The project "Arthurian Legends" was a youth exchange which used an innovative learning approach that was developed by a group of young people active in the field of youth work. The approach which is called ERA (European Roleplay Approach) gives young people the opportunity to experience each other’s values, ideas, opinions and ideas in a game setting which makes it easier to forget prejudices, political and national influences and preconceived ideas. Instead youths play heroes with the same background in a world built on a mythological background, legends or history (or a mix of all of them) and meet in a country that is relevant for this background. In this project the hosting country was England and the background was the legends of King Arthur and the Knights of the Round Table. Before the meeting the groups researched the legends and turned the results into a game setting which allowed them to explore it through a role-playing approach. They produced a handbook as a basis for the group leaders to create an adventure story for a game. The groups experienced the game elements in the surroundings of rural England that still inspires Pagan worshippers today. The importance of the legends and experiencing the landscape is that they had a major influence on the development of modern European culture. Going back to the roots of the culture always provides a good background for discussions about values and the modern way of life. The project provided reflection and discussion phases on a regular basis to help the participants understand their learning progress. The participants lived together for 8 days. For the role-playing activity they were divided into smaller nationally mixed teams in which they played a hero that experiences an adventure in post Roman Britain. Since different heroes had different skills and knowledge, cooperation was the key to overcoming the obstacles and successfully completing the game. Some of the participants (primarily the group leaders) prepared the adventure in advance and took on the role of game directors during the event. They described the adventure as a story in which the players, working in teams, decided what their heroes do and say, so that they influenced the direction of the storyline. The game was played both inside and outside, making it possible for the teams to go on long walks and play while experiencing the landscape. Among the learning goals were developing teamwork, cooperation, and friendship in an international setting, improving soft skills and social competences, acquiring cultural understanding, raising awareness of other values and beliefs, acquiring knowledge of Arthurian legends as well as English history as a cultural background, and improving language and communication skills. Towards the end of the event we launched a discussion in which we transferred the experiences of finding solutions to the fabled lands of King Arthur to the real world. In particular we addressed the situation of Brexit and we encouraged youths to find realistic solutions on how to move forward. We wanted the youths to understand that they can shape the future and that despite the UK's departure from the union they can still play their part in keeping cooperation and dialogue alive. They can also help combat negative feelings that both sides have for each other and combat extremism on both sides. In total there were 45 participants. 7 or 8 of them took on the role of game directors and moderators with the task of running the game and leading the discussion and reflection phases. The participants were chosen from young people within the informal groups who are active in voluntary youth work. Other participants were disadvantaged youths chosen with the help of youth centers. For them the project brought the potential to orient themselves better in society and to open their minds in ways that would never be available to them otherwise. The project required good preparation which consisted of choosing the venues, organizing food, organizing travel arrangements, compiling the materials on the world of King Arthur, creating an adventure story and game rules, preparing discussion rounds and reflection phases, as well as choosing the members who get to participate. The project was documented using pictures and videos. Results were published on websites in various form. The groups involved used the opportunity of the event to strengthen a European network in which the members can support each other better in their future activities. Giving young people the opportunity of cooperating, developing an understanding for each other, and building a lasting friendship has a huge impact on society. The project helped the participants become actively involved in helping others, and thus they will have an influence on shaping the minds of other young people and contribute to creating an open, tolerant, and united society in Europe.