Rules occurring at given times
When play begins 
(consider the scene changing rules)
(let current node be the chat node after no quip chosen; ...) [E1]
(init library messages; ...) [E2]
(seed the random-number generator with 23481) 
(change the left hand status line to "[bold type][location of the player][roman type] Blood: [blood of the player]/[permanent blood of the player] Zeal: [zeal of the player]/[permanent zeal of the player] [excitement of the player]") 
(change the right hand status line to "Circle: [level of the player]") 
(repeat with the patient running through people begin; ...) 
(repeat with the patient running through people begin; ...) 
(repeat with the patient running through people begin; ...) 
(choose row 1 in Table of Basic Help Options; ...) 
Every turn 
when the player is in the forest 
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 prison cell 
when the fat prison guard is in the location 
when the player is enclosed by the Guard Room 
when the player is in The Muddy Path 
when the player is in On Top of the Ruined Chapel 
when the player is enclosed by By the Waterfall 
when the small green snake is killed 
decide whether the action prevents undo rule [E3]
(if the noun is a thing and the noun is ambiguously plural, notice the plurality of the noun; ...) [E4]
(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 and a random chance of 1 in 10 succeeds begin; ...) 
(repeat with the patient running through alive regenerating monsters begin; ...) 
(repeat with the potential stick running through broken sticks of illumination begin; ...) 
(if Alex is killed and Alex was not killed and Alex is hostile begin; ...) 
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 east in the Corridor Outside Your Cell for the first time 
going north in the prison cell 
going northwest in Edge of the Swamp 
retreating in Lesson Six - Retreating for the first time 
doing something in The Captain's Office 
examining a determinable 
examining a detailer 
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 up in the Trapped Staircase when the dungeon blade boolean is true 
going nowhere from By the Rotting Tree for the first time 
going nowhere from By the Rotting Tree for the second time 
going nowhere from By the Rotting Tree for the third time 
going north in The Castle's Courtyard 
going south in The Castle's Courtyard 
going up in Beneath the Pine Tree 
going north in Beneath the pine tree 
going south in Beneath the Pine Tree 
going east in Beneath the Pine Tree 
going up in The Ruined Chapel 
examining the far-off path in The Ruined Chapel 
going south in By the Waterfall 
going up in By the Waterfall 
examining the far-off path in By the Waterfall 
going north in the Cave Behind the Waterfall 
going north in Cave behind the Waterfall 
smelling a room in The Captain's Office 
listening to a room in The Muddy Path 
listening to a room in By the Waterfall 
listening to a room in Cave Behind the Waterfall 
smelling a room in the forest 
listening to a room in the forest 
smelling a room in the swamp 
listening to a room in the swamp 
examining the brown jug for the first time 
examining the heap of refuse for the first time 
searching the heap of refuse for the first time 
searching the heap of refuse for the second time 
searching the heap of refuse for the third time 
climbing the forest trees when a hostile alive monster is enclosed by the location 
going down when the player is on a supporter 
smashing the thick iron door when the thick iron door is unlocked 
smashing the thick iron door when the thick iron door is locked 
going up when the player is enclosed by the palisade 
attacking or smashing Alex when Alex is indifferent 
smelling the location when the player is contained by the courtyard 
sleeping in the prison cell 
going in The Castle's Courtyard 
jumping in The Muddy Path 
jumping in On Top of the Ruined Chapel 
swimming in By the Waterfall 
inserting something into the brown jug 
asking someone about something 
telling someone about something 
throwing the flask of acid at an alive monster 
putting the sword on something 
inserting the sword into something 
putting the guard's sword on something 
inserting the guard's sword into something 
throwing a fire grenade at something 
examining the bomb 
listening to the bomb 
examining the golden hair 
dropping the sword 
examining the Blood Poster 
examining the Zeal Poster 
examining the Excitement Poster 
examining the Circle Poster 
examining the Deadly Combat Poster 
examining the prisoner 
