Day 3
1. Playtesting of Game #2
1a. Implicit vs. Explicit Rules (what has the game designer expressed?)
1b. Reflective Play (talk about why it's fun, why it's boring, etc.)
1c. Helpful Critique (how can I make it better?)
1d. Iteration Strategies (now, actually make it better)
2. Finish Formal Constraints
3. Begin Conceptual Constraints
Implicit Rules are the unexpressed rules of play. They are informed by the overlapping cultural heritages within which the game and the players exist. They are conventional and often normative. For example: In the game of Fluxx from Day 2 a brand new deck was opened, shuffled, dealt -- one card per player in a clockwise fashion, and then the dealt hand was held close to the chest and hidden from other players' view. None of this was explained in the rules of Fluxx. Rather, these are all conventions derived from the history and culture of card games. These are all implicit rules of behavior.