stick of illumination 
attacking a stick of illumination 
examining a diamond 
examining a ruby 
throwing something 
going or retreating when an alive indifferent bouvier is enclosed by the location 
swimming 
xyzzying 
waking up 
kissing 
saying yes 
saying no 
waiting 
waving hands 
jumping 
singing 
sleeping 
default outcome is failure
After 
attacking in Lesson Three - Attacking for the first time 
attacking in Lesson Three - Attacking for the second time 
concentrating in Lesson Four - Concentrating for the first time 
concentrating in Lesson Four - Concentrating for the second time 
concentrating in Lesson Four - Concentrating for the third time 
parrying in Lesson Five - Defending for the first time 
parrying in Lesson Five - Defending for the second time 
dodging in Lesson Five - Defending for the first time 
dodging in Lesson Five - Defending for the second time 
attacking in Lesson Four - Concentrating 
going 
going 
default outcome is success
Does the player mean 
taking something which is carried by the player very unlikely to mean taking what's already carried rule
attacking a hostile alive monster 
smashing a hostile alive monster 
burning a hostile alive monster 
needling a hostile alive monster 
attacking a killed monster 
smashing a killed person 
cursing a killed person 
burning a killed person 
needling a killed person 
attacking a broken stick of illumination 
snuffing a killed person 
outcome it is very likely - a success
outcome it is likely - a success
outcome it is possible - a success
outcome it is unlikely - a success
outcome it is very unlikely - a success
Persuasion 
outcome persuasion succeeds - a success
outcome persuasion fails - a failure
Unsuccessful attempt by 
default outcome is success
Rules for checking, carrying out and reporting on actions can be found in the Actions index. Summary of action rules 
Before, for and after activities
Printing the name 
before a room in a dungeon 
before a thing (called the item being printed) make named things mentioned rule
for xyzzied tarrasque 
for standard name printing rule
default outcome is success
after a killed monster while not grouping together 
after an alive monster while asking which do you mean 
after an on fire monster 
after an ambiguously plural thing (called the suspect) [E3]
after something (called the target) [E3]
Printing the plural name 
for something (called the item) standard printing the plural name rule
default outcome is success
after a killed monster while not grouping together 
Printing a number 
for something (called the item) standard printing a number of something rule
default outcome is success
Printing room description details 
Listing contents 
for standard contents listing rule
default outcome is success
Grouping together 
Writing a paragraph about 
for a monster 
default outcome is success
Listing nondescript items 
Printing the name of a dark room 
Printing the description of a dark room 
Printing the announcement of darkness 
Printing the announcement of light 
for look around once light available rule
default outcome is success
Printing a refusal to act in the dark 
Constructing the status line 
for while displaying constructing status line while displaying rule [E4]
for (fill status bar with Table of Fancy Status; ...) 
default outcome is success
Printing the banner text 
Reading a command 
Deciding the scope 
Deciding the concealed possessions 
Deciding whether all includes 
outcome it does not - a failure
outcome it does - a success
Clarifying the parser's choice 
Asking which do you mean 
Printing a parser error 
Supplying a missing noun 
for while an actor smelling ambient odour rule
for while an actor listening ambient sound rule
for while an actor going block vaguely going rule
default outcome is success
Supplying a missing second noun 
Implicitly taking 
Starting the virtual machine 
Amusing a victorious player 
Printing the player's obituary 
for print obituary headline rule
for print final score rule
for display final status line rule
default outcome is success
Handling the final question
before print the final question rule
before print the final prompt rule
before read the final answer rule
for standard respond to final question rule
default outcome is success
Printing the locale description 
before initialise locale description rule
before find notable locale objects rule
for interesting locale paragraphs rule
for you-can-also-see rule
default outcome is success
Choosing notable locale objects 
for standard notable locale objects rule
default outcome is success
Printing a locale paragraph about 
for a thing (called the item) don't mention player's supporter in room descriptions rule
for a thing (called the item) don't mention scenery in room descriptions rule
for a thing (called the item) don't mention undescribed items in room descriptions rule
for a thing (called the item) set pronouns from items in room descriptions rule
for a thing (called the item) offer items to writing a paragraph about rule
for a thing (called the item) use initial appearance in room descriptions rule
for a thing (called the item) describe what's on scenery supporters in room descriptions rule
default outcome is success
Displaying [E4]
for basic menu contents rule [E4]
default outcome is success
Giving the await bonus 
for (say "[bold type](Remember: you now have your await bonus!)[roman type][paragraph break]"; ...) 
default outcome is success
Taking away the await bonus 
for (now the await bonus is 0) 
default outcome is success
Unprotecting 
for (say "The effect of the stick of guarding wears off."; ...) 
default outcome is success
What are activities?
How to make new activities 
Procedural rules
Some internally-used rulebooks
Startup rules 
virtual machine startup rule
initialise memory rule
seed random number generator rule
update chronological records rule
position player in model world rule
start in the correct scenes rule
when play begins stage rule
fix baseline scoring rule
display banner rule
initial room description rule
Turn sequence rules
parse command rule
generate action rule
(if acting fast, rule succeeds) 
(consider the scene changing rules)
every turn stage rule
scheduled events rule [E5]
timed events rule
advance time rule
update chronological records rule
(consider the scene changing rules)
adjust light rule
note object acquisitions rule
notify score changes rule
Shutdown rules
when play ends stage rule
print player's obituary rule
resurrect player if asked rule
ask the final question rule
Action-processing rules
announce items from multiple object lists rule
set pronouns from items from multiple object lists rule
before stage rule
basic visibility rule
basic accessibility rule
carrying requirements rule
instead stage rule
requested actions require persuasion rule
carry out requested actions rule
descend to specific action-processing rule
end action-processing in success rule
Specific action-processing rules
work out details of specific action rule
investigate player's awareness before action rule
check stage rule
carry out stage rule
after stage rule
investigate player's awareness after action rule
report stage rule
(rule succeeds)
Player's action awareness rules
player aware of his own actions rule
player aware of actions by visible actors rule
player aware of actions on visible nouns rule
player aware of actions on visible second nouns rule
[E1]. Defined in Simple Chat by Mark Tilford
[E2]. Defined in Dice-lock by S John Ross
[E3]. Defined in Plurality by Emily Short
[E4]. Defined in Menus by Emily Short
[E5]. Defined in Scheduled Activities by John Clemens