Take a Hike with the Beautiful but Underdeveloped Board Game Parks

Parks was one of the top entries on my list of “2019 games I didn’t get to play but really wanted to,” especially after multiple readers suggested the game to me as one I might like. It is one of the most gorgeous games I’ve played, with artwork licensed from the Fifty-Nine Parks print series, which commissioned artists to create posters commemorating the 59 national parks at the time of the project. Beyond that, it’s a solid worker-placement and resource-management game with a few new twists to those genres, one that lets you build up a fairly potent engine by the fourth and final round.
Players in Parks get two hiker tokens each, and they traverse the game’s trail, which is reassembled in random order in each of the game’s four rounds, each representing a season. As your hiker moves left to right along the trail, you collect resources or take specific actions based on where you stop. Your choices are primarily around where to stop, not what to do on each space, as the actions available to you are rather narrowly prescribed. You’ll gather those resources with the goal of visiting the various Parks cards, each of which requires some combination of two to seven resources to visit (essentially, to buy) and awards you from two to five victory points.
The biggest way players can speed up the process—and make the game more interesting than just collect-and-buy—is through Gear cards, which you can purchase for one to three sun tokens. Gear cards give you some kind of benefit throughout the game, such as making parks cost one sun or forest token fewer than they normally would, or allowing you to exchange a resource for a wild. In the first season, you’ll probably only be able to purchase a Gear card when one of your hikers reaches the final spot on the trail, where there are three possible actions—buying a Gear card, reserving a Park card (to possibly visit later), or visiting a Park.
Each player begins the game with an objective card called a Year card that has a unique bonus worth two or three points at game-end (two if you hit the first threshold, three if you hit the second); and a Canteen card, which gives you a benefit once per season if you fill it with a water resource. Because there’s ‘weather’ in each season that involves distributing sun and water tokens along the trail, those two resources are easier to come by and the forest and mountain tokens are more scarce, so gaining gear/canteen cards that help you convert the former into the latter are highly useful.