Rules are everywhere in computer gaming, determining everything from simulated physics to the success of avatars- actions. These rules may or may not be known and available for the players in their comprehension of the game. This study shows some interactional circumstances in which the players- formulations of their gaming, their accounts of their play, are done with reference to the game-s rules. Video data is taken from a short period of fieldwork in an internet café, and shows co-located concerted game play in World of Warcraft (2005) and Warcraft III (2003). Analyses evidentiate that player account for, and hold each other to accountable to, the game-s rules in a variety of ways. Rules are shown to figure in players- account as discursive devices to determine which actions are appropriate at a specific time, but also to describe the enjoyment of the game or to demonstrate and test the players- own gaming competence. In this way, the rules of the game and the players- own rules of behavior can be seen as interconnected.