I'd say rules in a game are restrictions that players should be bound to. Instructions tell players what to do. They may sound similar, but let's put them both in example format.
Rule: "Player must not fight enemies from point A to point B, and if player does, it's game over."
Instructions: "We should sneak past all those guys from here on until we get back to town. We're dead meat if we tangle with them."
It's simply a matter of expression. I'd like to see an NPC say, "Player must not fight enemies from point A to point B, and if player does, it's game over."
As far as what element sound goes in, I'd say it depends on how it's used. You can have an audio-central game where you need to listen to certain audio clips to follow a set path to achieve progress, so sound would be instructions, or sound can be background noise to assert mood for plot themes. You could also have good or bad sound effects play when obtaining an item to indicate a good quality item or a bad quality item, so sound is verbal communication to the player. Basically, all I'm saying is sound is a flexible form of expression.