The game has been designed according to two prerequisites: i) to allow the formal learning of contents, and ii) to be a creative game that will attract students’ attention in order to help them learn. We decided to make a game where the player can live through history. This required a big effort on the part of the design team in order to develop all elements of the storytelling. We decided to use photographs from historic events to create a world. In this world, it is possible to experience historical events in a safe way (Psychosocial Moratorium Principle), also it is possible to go through several years of history experiencing only the important moments (Amplification of Input Principle). The avatar needed to be a fictionalized character that could be involved in the historical events and with whom the player could identify with (Committed Learning Principle). The reward system has historical significance as the coins belong to the 19th century. Within the events in the game, some quests have to be completed. These quests demand students’ understanding about the historical events. Students may improve their results through repeating tasks (Achievement Principle and Regime of Competence). A leaderboard, where only the top five scores of the classmates appear, will motivate students to focus their efforts, score highly and be recognized by their peers (Intuitive Knowledge). Talking about the game with their classmates will help in discovering ways to improve their achievements in the game (Affinity Group Principle).