Rules occurring at given times
When play begins 
(let current node be the chat node after no quip chosen; ...) [E1]
(init library messages; ...) [E2]
(seed the random-number generator with 23481) 
(show the Rilke quote; ...) 
Every turn 
when being-the-prisoner is happening 
when the time since Meeting-the-Prisoner began is one minute 
when the time since Meeting-the-Prisoner began is three minutes 
in the Lake of Boiling Magma 
(if the noun is a thing and the noun is ambiguously plural, notice the plurality of the noun; ...) [E3]
When play ends 
Rules taking place when scenes begin and end can be found in the Scenes index.
Rules governing actions
Before 
doing anything except listening to, saying yes, saying no or saying maybe in In a Cage above the Magma 
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 
doing anything except saying yes, saying no or saying maybe when the Yes or No Boolean is true 
doing anything except preparing, finding responses to, giving text for, giving link to, taking inventory, examining, looking, thinking, smelling, listening to, waiting when the player is yourself and the Yes or No Boolean is false 
examining the magma in In a cage above the Magma 
examining the cage in In a cage above the Magma 
attacking the cage in In a Cage above the Magma 
looking in the Introduction for the first time 
listening to in In a Cage above the Magma for the first time 
examining the magma 
examining The Prisoner 
examining the prisoner 
smelling the prisoner 
smelling the hot currents of air when the player is yourself 
smelling the hot currents of air when the player is The Prisoner 
examining the patterns 
examining the cage 
examining hope 
examining the patterns 
examining the patterns 
examining the patterns 
examining the patterns 
giving link to c_Questions_6 when second chat node is c_Questions_5 
smelling a room 
thinking in the Introduction 
thinking in the Lake of Boiling Magma 
smelling in the Lake of Boiling Magma 
jumping in In a Cage above the Magma 
smelling, tasting or listening to in the introduction 
examining here-backdrop 
examining the Speaker 
examining Samael 
examining yourself 
smelling the magma 
listening to the magma 
examining the prisoner 
examining the mountains 
examining the hot currents of air 
listening to the Lake of Boiling Magma 
examining the bars 
attacking the bars 
taking hope 
examining the whispered words 
listening to the whispered words 
giving text for no quip chosen [E1]
giving text for c_Helper_1 
finding responses to c_Helper_1 
giving link to c_Helper_2 
giving text for c_Helper_2 
giving link to c_Helper_3 
giving text for c_Helper_3 
giving link to c_Helper_4 
giving text for c_Helper_4 
giving text for c_Faces_1 
finding responses to c_Faces_1 
giving link to c_Faces_2 
giving text for c_Faces_2 
finding responses to c_Faces_2 
giving link to c_Faces_3 
giving text for c_Faces_3 
finding responses to c_Faces_3 
giving link to c_Faces_4 
giving text for c_Faces_4 
finding responses to c_Faces_4 
giving link to c_Faces_5 
giving text for c_Faces_5 
finding responses to c_Faces_5 
giving link to c_Faces_6 
giving text for c_Faces_6 
preparing c_Questions_5 
preparing c_Questions_6 
preparing c_Questions_9 
giving text for c_Questions_1 
finding responses to c_Questions_1 
giving link to c_Questions_2 
giving text for c_Questions_2 
finding responses to c_Questions_2 
giving link to c_Questions_3 
giving text for c_Questions_3 
finding responses to c_Questions_3 
giving link to c_Questions_4 
giving text for c_Questions_4 
finding responses to c_Questions_4 
giving link to c_Questions_5 
giving text for c_Questions_5 
finding responses to c_Questions_5 
giving link to c_Questions_6 
giving text for c_Questions_6 
finding responses to c_Questions_6 
giving link to c_Questions_7 
giving text for c_Questions_7 
finding responses to c_Questions_7 
giving link to c_Questions_8 
giving text for c_Questions_8 
finding responses to c_Questions_8 
giving link to c_Questions_9 
giving text for c_Questions_9 
finding responses to c_Questions_9 
giving link to c_Questions_10 
giving text for c_Questions_10 
finding responses to c_Questions_10 
giving link to c_Questions_11 
giving text for c_Questions_11 
finding responses to c_Questions_11 
giving link to c_Questions_12 
giving text for c_Questions_12 
finding responses to c_Questions_12 
giving link to c_Questions_13 
giving text for c_Questions_13 
finding responses to c_Questions_13 
giving link to c_Questions_14 
giving text for c_Questions_14 
finding responses to c_Questions_14 
giving link to c_Questions_15 
giving text for c_Questions_15 
finding responses to c_Questions_15 
giving link to c_Questions_16 