examining the prison walls 
attacking the prison walls 
examining the thick iron door 
attacking the thick iron door 
examining the filthy straw 
entering the filthy straw 
getting off the filthy straw 
entering the soft bed 
getting off the soft bed 
examining Orlando Furioso 
taking the stale water 
drinking the stale water 
tasting the stale water 
examining the stale water 
taking the good white wine 
drinking the good white wine 
examining the good white wine 
tasting the good white wine 
examining the head 
examining the fists 
examining the guard's sword 
dropping the guard's sword 
examining the strange contraption 
examining the huge blade 
taking the blade 
examining the guards' table 
examining Alex 
examining the Captain's key 
entering the Captain's chair 
examining the leaves 
searching the leaves 
taking the leaves 
examining the forest trees 
climbing the forest trees 
examining the rotting plants 
taking the rotting plants 
eating the rotting plants 
smelling the rotting plants 
tasting the rotting plants 
examining the small insects 
listening to the small insects 
taking the small insects 
examining the stagnant water 
drinking the stagnant water 
tasting the stagnant water 
entering the stagnant water 
examining the swamp vegetation 
taking the swamp vegetation 
eating the swamp vegetation 
examining the fort 
examining the pine tree 
attacking the shadowy movement 
climbing the pine tree 
attacking the pine tree 
examining the pool of water 
drinking the pool of water 
examining the mud 
taking the mud 
searching the mud 
examining the tracks 
examining the ruined building between the trees 
examining the ruined temple 
climbing the ruined temple 
examining the temple_roof 
climbing the temple_roof 
examining the moss-covered chest 
attacking the moss-covered chest 
unlocking the moss-covered chest with 
examining the moss 
eating the moss 
searching the moss 
examining the mosaic 
examining the walls_temple 
examining the stones_temple 
taking the stones_temple 
searching the stones_temple 
examining the shafts of sunlight 
examining the drops of water 
examining the streaming sunlight 
climbing the waterfal_wall 
examining the waterfal_wall 
examining the spray 
drinking the waterfal_water 
examining the waterfal_water 
examining the waterfall 
entering the waterfall 
examining the faded painting 
attacking the faded painting 
taking the painting 
examining the behind_the_waterfall 
entering the behind_the_waterfall 
entering the smaller path 
examining the smaller path 
entering the larger path 
examining the larger path 
examining the lonely oak tree 
examining the wasps' nest 
examining the ending path 
examining the pool of black water 
drinking the pool of black water 
entering the pool of black water 
examining the wooden palisade 
burning the wooden palisade 
examining the wooden doors 
climbing the wooden doors 
burning the wooden doors 
climbing the wooden palisade 
examining the palisade 
burning the palisade 
eating the excrement 
taking the excrement 
smelling the excrement 
examining the excrement 
examining the wrecked furniture 
taking the wrecked furniture 
burning the wrecked furniture 
examining the primitive tools 
taking the primitive tools 
smelling the heap of refuse 
examining the heap of refuse 
searching the heap of refuse 
examining the flask of acid 
climbing the palisade 
getting off the palisade 
examining the entrance 
taking or attacking the moss 
taking or drinking the drops of water 
taking, pushing or pulling the bomb 
taking or pushing or pulling the chest 
climbing, taking, searching, entering, looking under, opening, closing, attacking, kissing, smelling, tasting, eating or drinking the ruined building between the trees 
giving text for no quip chosen [E1]
learning a skill listed in the Table of Player Skills 
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_intro 
finding responses to c_intro 
giving link to c_intro_2 
giving text for c_intro_2 
finding responses to c_intro_2 
giving link to c_intro_3 
giving text for c_intro_3 
finding responses to c_intro_3 
giving link to c_intro_4 
giving text for c_intro_4 
finding responses to c_intro_4 
giving link to c_intro_5 
giving text for c_intro_5 
finding responses to c_intro_5 
giving link to c_intro_6 
giving text for c_intro_6 
finding responses to c_intro_6 
giving link to c_intro_7 
giving text for c_intro_7 
finding responses to c_intro_7 
giving link to c_intro_8 
giving text for c_intro_8 
finding responses to c_intro_8 
giving link to c_intro_9 
giving text for c_intro_9 
