Game of Natures was a training course in Game-Based Learning for youth education. The objectives of the project was to provide youth workers and youth leaders with new techniques of Game Based Learning (GBL) and gamification, to increase the success and participation and involvement of the young population in environmental, cultural and educational activities. During this project we implemented game-based teaching techniques to achieve the following advantages: motivate youth, help them reason and be autonomous, allow for active learning, give young people control of their own learning, boost creativity and imagination, fostering social skills and contributing to digital literacy. All these advantages are those provided by the GBL learning methodology, added to the fact that an activity carried out using these techniques is clearly more attractive to the target audience. During this training project we used non-formal education and collaborative learning methodology. We experimented and started the development of different games. Nature and orientation games, escape games, and treasure hunts. Collaborative games that we experienced and developed. We explored useful resources (digital and non-digital) for learning with games and we found ways to apply them in our daily activities with youth work. In this sense, and working in teams, we developed some game prototypes that can be applied to the reality and daily needs of youth workers. Since all cultures have games, we worked on the game as a point of connection between cultures, purchasing inclusion through methodologies applied to the game. In general, the topics that have been worked on in this training were related to the protection of the cultural and natural heritage and social inclusion. It was therefore a new, disruptive and proven successful project. Thanks to it, participants obtained a significant number of innovative resources and methodologies with which they can use to more easily access young people, while they themselves developed key digital skills to keep up with the youth population. The project had a highly positive impact, meeting a clear need shared by all the partners of the initiative.