By implementing this project, we wanted to address the problem of communication difficulties among young people, especially those who find it challenging to express their thoughts, share their feelings, and present their true identity in front of others. We wanted to create a space in which participants could feel safe, accepted, and comfortable enough to open up and engage in honest communication. A central idea of the project was to help young people overcome fear of judgment, build trust, and improve their ability to interact with others in a meaningful way. At the same time, we wanted to create an environment based on non-formal learning, where participants could develop communication and interpersonal skills through practice rather than theory. We wanted to come up with a method for the guys in an informal environment where they can feel comfortable and open up. Through interactive activities, discussions, role-playing, and cooperation with peers from another country, we aimed to support the personal development of participants and help them gain more confidence, empathy, and openness. We also wanted to give young people, including those from difficult socioeconomic backgrounds, an opportunity to experience an international exchange, discover different cultures, and feel included in a supportive and caring community. In this way, the project was intended not only to improve communication skills, but also to promote inclusion, intercultural understanding, and active youth participation. The main objective of our project was to design and create a board game that would serve as a practical educational tool for developing communication and social skills among young people. Together with our partners, we wanted to create a game that would encourage participants to speak more openly, start conversations more easily, and feel more confident when expressing their thoughts and emotions. The structure of the game, divided into the zones “Quality Conversation,” “Small Talk,” “Self-Esteem,” “Conflict Resolution,” “Fear & Anxiety,” “Active Listening,” was designed to support different levels and forms of communication in an engaging and accessible way. By completing tasks in these areas, participants could practise real-life social situations in a safe, interactive, and motivating environment. In addition to creating the board game itself, the project had several broader objectives. We wanted to strengthen participants’ communication, teamwork, active listening, empathy, and problem-solving skills through non-formal learning activities such as workshops, discussions, collaborative games, and peer-to-peer learning. Another objective was to support inclusion by involving young people from difficult socioeconomic backgrounds and ensuring that they had access to an international and caring environment where they could learn, grow, and connect with others. We also aimed to promote youth participation and active engagement by involving young people in all stages of the project, from planning and preparation to implementation and reflection. Finally, the project aimed to raise awareness of socially relevant topics such as inclusion, diversity, communication by visiting schools and delivering workshops on the topic, incorporating workshops knowledge into game design (e.g. to gain more tokes, you have to give deeper answer, some cards include active listening tasks); and active citizenship by analysing our and peers troubles and looking for solutions, while also fostering intercultural dialogue, reducing stereotypes, and strengthening a sense of shared European values by discussing cultures of participating organisations during cultural evenings and comparing communication cultures in different countries.