One of the very first activities during PlayQuest – a vibrant part of the Erasmus+ GameOn project was a visit to The Grail, a board game hub located in Prague’s Smíchov district. This unique venue, known for its impressive library of over 200 board games, dedicated RPG rooms, and welcoming community vibe, was the perfect starting point for the Maltese and Czech participants to connect, play, and learn.
A Meeting of Cultures Through Play
The group brought together ten board game enthusiasts from Malta and ten from Czechia. To break the ice, participants formed mixed teams and dived into The Grail’s vast library. From quick party games to brain-burning strategy titles, there was something for every type of player.
The activity quickly turned into more than just fun, it became a natural way for young people from two countries to bond. Participants described the day as “exciting, curious, and confidence-building.” They highlighted how playing games together encouraged clear communication, teamwork, patience, and creative thinking. One participant summed it up perfectly: “Bonding & boarding.”
Learning Beyond the Board
While rolling dice and drawing cards was central to the experience, the learning outcomes went much further. Different games pushed different skills – critical thinking, memory, problem-solving, and observation. Many noted how the games helped them practice social and teamwork skills such as listening, supporting one another, and sharing ideas effectively.
It wasn’t just about what happened on the table, but also about how those skills could transfer into everyday life. As one participant reflected, “This could help with the lack of community spaces where people come together in Malta.”
Entrepreneurship in Action
A special highlight of the visit was a presentation from one of The Grail’s owners. He shared how he and his two partners transformed a passion for games into a thriving business. Honest and relatable, his talk revealed both the challenges and rewards of running such a venture.
This entrepreneurial perspective resonated with many in the group. Several participants pointed out that The Grail’s model could inspire similar spaces in Malta, creating fun, safe, and educational hubs where young people can gather, learn, and connect. Some even suggested that adapting the concept as a social enterprise – for example, by creating jobs for people with fewer opportunities or offering activities for low-income families – would make it even more impactful.














What Participants Thought
Feedback from the group was overwhelmingly positive. Most rated the activity highly, saying it could easily be replicated in Malta. Common themes in their comments included:
- Solving social isolation: providing safe, inclusive places to meet.
- Cultural impact: encouraging cross-cultural exchange and respect.
- Youth benefit: particularly for young people, families, and schools.
- Practical ideas: some suggested running age-specific groups, adding accessibility features, or expanding the offer to include mental health support.
One participant even expressed interest in helping design a similar project back home, while another noted that “connecting people with similar interests” was already one of the strongest impacts of The Grail.
Here’s what participants had to say about their experience at The Grail during PlayQuest – in their own words!
More Than Just a Game Event
The visit to The Grail set the tone for PlayQuest. It was proof of how games are more than entertainment – they are tools for connection, education, and entrepreneurship. The laughter, strategy, and teamwork around the tables translated into meaningful conversations about youth opportunities, business ideas, and building inclusive spaces.
Through PlayQuest and the wider GameOn project, initiatives like these show how games can break barriers, inspire creativity, and plant the seeds for future community-focused ventures.
As the participants left The Grail, one thing was clear: the games might have ended, but the ideas, friendships, and inspiration will keep playing forward.
But there was no time to waste, an entirely new adventure was waiting: Prison Island!
