There has been a growing recognition of the educational potential of computer games. However, it is recognised that the process of designing and deploying technology-enhanced resources in general and games for mathematical learning in particular is a difficult task. This chapter reports on the use of patterns, referred to as p-d patterns, to address this challenge. Based on a review of the literature, a set of typologies of the domain was generated which formed the springboard for the development of over a hundred p-d patterns. These patterns are hierarchical by nature and constitute a pattern language that could be mobilised to facilitate pattern-specific communication and knowledge sharing between communities. Such patterns are, for example, shown to incorporate recurrent themes, such as scaffolding and reflection, instantiated in patterns across both design and deployment. Finally, we will set out how the patterns approach could be consolidated to become the stimulus for a much needed breakthrough in the articulation of how design needs and functionalities constitute theory in the field of designing for learning.