giving link to c_intro_10 
giving text for c_intro_10 
giving text for c_prison_1 
finding responses to c_prison_1 
giving link to c_prison_2 
giving text for c_prison_2 
finding responses to c_prison_2 
giving link to c_prison_3 
giving text for c_prison_3 
finding responses to c_prison_3 
giving link to c_prison_4 
giving text for c_prison_4 
finding responses to c_prison_4 
giving link to c_prison_5 
giving text for c_prison_5 
finding responses to c_prison_5 
giving link to c_prison_6 
giving text for c_prison_6 
giving text for c_prison_jug_1 
finding responses to c_prison_jug_1 
giving link to c_prison_jug_2 
giving text for c_prison_jug_2 
finding responses to c_prison_jug_2 
giving link to c_prison_jug_3 
giving text for c_prison_jug_3 
finding responses to c_prison_jug_3 
giving link to c_prison_jug_4 
giving text for c_prison_jug_4 
finding responses to c_prison_jug_4 
giving link to c_prison_jug_5 
giving text for c_prison_jug_5 
finding responses to c_prison_jug_5 
giving text for c_prison_next_1 
finding responses to c_prison_next_1 
giving text for c_prison_next_2 
finding responses to c_prison_next_2 
giving link to c_prison_next_3 
giving text for c_prison_next_3 
finding responses to c_prison_next_3 
giving link to c_prison_next_4 
giving text for c_prison_next_4 
finding responses to c_prison_next_4 
giving link to c_prison_next_5 
giving text for c_prison_next_5 
finding responses to c_prison_next_5 
giving link to c_prison_next_6 
giving text for c_prison_next_6 
finding responses to c_prison_next_6 
giving link to c_prison_next_7 
giving text for c_prison_next_7 
finding responses to c_prison_next_7 
giving link to c_prison_next_8 
giving text for c_prison_next_8 
finding responses to c_prison_next_8 
giving link to c_prison_next_9 
giving text for c_prison_next_9 
finding responses to c_prison_next_9 
giving text for c_prison_trap_1 
finding responses to c_prison_trap_1 
giving link to c_prison_trap_2 
giving text for c_prison_trap_2 
finding responses to c_prison_trap_2 
giving link to c_prison_trap_3 
giving text for c_prison_trap_3 
finding responses to c_prison_trap_3 
giving text for c_prison_trap_4 
finding responses to c_prison_trap_4 
giving link to c_prison_trap_5 
giving text for c_prison_trap_5 
finding responses to c_prison_trap_5 
giving link to c_prison_trap_6 
giving text for c_prison_trap_6 
finding responses to c_prison_trap_6 
giving link to c_prison_trap_7 
giving text for c_prison_trap_7 
finding responses to c_prison_trap_7 
giving link to c_prison_trap_8 
giving text for c_prison_trap_8 
finding responses to c_prison_trap_8 
giving link to c_prison_trap_9 
giving text for c_prison_trap_9 
finding responses to c_prison_trap_9 
giving text for c_Alex_1 
finding responses to c_Alex_1 
giving link to c_Alex_2 
giving text for c_Alex_2 
finding responses to c_Alex_2 
giving link to c_Alex_3 
giving text for c_Alex_3 
finding responses to c_Alex_3 
giving link to c_Alex_4 
giving text for c_Alex_4 
finding responses to c_Alex_4 
giving link to c_Alex_5 
giving text for c_Alex_5 
finding responses to c_Alex_5 
giving link to c_Alex_6 
giving text for c_Alex_6 
finding responses to c_Alex_6 
giving link to c_Alex_7 
giving text for c_Alex_7 
finding responses to c_Alex_7 
giving link to c_Alex_8 
giving text for c_Alex_8 
finding responses to c_Alex_8 
giving link to c_Alex_99 
giving text for c_Alex_99 
finding responses to c_Alex_99 
giving text for c_Alex_100 
finding responses to c_Alex_100 
giving link to c_Alex_fatality_2 
giving text for c_Alex_fatality_2 
finding responses to c_Alex_fatality_2 
giving link to c_Alex_fatality_3 
giving text for c_Alex_fatality_3 
finding responses to c_Alex_fatality_3 
giving link to c_Alex_fatality_4 
giving text for c_Alex_fatality_4 
finding responses to c_Alex_fatality_4 
giving text for c_Alex_defeated_1 
finding responses to c_Alex_defeated_1 
giving link to c_Alex_defeated_2 
giving text for c_Alex_defeated_2 
finding responses to c_Alex_defeated_2 
giving link to c_Alex_defeated_3 
giving text for c_Alex_defeated_3 
finding responses to c_Alex_defeated_3 
giving link to c_Alex_defeated_4 
giving text for c_Alex_defeated_4 
finding responses to c_Alex_defeated_4 
giving link to c_Alex_defeated_5 
giving text for c_Alex_defeated_5 
finding responses to c_Alex_defeated_5 
giving link to c_Alex_defeated_6 
giving text for c_Alex_defeated_6 
finding responses to c_Alex_defeated_6 
giving link to c_Alex_defeated_7 
giving text for c_Alex_defeated_7 
finding responses to c_Alex_defeated_7 
