EUlection Play: ElectionVille Board Game Intellectual output The ElectionVille board game brought an immersive and dynamic learning experience to 15 high school classes in Portugal, captivating 332 students in an exploration of electoral processes. The objectives of the events were the following: Firstly, they aimed to provide students with a comprehensive understanding of the electoral process, from its complexities to its broader significance in democratic societies. By going into the complexities and challenges inherent in elections, students gained a deeper appreciation for the mechanics that underpin our political systems. Secondly, the events served as platforms for students to share their diverse perspectives on elections. By fostering an environment of open dialogue and inclusivity, the game encouraged participants to articulate their viewpoints and engage in constructive discussions. This exchange of ideas not only enriched the learning experience but also broadened students’ understanding of the nature of electoral politics. Thirdly, the ElectionVille board game supported the development of critical thinking by prompting students to analyze the outcomes of the game and draw parallels to real-life electoral scenarios. Through this process of reflection and analysis, students boosted their analytical skills and developed a deeper understanding of the complexities involved in electoral decision-making. The events prioritized inclusivity, inviting all participants to contribute their perspectives and engage in critical discourse. By embracing diversity and fostering an environment of mutual respect, the ElectionVille board game events promoted active participation and collaboration among students. The ElectionVille board game events emerged as effective tools for promoting citizenship education, engagement, and critical thinking regarding political systems and elections. By providing students with hands-on experiences and encouraging them to reflect on the broader implications of electoral processes, these events have played a significant role in cultivating a more informed and participative cohort of young citizens. We implemented the games in: Agrupamento de Escolas de Silves (29.09.2023., 3 workshops) Agrupamento de Escolas de Azambuja (03.10.2023., 06.10.2023., 11.10.2023.) Agrupamento de Escolas Aquilino Ribeiro (19.10.2023.) Agrupamento de Escolas Poeta António Aleixo (on 22.05.2023. we implemented 2 workshops, 13.09.2023., 24.10.2023.) Escola Manuel Teixeira Gomes (09.2023.) Prof. D. Francisco Gomes de Avelar (25.05.2023) Escola Secundaria Pinheiro Erosa (05.2023) Escola Professional D. Afonso Henriques (15.05.2023) The EulectionPlay project is funded by EACEA – European Executive Agency for Education and Culture and is currently being implemented by CRPE (Romania), The Teacher Lab (Romania), Active Bulgarian Society (Bulgaria), ADEL (Slovakia) and DYPALL Network. Co-funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or European Education and Culture Executive Agency (EACEA). Neither the European Union nor the granting authority can be held responsible for them.