The training aims to promote the use of game-based learning methods in youth work and explore application of educational board games through training youth workers to assess learning needs of young people, adapt game-based learning methods and develop table-top games in correspondence with them. The project sets next objectives: - To discuss youth trends in participants countries and extract current learning needs from participant's working experience with youth; - To introduce game-based learning and gamification for youth workers/ youth leaders to incorporate in own work; - To explore board games and their possible adaptation to serve as educational tools; - To introduce board games as a tool for involvement of young people and explore successful examples of the use of board games in youth work; - To equip participants with methods for idea development and learning design that is transferrible to socially relevant topics; - To equip participants with tools for developing board games with educational value based on relevant social issues or necessary competences for youth; - To develop a set of educational board game concepts to be used in the youth work field; - To test created board games with the local youth through a public event; - To create an online printable board game resource for youth workers & youth leaders to be used internationally; The training is designed to equip participants with knowledge and skills of need assessment and learning design tools as well as to empower participants to take out of the box approach in youth work through using board games in particular. We believe that working in an intercultural environment will give a possibility to create universally applicable tools. The training has a direct link to the overall aim of Erasmus+ to foster quality improvements in youth work through developing and spreading innovative educational materials. We also point out the link with the 2018 priorities since the training course is designed to equip youth workers with competences and methods for transferring values of our society, enhance critical thinking of young people through board games and address currently important topics (intercultural dialogue, media literacy, building empathy etc).