This year we are running the "Discover it yourself" project and we consider it very valuable for young people. The current educational path that young people go through achieves its results and helps young people develop their competences. Due to the good results of the work of both the organization and the youth, we decided to create another project as part of the inclusion action in order to travel around Europe with the youth again next year. As an organization we have the resources and opportunities to generate many more opportunities for people with greater needs. The idea for the project is based on the quite famous TV program Asia Express, where people in pairs move around a given continent and solve various tasks. The participants of the race have absolutely no idea what to expect. Tasks and games are kept strictly secret. The leader provides them with brief information at the meeting point. They learn about the remaining stages of the game from messages sent by the host during the program. We would like to base the project on similar gamification. Travel is a game and an educational activity. The route was developed to ensure that tourist and educational activities meet the project's objectives. Goals: -increasing opportunities for young people to acquire knowledge about Europe -increasing educational and life opportunities after graduating from secondary, vocational or technical schools; - equipping young people with valuable competences, e.g. team, time and budget management -building intercultural dialogue between peers in Europe -encourage young people to take advantage of EU programs (studies, internships, short-term mobility, local activities) -building a sense of belonging to the European Union; -inspire young people to travel ecologically and pay attention to good eco-practices in given countries -learning to take care of your own safety and that of your group -inclusion of people who did not apply in the real competition -strengthening the position of young people on the professional and social market -learning new digital tools -learning coaching methods -improving English -exchange of experiences related to social and civic activity -expanding cooperation with rural regions and small towns -using gamification elements while traveling through EUROPE -strengthening digital competences