The implementation of the project stems from the growing interest in board games in Poland and their potential as educational and integrational tools. In the context of youth work, board games offer a unique opportunity to support the development of social skills, critical thinking, and cooperation in an engaging and innovative way. The aim of the project is to harness this potential to strengthen the competences of youth workers, which will contribute to improving the quality of educational and integrational work with young people. Below are the main objectives of the project from the perspective of youth work practice: 1. Development of youth workers’ competences Objective: To strengthen the skills of 35 youth workers in the use of board games as an effective tool for education and integration, by at least 70% compared to the initial state. This assumes both the acquisition of theoretical knowledge and practical skills in selecting games according to educational needs, as well as conducting reflection and debriefing sessions after gameplay. 2. Promoting learning through play Objective: To demonstrate how board games can be used to promote cooperation, critical thinking, problem-solving, and other life skills, thus supporting learning through play. We want to prove that board games can be a valuable educational tool that develops social skills and strategic thinking. 3. Supporting integration and social development of young people Objective: To use board games to break down communication barriers, build trust, and develop communication skills among young people. Board games serve as a platform for group integration, helping young people to establish and strengthen relationships. We aim to conduct local workshops for a larger number of youth workers and implement such activities for our beneficiaries in all 7 partner countries. 4. Building an international cooperation network Objective: To create a platform for youth workers from different countries to exchange experiences, best practices, and resources regarding the use of board games in youth education. The goal is also to promote international cooperation and build sustainable partnerships. 5. Innovation in educational practice Objective: To introduce 7 innovative methods of working with young people through board games, aimed not only at increasing the engagement and motivation of young people to participate in educational activities but also at strengthening youth workers’ competences in creatively using educational tools. 6. Development of a board game guide for youth workers Objective: To create a comprehensive board game guide that will serve as an educational tool for youth workers. This guide will provide youth workers with the knowledge and skills necessary to effectively use board games in educational and integrational work with young people. The project responds to the needs of both youth workers and young people, offering a modern and engaging approach to education. By implementing this project, we aim not only to strengthen the educational competences of youth workers but also to contribute to the social, emotional, and intellectual development of young people, by using the potential of board games as an educational tool. Board games will also serve as a medium for education about equality, democracy, respect for human rights, and combating discrimination, by simulating situations in which participants must make decisions in line with these values. For example, these may include educational games about building civil society, simulations of democratic systems, or games that promote cooperation and equality. Board games also teach respect for rules and regulations, which mirrors respect for the law in a state governed by the rule of law. Group work during these games also strengthens the ability to cooperate in diverse teams, which contributes to combating all forms of discrimination and promoting inclusiveness. By integrating these elements, the project will effectively support and promote the common values of the EU in a way that is attractive and engaging for young participants.