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Rules: Detail view  Back to full view

A set of rulebooks and activities in detail.

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Rules added to the sequence of play

These rulebooks are the best places to put rules timed to happen at the start, at the end, or once each turn. (Each is run through at a carefully chosen moment in the relevant top-level rulebook.) It is also possible to have rules take effect at specific times of day or when certain events happen. Those are listed in the Scenes index, alongside rules taking place when scenes begin or end.

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When play begins  ... rulebook

 name

    set permanent health to initial health rule   name  unlist 

    (change DiceLock to a random number between 1000 and 9999) 

    (say "This game is meant as a worked example of Inform ATTACK, and should be studied together with the manual. (So this is not a stand-alone game. It is also not a polished game aimed at persuading you that tactical combat can enrich a work of IF.) By the way, remember the NUMBERS ON command.") 

    (now the numbers boolean is false) 

    (seed the random-number generator with 1081) 

    ready natural weapons if no other weapon readied rule   name  unlist 

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Every turn  ... rulebook

 name

    ready natural weapons if no other weapon readied rule   name  unlist 

    when the player wears the cloak of shadows  blend into shadows rule   name  unlist 

    when the player is shadowed  possible detection rule   name  unlist 

    when in the grassy meadow  victory rule   name  unlist 

    standard increase or reset the tension rule   name  unlist 

    player death rule   name  unlist 

    decide whether the action prevents undo rule   name  unlist 

    (if the noun is a thing and the noun is ambiguously plural, notice the plurality of the noun; ...) 

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When play ends  ... rulebook

 name

There are no rules in this rulebook.

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