I am by no means an expert at authoring interactive fiction, or about anything for that matter, but…
Unless it is the key to what may be a particularly tedious puzzle, I am not entirely sure I’d go about exactly that way. No offense intended at all, just that when I end up somewhere with a whole pile of the same thing in a room, my mind screams “Aaa, a guess the object or disambiguation nightmare!” I think your idea is neat, and the idea of a part of a game that makes people more savvy on the nature and meaning of the constitution and bill of rights excites me a bit.
Maybe something like (untested code that may not even compile):
[Assuming the description of "20 statues" is in the room description... ]
The statues are in the room. They are scenery. They have description "Each statue is holding a scroll with a number affixed to it, from one to twenty, except with a more carefully written description than this." Understand "statue" as the statues.
The scrolls are in the room. They are scenery. Understand "scroll" as the scrolls. [ I don't /think/ this will break the disambiguation rules for "scroll one" etc... ]
Instead of examining the scrolls, say "I am sorry, but it is not clear to me which scroll you want to examine. Please refer to the scrolls as 'scroll one' through 'scroll twenty'."
Understand "read [something]" as examining.
Scroll One is in the room. It is scenery. It has description "This is what the first scroll says!" Understand "scroll 1", "article one", "article 1" as scroll one. [assuming that final sentence will compile with the numeric parts; I've never tried that]
[etc etc]
Something like this may avoid some guess-the-verb/noun and disambiguation hell. ie, I would expect “examine scroll one”, “read scroll one”, “read article one”, etc all to tell me what the scroll says.
Even if having 20 nearly identical statues is the key to a particularly tedious puzzle (like maybe you have to push them into the correct order or something), I think I’d still implement all the “statues” as one “thing”, with some kind of ordering list property on it. I feel like that would probably make for a much more concise and cleaner implementation. Might require some parser hooking magic that I don’t know how to do off the top of my head, though.
My angle here is, I think you have to consider how the player “thinks about” objects, rather than an actual, literal model of the world. When confronted by a group of identical objects, I think a player thinks about them as a singular concept.
Edit: Oh my! I seem to have necro-posted.