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Appendix A -- How to play an IF game
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-laying IF requires just a bit of instruction. All you have to do is read
-the descriptions and situations that appear on the screen and then tell the
-game what you'd like to happen next. Imagine that you're saying "I WANT TO
-..."; you don't actually type those three words, but you *do* type what
-follows, instructing the game to do something on your behalf. Commands
-usually take the form of a simple imperative sentence, with a verb and a
-direct object (for example, typing EXAMINE THE KETTLE will display a
+|P|\laying IF requires just a bit of instruction. All you have to do is
+read the descriptions and situations that appear on the screen and then
+tell the game what you'd like to happen next. Imagine that you're saying
+"I WANT TO ..."; you don't actually type those three words, but you *do*
+type what follows, instructing the game to do something on your behalf.
+Commands usually take the form of a simple imperative sentence, with a verb
+and a direct object (for example, typing EXAMINE THE KETTLE will display a
description of the kettle, TAKE KETTLE will make it one of your belongings,
and so on). If there's more than one kettle around, you can be specific
(TAKE RED KETTLE); otherwise, the game will ask you something like "Which
actions which can generally be relied upon to do something, even if only to
tell you that you're wasting your time:
-.. hlist::
- :columns: 5
-
- * ASK
- * BURN
- * BUY
- * CLEAN
- * CLIMB
- * CLOSE
- * CUT
- * DIG
- * DISROBE
- * DRINK
- * DROP
- * EAT
- * EMPTY
- * ENTER
- * EXAMINE
- * EXIT
- * FILL
- * GIVE
- * GO
- * INSERT
- * INVENTORY
- * JUMP
- * KILL
- * KISS
- * LISTEN
- * LOCK
- * LOOK
- * OFF
- * ON
- * OPEN
- * PRAY
- * PULL
- * PUSH
- * PUT
- * READ
- * SEARCH
- * SHOW
- * SING
- * SIT
- * SLEEP
- * SMELL
- * STAND
- * SWIM
- * SWITCH
- * SWITCH
- * TAKE
- * TASTE
- * TELL
- * THINK
- * THROW
- * TIE
- * TOUCH
- * TRANSFER
- * TURN
- * UNLOCK
- * WAIT
- * WAVE
- * WEAR
+.. include:: /tables/actions.rst
You don't have to play IF with a list like this open in front of you; the
idea is that a good game should understand whatever seems logical for you