giving link to c_Alex_defeated_8 
giving text for c_Alex_defeated_8 
finding responses to c_Alex_defeated_8 
giving link to c_Alex_defeated_9 
giving text for c_Alex_defeated_9 
finding responses to c_Alex_defeated_9 
giving link to c_Alex_defeated_10 
giving text for c_Alex_defeated_10 
finding responses to c_Alex_defeated_10 
giving text for c_Waterfall 
finding responses to c_Waterfall 
giving link to c_Waterfall_yes 
giving text for c_Waterfall_yes 
giving link to c_Waterfall_no 
giving text for c_Waterfall_no 
giving text for c_Palisade 
finding responses to c_Palisade 
giving link to c_Palisade_in 
giving text for c_Palisade_in 
giving link to c_Palisade_out 
giving text for c_Palisade_out 
listening to a killed monster 
touching an alive monster 
tasting an alive monster 
listening to an alive wild boar 
touching a killed wild boar 
tasting a killed wild 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 
examining a Groth Idol 
examining an Elda Idol 
examining a Duncan Idol 
examining a Shliss Idol 
examining a wild boar 
smelling a wild 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 
throwing something 
going or retreating when an alive indifferent bouvier is enclosed by the location 
going down, jumping or exiting when the player is enclosed by the palisade 
attacking or smashing or opening or banging when the player is enclosed by the filthy straw 
attacking or smashing or opening or banging when the player is enclosed by the soft bed 
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 
spinning the strange contraption to for the first time 
entering the ruined temple for the first time 
taking an idol for the first time 
attacking in Lesson Four - Concentrating 
entering the guards' table 
getting off the guards' table 
entering the waterfal_water 
going 
default outcome is success
Does the player mean 
entering the ruined temple 
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 
attacking a killed monster 
smashing a killed person 
attacking a broken stick of illumination 
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 stones_temple 
for behind_the_waterfall 
for player [E2]
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 ambiguously plural thing (called the suspect) [E4]
after an on fire monster 
after something (called the target) [E4]
Listing contents 
for standard contents listing rule
default outcome is success
Grouping together 
Constructing the status line 
for while displaying constructing status line while displaying rule [E5]
default outcome is success
Listing nondescript items 
Deciding the scope 
Supplying a missing noun 
for while an actor smelling ambient odour rule
for while an actor listening ambient sound rule
for while going [E2]
default outcome is success
Supplying a missing second noun 
Reading a command 
after reset the prevent undo flag rule [E3]
Deciding whether all includes 
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
Amusing a victorious player 
Printing the banner text 
Printing the plural name 
after a killed monster while not grouping together 
Deciding the concealed possessions 
Printing a refusal to act in the dark 
Printing the announcement of darkness 
Printing the name of a dark room 
Printing the description of a dark room 
Printing room description details 
Printing a parser error 
Implicitly taking 
Starting the virtual machine 
Clarifying the parser's choice 
Asking which do you mean 
Writing a paragraph about 
Displaying [E5]
for basic menu contents rule [E5]
default outcome is success
Deciding whether to allow undo [E3]
for (if the combat boolean is 1 begin; ...) 
default outcome is success
Deciding whether the action prevents undo [E3]
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
Two internally-used rulebooks
Action-processing rules 
before rules
basic accessibility rule
carrying requirements rule
instead rules
non-player character action rule
action-specific rules
(rule succeeds)
Turn sequence rules 
(if acting fast, rule succeeds) 
(consider the scene changing rules)
(consider the every turn rules)
scheduled events rule [E6]
reset parser disambiguation rule
timed events rule
advance time rule
update chronological records rule
(consider the scene changing rules)
adjust light rule
note object acquisitions rule
[E1]. Defined in Simple Chat by Mark Tilford
[E2]. Defined in Custom Library Messages by David Fisher
[E3]. Defined in Conditional Undo by Jesse Mcgrew
[E4]. Defined in Plurality by Emily Short
[E5]. Defined in Menus by Emily Short
[E6]. Defined in Scheduled Activities by John Clemens