Train your game model the way it is played. Take a principle and modify the game so it is forced to appear, again and again, in conditions that look and feel like a match.
The design sequence. Five moves, in order. The first two come from your game model.
1. Choose the moment.
2. Choose the principle.
3. Set the pre-action conditions.
4. Apply S.T.E.P.R. constraints.
5. Layer the secondary principles.
No game model yet. Build one in the Game Model section and it appears here automatically.