The landscape of higher education has witnessed a paradigmatic shift towards methodologies that are more interactive and engaging. The integration of gamification and board games as active learning methodologies in higher education, as well as the instruction in entrepreneurial competencies, has garnered significant interest for its potential to engage and motivate students, thereby enhancing learning outcomes. Gamification, characterized by the incorporation of game design elements into non-game contexts, offers a captivating and novel learning experience that fosters intrinsic motivation and active participation among students. One of the main ways of applying gamification is through board games, providing hands-on opportunities for students to apply theoretical knowledge in practical scenarios. A critical aspect of this educational innovation is its contribution to the instruction of entrepreneurial competencies, a domain gaining traction within higher educational settings. The European Entrepreneurship Competence Framework (EntreComp) stands at the forefront of this educational endeavor, offering a comprehensive blueprint for cultivating entrepreneurial skills and mindsets. This study is anchored in the context described above, with a focused aim to delineate which entrepreneurial competencies, as outlined by the EntreComp framework, are most effectively developed through these novel educational interventions. To facilitate this investigation, the "Game It Away!" project was initiated, encompassing three pilot studies. These pilots innovatively employed board games as the medium through which participants could acquire and hone their entrepreneurial skills. A key component of the learning process within these pilots was the maintenance of a learning journal by the students. This journal, filled with various reflective questions, provided a structured mechanism for participants to document and reflect upon their learning journey throughout the project. In this way, by using qualitative and quantitative methodologies, it is possible to verify the evolution of certain competences. The integration of gamification and board games within educational settings, particularly through the lens of the "Game It Away!" project, represents a pioneering approach to fostering entrepreneurial competencies among students. This study, leveraging both qualitative and quantitative methodologies, has illuminated the substantial potential of these innovative pedagogical strategies to revolutionize the teaching and acquisition of entrepreneurial skills as outlined by the EntreComp framework.