EUROSTAT 2018 states that 38% of young people aged 16-29 are experiencing social exclusion in the EU. As the EU Youth Strategy 2020 seeks to improve the lives of young people in Europe by creating equal opportunities...and...promoting their active citizenship and social inclusion, this project seeks to find out what causes social exclusion, how it affects young people, and how youth workers, youth leaders, trainers, facilitators, and teachers can use Non-Formal Education methods to promote social inclusion through Board Games (BGs). The idea was to equip participants with competencies they can use in their work with young people especially those with fewer opportunities, learn how to create Board games and activities in non-formal education useable in youth work, encourage peer-to-peer learning, support critical thinking, and improve skills such as self-confidence, empathy, teamwork, friendships for young people and youth workers. We also wanted to use Board games to enhance competencies such as social, language, mathematical, creativity, etc and show that Board Games can be used as a comprehensive approach to promoting the social & emotional skills that underpin effective learning, positive behavior, and the emotional health and well-being of all who use them. By developing competence in the project area participants will act as multipliers initiating positive changes locally, nationally, and internationally by decreasing the level of social exclusion, xenophobia, and marginalization for young people, and contributing to more inclusive societies without losing the fun aspect of Board Games. As Plato said, "You can discover more about a person in an hour of play than a year of conversation". Since 2015, nearly 90 000 unaccompanied children arrived in Europe, and WHO, 2017 suggests lack of social integration, among other factors, can increase the risk of developing mental health such as depression and anxiety among young migrants and refugees. Inclusion Through Board Games is in line with Irish national priorities 2018-2023 promoting mental health & well-being for young people, European Youth Goals, LCP Youth Strategic Plan 2019-2022 (see annexes), and Erasmus+ objectives which are set to improve the situation of young people. Objectives -To promote laughter and soft skill among youth workers/youth leaders to develop their competencies through Board Games. -Increase the social skills of the participants, their critical thinking, self-esteem, and decision-making skills -To bring a new NFE method of promoting social inclusion to youth workers and youth leaders -To help youth workers and youth leaders develop their competencies and be certified with a YouthPass -To develop further their self-control and understanding of diversity through BGs and interactive learning -Increase their awareness of social issues and inclusion through BG (Mysterium, Skull, Insider, Dixit, etc). 42 people from the target group (including those with fewer opportunities) representing 7 countries and organizations that wanted to develop competence in the project area were originally to attend a physical activity in Ireland. However, due to COVID-related issues, the project was converted to a Blended approach (Virtual Activity and Physical Activity). During the Virtual Activity, 31 participants from all partners except North Macedonia (NM) attended (their participants did not want to join a virtual project). We allowed more participants to join the project as we felt more young people would gain from the learning they get. 4 countries (Ireland, Turkey, Georgia,& Italy) took part in the physical activity. Despite lockdowns, partners remained committed to the implementation of the project. But 4 of 31 participants from the virtual activity attended the physical activity (see attendance). Participants from Egypt and North Macedonia did not get visas in time due to delays in processing, late application submission, and Ramadan. Our Cyprus partner finally withdrew from the project due to Covid 19 uncertainties. Participants from both activities shared positive feedback "learning while playing is the best way to learn", "BG is an assessment tool made easy and fun", "to promote social inclusion for youngsters we work with, a playful learning method is needed like in this TC", "having created a booklet and a Board Game, this TC made me see that board games can be fun and also used for learning. They are an excellent way to broaden the youth we work with horizons. They can learn the basics of Math, Science, Language, and problem-solving". "It will promote instant integration as I see here", and " each board game I learned here had a valuable life lesson to me. I am certain it will teach young people in my Direct provision center and even my daughter", "this is the best training for me in Erasmus+ (E+) in 9 years because I learned a lot..not boring at all...I can use this tool to connect with youth from Ukraine in my community".