The motivation behind “The Fair Game” was strictly derived from the need to respond to a critical social issue – unequal rates of engagement in entrepreneurship between men and women, particularly among younger generations and particularly among the partnership countries: Denmark, Poland, Serbia, Turkiye, Jordan, and Ukraine. We aimed to spark the response to that need within our capacity as social impact and youth actors, by designing a collective experience for young people coming from these countries. Youth Exchange format allowed us to do it creatively and mindfully, including aspects like intercultural interaction, non-formal education methodologies, and game design techniques (plus gamification), explored collectively by 39 young people and youth leaders supported by diverse organizations from the said countries. We didn’t only want to focus on entrepreneurial development as a whole, even though it is also an important direction in the youth sector. We wanted to address women’s entrepreneurship as a separate issue (like recommended by OECD). Women face specific systemic obstacles, including structural and organizational barriers but also socio-cultural hindrances (see, e.g. Amazons Project Research Report). This means that they also have specific needs – in acquiring entrepreneurial knowledge, in accessibility of it, etc. Perception of female entrepreneurship is also not generally on the same level as perception of male entrepreneurship. The professions that women are successful in are seen as ‘less important’ and their leadership or management style as ‘less valid’. On top of that, there are endless gender biases affecting general motivation women have to start their entrepreneurial ideas. We ought to do as much as possible to challenge these perceptions and empower girls and women to try themselves and succeed in any discipline they want to, including business. We have noticed that many European and national frameworks supporting women entrepreneurs are those focused on women who already have businesses or business ideas. Entrepreneurial thinking across different target groups is, although, not promoted to the same degree. We know that entrepreneurial thinking does not always translate into a new company, yet it can support women in their careers and endeavors. We strived to spark it with our project creatively and in an engaging way for young audience. Our Youth Exchange, positioned young people & especially women, as the game changers of the entrepreneurial environment. By engaging and actively cooperating with a group of 39 international youth & leaders in preparing a set of non-formal activities, the project resulted in designing 4 entrepreneurship-themed board games disseminated among women across the local environments of our participants. The YE revolved around discussions about gender equality in business and specifics of female entrepreneurship – so both women and young men are aware of the systemic obstacles faced by more than a half of our society; a set of workshops based around the development of entrepreneurial skills & discovering entrepreneurship as an alternative way of engaging young women and girls and alternative expression of active citizenship. Our mission was to empower young generations to become more successful in their professional lives, be it business or other ways of work, and more active as citizens. As we see creativity and a sense of initiative as important competencies of a successful entrepreneur, the innovative gamification elements built our methodology. The created board games left a deep mark, as they were not only a great path to the improvement of entrepreneurial skills and motivation of their creators (building something on their own, pitching it, promoting, and sharing) but also of their future and present users, who played it in the dissemination events and could learn entrepreneurial mindset through them. The intercultural layer of the YE gave it an additional edge – as it allowed to discover intersectional struggles of women in different parts of the world, repeating patterns of discrimination they face globally, and understand the need for diversity and inclusion to a larger extent. To summarize, we wanted to: - Promote entrepreneurship of women as something needed for the society as a whole - Promote and help in building an aware entrepreneurial mindset and cooperation among youth in general and particularly among young communities in the partner countries - Awaken creativity and alternative forms of active citizenship through gamification and game design - Directly empower female participants of the YE and introduce results beneficial for broader audiences - Build bridges between cultures and contribute to a societal cohesion “The Fair Game” project reached its goals in a three-fold manner: through education on the topic, learning by doing, and dedication to a long-term empowerment of communities.