With this project we wanted to focus on board games as a non-formal learning tool, through a youth exchange in Denmark. Here we gathered a very diverse group of young people in an international and intercultural setting, we employed board and tabletop games, in ways to enhance their personal & social skills/competences of participants and create a “safe” zone, where even marginalized young people could feel included. The goal was that participants could simulate challenges that they would meet in real life and open up and discuss topics in ways that they otherwise couldn’t. By working with game designers and experts with experience in the field to build this program, the goal was furthermore for participants to both gain confidence and inspiration for ideas of their own. In addition to the aforementioned outcomes, we wanted this project to be an opportunity for partners as a whole, as a further testing ground for how to use board games as learning tools, both for future Erasmus+ projects and for many other intercultural, non-formal learning contexts. There were several objectives that were important for us to address through this project: To develop key skills among young people through the medium of board games: The key skills and competences that we wanted to address here were mostly related to language, cultural understanding, conflict management, teamwork, personal insight and creative development. Here board games have a unique approach, as they can often be used to work on all three of these areas, depending on the approach you take. To enable social inclusion of marginalized youth through play and games: During the project we had youth from very different backgrounds. Many of the participants were from challenging environments and have different obstacles when it comes to social inclusion. Here it was important for us to look at how we could use board games to overcome some of the obstacles that these youth experience in their everyday life. With board games you often find yourself in what is referred to as a "Magic Circle". A safe place, where the rules of the outside world do not apply anymore. It is a good testing ground for new approaches to social inclusion, as everyone must be subject to the same rules, regardless of background. To learn better how to cooperate, mediate and solve conflicts: Many games, including board games, mimic or simulate real life situations, as you have many of the same obstacles as you have, when you are dealing with conflict management in the real world. Here it was important for us to focus on how the skills we used in different board games could be related to real life situations by participants. To showcase the potential of games for personal development, creativity and entrepreneurship: Towards the end of the exchange, the participants hosted their own game sessions, and developed and presented game designs by themselves. In that way a big part of the exchange led to an exercise in creativity and entrepreneurship. It was so participants could experience how you have to think when you want to create a product and who the end users are. Here we wanted the participants to start thinking about user experience, user inputs and how to approach an entrepreneurial commitment. Games are good in this regard, as you have to think about how the user will perceive the things you set up. To better understand the possibilities and limitations of board games in youth work and non-formal education: The project was very much centered around how board games can be used in youth work. Here it was important for us to reflect upon that after every game session. Furthermore it was important to explore how far we could go with board games, when we talk about gaining key skills and competences. In this regard there was a fair bit of testing that took place over the course of the project. To build new ideas for projects and partnerships within the Erasmus+ program: Behind the application there was also a great deal of expectations for how the project was going to work. Not many Erasmus + projects have been implemented around board games, so it was also a testing ground for if these types of projects could bring something new to the table, and create further development between the partners, but also in the Erasmus + program in general.