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Non-digital geography games have a long history of use, particularly in UK classrooms. Their success warrants further investigation, especially through the lens of contemporary approaches to design and game-based learning. Using Pickering’s mangle of practice to frame sites of resistance and accommodation, this paper presents key aspects of a new geography game’s development. The design presented here is the first step in a process of sharing and recreating game-based design research, intended to spur discussion on sites of feedback that arise during the development of educational games.