Band 1 · Grades 1–2

What is a rule?

What is a rule?

analog40 minprint ≤ 2 ppSYSPLYHUME2E3E8
Kills: A designer's job is to make the game fun.
Walk out with: A one-rule game plus a silent watch log

Materials

  • Paper and pencils
  • Index cards or printed cutouts
  • A small shared play space
  • Analog fallback: chalk on sidewalk works outdoors

Today

A rule is an agreement about what happens. Fun is optional. Clarity is not.

This lesson needs no screens. Print the cutouts or copy them by hand.

Print cutout: Rule cards (Band 1). Open the print view for true-size sheets (cards, boards, tallies). Analog fallback is always in Materials.

Warm-up (8 min)

  1. Sit in a circle. Invent a game that uses one rule and an end condition.
  2. Say the rule out loud once. Do not demonstrate.
  3. Let a peer play while you watch in silence. Hands down. No hints.

Kill this idea early: your job is not to rescue the player. Your job is to notice what the rule actually does.

Make (15 min)

Write your rule on a card:

  • Always happens / Might happen (chance)
  • What ends the game?
  • What is fair — and how would you check?

Trade cards with another group. Their job is to play your rule cold.

Watch (12 min)

Use the silent-watch habit:

  1. Write one prediction: “I think players will…”
  2. Watch without helping.
  3. After, write what they did (not what they said they felt).

Share (5 min)

What changed when someone else interpreted your words?

Artifact to keep

Keep the rule card and the watch log. They go in your portfolio / Backpack note later.

Misconception killed: “A designer’s job is to make the game fun.” → A designer decides what happens.

Playtest log · hypothesis-first

Analog fallback: print this form and write by hand. Hypothesis first — then watch without helping.

Dice · 1d6

Analog fallback: roll physical dice and tallies on a printed sheet.

Last: — · Total rolls: 0

1
Sum 1: 0
2
Sum 2: 0
3
Sum 3: 0
4
Sum 4: 0
5
Sum 5: 0
6
Sum 6: 0
Sum123456
Count000000