giving text for c_Questions_16 
finding responses to c_Questions_16 
giving link to c_Questions_17 
giving text for c_Questions_17 
finding responses to c_Questions_17 
giving link to c_Questions_18 
giving text for c_Questions_18 
finding responses to c_Questions_18 
giving link to c_Questions_19 
giving text for c_Questions_19 
finding responses to c_Questions_19 
giving link to c_Questions_20 
giving text for c_Questions_20 
finding responses to c_Questions_20 
giving link to c_Questions_21 
giving text for c_Questions_21 
finding responses to c_Questions_21 
preparing c_TakeControl_4 
giving link to c_TakeControl_2 
giving text for c_TakeControl_2 
giving link to c_TakeControl_3 
giving text for c_TakeControl_3 
finding responses to c_TakeControl_3 
giving link to c_TakeControl_4 
giving text for c_TakeControl_4 
finding responses to c_TakeControl_4 
giving link to c_TakeControl_5 
giving text for c_TakeControl_5 
finding responses to c_TakeControl_5 
giving link to c_TakeControl_6 
giving text for c_TakeControl_6 
finding responses to c_TakeControl_6 
giving link to c_TakeControl_7 
giving text for c_TakeControl_7 
finding responses to c_TakeControl_7 
giving link to c_TakeControl_8 
giving text for c_TakeControl_8 
giving link to c_TakeControl_9 
giving text for c_TakeControl_9 
giving text for c_Samael_first_1 
finding responses to c_Samael_first_1 
giving link to c_Samael_first_2 
giving text for c_Samael_first_2 
finding responses to c_Samael_first_2 
giving link to c_Samael_first_3 
giving text for c_Samael_first_3 
finding responses to c_Samael_first_3 
giving link to c_Samael_first_4 
giving text for c_Samael_first_4 
finding responses to c_Samael_first_4 
giving link to c_Samael_first_5 
giving text for c_Samael_first_5 
finding responses to c_Samael_first_5 
giving link to c_Samael_first_6 
giving text for c_Samael_first_6 
finding responses to c_Samael_first_6 
giving link to c_Samael_first_7 
giving text for c_Samael_first_7 
giving link to c_Samael_first_8 
giving text for c_Samael_first_8 
saying yes when the Yes or No Number is 1 
saying no when the Yes or No Number is 1 
saying maybe when the Yes or No Number is 1 
taking inventory when the player is yourself 
saying yes when the Yes or No Number is 2 
saying no when the Yes or No Number is 2 
saying maybe when the Yes or No Number is 2 
default outcome is failure
After 
looking in A Lake of Boiling Magma for the second time 
looking in A Lake of Boiling Magma for the third time 
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
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 thing (called the item being printed) make named things mentioned rule
for player [E2]
for standard name printing rule
default outcome is success
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
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 
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 (if the player is yourself, fill status bar with Table of Yourself Status; ...) 
default outcome is success
Printing the banner text 
for (if the player is in the Introduction, do nothing instead) 
default outcome is success
Reading a command 
before (if gs_PlayerHelp_Stage is 10 begin; ...) 
Deciding the scope 
Deciding the concealed possessions 
Deciding whether all includes 
for scenery 
for persons 
outcome it does not - a failure
outcome it does - a success
default outcome is 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 going [E2]
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
Making Samael appear 
for (move Samael to In a Cage above the Magma; ...) 
default outcome is success
Samael talking 
for (run a conversation from c_samael_first_1) 
default outcome is success
Samael examining the cage part one 
for (say "Samael bends towards the metal bars, as if to carefully measure their thickness."; ...) 
default outcome is success
Samael examining the cage part two 
for (say "Samael turns around and stands for a while, surveying the molten rock and the balustrade on which the only door into this hall opens."; ...) 
default outcome is success
Samael examining the cage part three 
for (say "With his insubstantial body Samael half-simulates a jumping motion, as if to better gauge the distance between the cage and the platform."; ...) 
default outcome is success
Samael examining the cage part four 
for (say "A new conversation starts now.") 
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
(consider the scene changing rules)
every turn stage rule
scheduled events rule [E4]
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 Custom Library Messages by David Fisher
[E3]. Defined in Plurality by Emily Short
[E4]. Defined in Scheduled Activities by John Clemens