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For over thirty years researchers have suggested that both tangible user interfaces and digital games have potential to support learning. Each domain now has a well-developed body of literature about how to design them to enable learning benefits. What is needed is a way to bring this knowledge, which is often lengthy, dense, and jargon laden to design practice. To address this need, I designed and evaluated Tango Cards—a card-based design tool. I found that Tango Cards enabled a variety of uses that made design knowledge about tangible learning games accessible to designers. I identified and discussed how specific card features supported or limited card use by designers. Drawing on the findings of Tango Cards and previous cards, I set forth design considerations that can support others to create design tools (card-based or alike) that bring scholarly design knowledge to designers.