PARKS Review: A Sumptuous Stroll Through Tabletop Goodness

Review copy provided by Keymaster Games

Review copy provided by Keymaster Games

Some games paste on a theme to provide some narrative fluff. Other games cobble together artwork that will help illustrate what’s going on in this vague setting.

But some games are so sure of their identity that they are able to carve out this visual and thematic space that makes them instantly recognizable. PARKS is one of those. The popular hiking adventure from Henry Audubon and Keymaster Games came out last year and instantly won fans for its vibrant and colorful design. This is not just a board game. It’s an evocative celebration of the national parks in the U.S. and the natural beauty of the animals, the landscape, and the possibilities that exist there.

It’s a game where the journey is more important than the destination. Yes, it’s a set-collecting and card-drafting board game, but it’s also a joyful caper into the wilds of America, which is something that I desperately need right now. And maybe you do, too.

So let’s see why this is such an appealing game and what PARKS does right.

STORY

It was the best of times, it was the worst of times, it was the age of wisdom, it was the age of foolishness, it was the epoch of belief, it was the epoch of incredulity, it was the season of Light, it was the season of Darkness, it was the spring of hope, it was the winter of despair, we had everything before us, we had nothing before us…

The ideas of Charles Dickens seem so relevant today, but in an effort to be positive, I’d like to focus on the brighter half of his prophetic words. The best of times in a season of light with the spring of hope around the corner.

These are the rosy images that come to mind when I play PARKS.

Hikers, on a trail, pushing on as they trek different trails around the country. This is not a race. It’s a calm and tranquil study of the natural world, with mountains, forests, lakes, and other vistas opening up in front of the hikers as they walk through seasons and through parks that are certain to amaze. It’s a time to collect memories. It’s a journey to remember.

Just remember to bring your water.

You’ll need to where you’re going.

GAMEPLAY

It is deceptively easy to play this game. The rulebook can be read in less than fifteen minutes. And it takes less than five minutes to teach the game. That’s fast when we’re talking about board games. Usually, it takes more than five minutes just to get everyone to sit down at the table. But with PARKS, you’re up and moving fairly quickly.

Here’s how you play:

  1. Hikers move along Trail Sites, starting at the Trailhead and progressing forward until they reach the end of the trail and complete final actions before the end of the Season.

  2. At each Trail Site, players perform the action with their active Hiker, collecting resources and completing other tasks.

  3. When Hikers reach the end of the trail, players can Reserve a Park, Buy Gear, or Visit a Park. There are benefits to being the first player to perform certain actions.

  4. Once all Hikers make it to the end of a trail, the Season ends and a new one begins.

  5. The process continues, with players visiting parks, taking photos, and collecting points until four Seasons have passed. Then the game ends and points are totaled.

There are small rules to keep in mind: 1) Hikers must always move to the right of their current position; 2) Players cannot move Hikers to an occupied space unless they exhaust their campfire tokens; 3) The Camera and First Player tokens provide in-game benefits; 4) Year cards provide end-game bonuses; 5) Gear and Canteen cards provide one-time and ongoing benefits that players can use.

For the most part, this is a straightforward game. It makes sense why it’s such a popular game with families. You can easily bring the family together around the table, with younger and older audiences able to join without much of a fuss.

Players can use some strategy in PARKS, but that’s not needed to play well or to have fun. Creating clever combinations with collected resources, Canteen powers, and other abilities is always exciting. Visiting parks at a reduced cost thanks to Gear cards is another satisfying mechanic that makes set collection easier. Really, though, it’s just fun to play and bask in the captivating artwork.

Our games consisted of “oohs” and “ahhs” as we drew new Parks to look at.

Like Everdell and other games that focus on progressive seasons, PARKS is nice because it gets longer as the game goes on. Not terribly so, but enough that you’re able to chain together more combos and more resource gathering for that final push toward visiting parks.

Ultimately, PARKS relaxes and simultaneously energizes players. It highlights the beauty of the world around us and it encourages players to take a moment to appreciate these spectacular environments. And it does so while also being a fun game to share with friends and family.

