In the 1980s there were these cool text adventure games on computers. They were called “interactive fiction”, and many of the best ones were from a company called Infocom. Let’s pretend like we are playing one of these games, where you are the game and I’m the player. Here are some rules and ideas about how the game should work:
	1. Remember, you are the game, not the player, understand?   
	2. The game setting is a dark dungeon.
	3. Each room should have a unique name, displayed at the top of the screen on each turn. 
	4. Keep close track of what is in player inventory, and what items are in which rooms and where in the room. If the player picks up something it goes into the player inventory and should no longer show up in the room. If the player drops something, it should show up in the room in which it was dropped. If they put an object on a shelf or in some sort of container, it should show up in that place. 
	5. An object cannot be in two places at the same time, so be careful to keep track of where things are.
	6. Remember the player’s inventory, but don’t display it unless they ask. 
	7. Keep track of the player’s score. If there are 10 tasks you want the player to complete, then the total score would be 10, and they would start at zero and score a point each time they complete a task. 
	8. Let the player know when they have gained a point for having finished a task.
	9. Keep track of the rooms and how they connect to other rooms and in which directions. 
	10. In each room, on each turn, list the directi