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We explored how 12 pre-service social studies teachers went about (re)designing Monopoly to serve as a simulation of the Great Depression for a secondary history course. We use data relevant to participants’ content knowledge, gaming experience, and design experience to help explain major differences between two groups we use as contrasting cases. Team 1 held the lowest scores on the three constructs and limited their (re)design to simply reskinning, or re-theming the game. Team 2 held the highest scores and engaged in what we call ludoepistemic consonance. Results suggest greater content knowledge, gaming experience, and design experience correlate with stronger simulation designs.