I recommend it as a gateway drug for tabletop newcomers because it’s dazzling from a visual perspective and it’s inviting from a gameplay perspective.

VISUALS

*Stops typing and just drools mindlessly while staring at PARKS.*

It’s that good-looking, everyone.

PARKS is easily one of the best-looking games out there. Thirty-eight artists have combined for one stupendous feat of visual design. The national parks are really highlighted as locales worth visiting. When I’m staring at these cards, I’m day-dreaming about vacationing at or visiting these spots. The little factoids about the parks are also interesting, but it’s the arresting visuals that win the day.

Also, the storage in the box is just wonderful. An insert in the bottom neatly holds all of the cards and tiles. Then the board snugly keeps it all secured. Followed by component trays that keep all of the resources and photo tiles tucked away underneath plastic lids. It’s all super satisfying. I wish every game took the time and energy to consider organizing their board games like this. Keymaster Games has won my affection for their thoughtful and well laid out box design. It makes game setup and breakdown a cinch.

Don’t judge me.

You would be drooling, too, if you saw this game on your table.

REPLAYABILITY

With both a competitive multiplayer mode and a solo mode, PARKS offers more than one way to play.

As I’ve mentioned in other reviews, I’m not much of a solo gamer. The social aspect of tabletop gaming is why I enjoy the hobby and it’s what drives my desire to play more than anything. So the prospect of sitting by myself at a table isn’t as appealing. Other hobbies of mine fill that lonely void. However, the ability to play solo if I want is always nice and the mechanics in PARKS are simple for those that are going to go it alone. You’ll play against “Park Rangers” instead of other gamers, and the session runs pretty smoothly.

Part of what will draw me back to this game, though, is the simplicity and the artwork. It’s a very easy game that takes little time to teach. Any tabletop game that I can explain in five minutes or less is a big win for me. And the illustrations are just gorgeous. For the same reasons that other gamers like Wingspan, I appreciate the attractive design of the cards, components, and box insert.

It’s not a game with remarkable depth, but its accessibility makes it desirable.

If you don’t play on getting any of the expansion content, it may not hold up for too long. The visual draw will eventually wane. The starry-eyed wonder will fade. And you’ll be left with a game that attracts new gamers like bees to honey but one that may not slake the thirst of a more intense player. It may leave you wishing that the canteens were more full and that the hike was longer.

WHAT IT COULD HAVE DONE BETTER

This is not my go-to kind of game. I’m much more inclined to pick a heavier strategy game that involves multiple hours and requires gamers to exercise their mind with tactics, bluffs, and all kinds of mental calculations.

But that’s not what PARKS is aiming for and that’s totally fine. The only issue with lighter games is that they don’t always contain the depth required to stay on the shelf for years and never get old. That’s why expansions are important and why more complex games usually retain high value for me because they naturally create a more variable game state.

If PARKS never received additional content, then it would eventually dry up for me, but thankfully Keymaster Games has already supplemented the base game with the Nightfall expansion and the associated Memories visual-matching game. I’ll be reviewing those in the near future and will be able to see how those additions augment the PARKS experience.

For what it is, though, PARKS is a fantastic game. The components are of superb quality, the art is just stunning, and the gameplay is pleasant in a way that will engage veteran players and invite new ones.

VERDICT

PARKS is a leisurely game that takes full advantage of the breathtaking illustrations and game components. This is truly an accomplishment in design and visual appeal. I want to play this game just so I can keep looking at it. The fact that it’s a fun game with light but satisfying mechanics only helps to reinforce repeated play. But it’s just a pretty game. The artists who collaborated with Keymaster Games have successfully captured the magic and wonder of the fifty-nine national parks and this game exudes both class and style.

The little hiker meeples are adorable and you can just envision being one of the adventurous travelers, traipsing through the woods or climbing to the top of a sand dune. Every picture is one worth ogling.

Playing PARKS while it’s cold outside feels warm and fuzzy, and I didn’t want the experience to end. I fully anticipate using this as an entry point for new gamers, welcoming them with something beautiful, simple, and oh so elegant.

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