
Parks (Second Edition)
🐸 Dettagli da BoardGameGeek
Consiglio BGG sul numero di giocatori
Categorie
Meccaniche
Design & Art
Lingua
Pre-order - leggi i dettagli
🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
FroGames — Moments You'll Remember
Every hiker chooses a different path. Some run towards the lake, others stop to photograph the sunset. And in the end, the most beautiful mountain isn't the one you visited.
WHAT IT'S ABOUT
A hike through American natural wonder
Parks was born in 2019 from the intuition of Henry Audubon, who wanted to celebrate American national parks in a board game. This second edition, published in 2025, gathers five years of evolution: new illustrations by Josh Emrich and Lisk Feng, mechanics integrated from the Nightfall and Wildlife expansions, and a more fluid and complete game system.
At the table, you control two hikers traversing a shared trail through four seasons. You collect natural resources (trees, mountains, water, sunlight), use them to visit parks and collect their cards, take photos of the most beautiful landscapes, and encounter wild animals. Every decision is a trade-off: which path to take, when to stop, which park to visit first. Timing is everything, because the best spots get taken and those who arrive last have fewer choices.
What they say abroad
Parks transforms hiking into strategy without ever losing the poetry of the landscape.
— FroGames
A second edition that doesn't betray the original but enriches it with everything that was missing.
— FroGames
Parks (Second Edition)
The game includes official solo rules that simulate opponents with an automa card system. The experience is complete and the optimization puzzle works perfectly, but of course it lacks the indirect interaction that creates tension over the best spots on the trail in multiplayer.
Your hiker's backpack
What you find in the box
Park Cards
63 American national parks, each with original illustrations and different resource requirements. Acadia, Denali, Yellowstone, Everglades: each card is a destination to reach and a point in the final ranking.
Equipment
Cards that enhance your actions: water bottles for resource bonuses, binoculars for spotting wildlife, better cameras. Each piece of equipment changes your strategy for the rest of the game.
Wildlife
Encounter animals along the trail: bears, eagles, elk, wolves. Each sighting gives you immediate bonuses or conditions for final points. A new mechanic in the second edition that adds variety without being cumbersome.
Campsites
Special spots on the trail where you can stop to fill your water bottle and gain extra advantages. Deciding when to camp is a tactical choice: you slow down but prepare for the next turn.
Recommended sleeves 141 cards in 2 sizes ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 50 × 75 mm | 77 |
| 70 × 120 mm | 64 |
| Total cards | 141 |
In the end, Parks isn't a game about national parks. It's a game about what it means to choose one path over another.
A game in five moments
What happens at the table
Not the rules. The experience.
The start is calm
The first turns are exploratory. Everyone collects basic resources, no one has visited parks yet. The trail is empty and choices seem neutral. Someone immediately buys equipment, someone accumulates for an expensive park.
Someone reaches Yosemite first
Midway through the first season, the first player visits a park and scores points. Others realize that the best spots are taken. The pace changes: you can no longer afford to wait too long.
The trail gets crowded
Second season: everyone competes for the same resources. Those who arrive last on the trail are left with scraps. Campsites become decisive: stopping slows you down, but gives you fuel for the next turn. Choices begin to matter.
The perfect photo
Someone takes a photo at the perfect moment: they visited the right park, with the right wildlife, in the right round. A combo worth 8-10 points. Others bite their hands for not thinking of it sooner. This is the moment you'll remember.
End of the trail
Third season, final turns. Resources are scarce, the remaining parks are difficult or less appealing. Every move is pure optimization. Points are counted: parks visited, photos taken, wildlife spotted, secret objectives completed. Someone wins by two points.
How to play
The flow of each round
Each season is divided into individual turns: move a hiker, collect or spend, then pass.
Choose one of your two hikers and move them forward on the shared trail. You can stop at any free space. Each space gives different resources (trees, mountains, water, sun) or special actions (equipment, camping).
Collect the indicated resources, or buy equipment, or camp to fill your canteen. Some spaces have bonuses if you are the first to reach them. Resources go into your personal reserve.
If you have the right resources, you can spend them to visit one of the available parks. Take the park card, gain its points, and free up the slot for other parks. Some parks give immediate bonus actions.
When all hikers have reached the end of the trail, the season ends. New parks are shuffled, the trail resets, and you start over. After three seasons, the game ends and final points are counted.
Why it's different from others
Six mechanics that make a difference
The trail that progresses
There's no static board. The trail is a line of tiles that changes every season. Those who arrive last have fewer choices, those who arrive first get bonuses. It's a linear and progressive worker placement, not a fixed board.
Two hikers, two strategies
Manage two meeples that move independently. You can send both forward quickly, or use one to camp and the other to rush. The pace is yours, but you need to synchronize them.
Campsites that slow down to speed up
Stopping to camp makes you lose a turn, but you fill your canteen (a wild resource that can be used for any park). It's a tactical choice: you sacrifice speed for flexibility. In tight games, those who camp well win.
Wildlife that rewards timing
Animals appear on the trail each season. If you encounter them at the right time, you get bonuses or conditions for final points (e.g., 'extra points if you visit 3 mountain parks'). They are not mandatory, but those who ignore them leave points on the table.
Photographs that multiply points
Instead of visiting a park, you can take a photo: choose an icon (mountain, forest, desert) and get points for each park you've visited with that icon. A well-placed photo is worth more than a park, but you need to build around it.
Secret objectives that shift focus
Each player has a hidden personal objective (e.g., 'Visit 5 different parks', 'Collect 10 water resources'). This pushes everyone towards different strategies. You don't just win by visiting many parks: you need to visit the right ones for you.
How it ends
How to win
After three seasons (spring, summer, autumn), points are counted. The player who has accumulated the most wins.
Victory points
- Park cards visited: each park is worth points printed on the card (3 to 12 points)
- Photographs taken: each photo is worth points multiplied by the parks with that icon
- Personal objectives completed: each secret objective is worth 5-8 bonus points
- Wildlife spotted: animals give immediate or conditional points at the end of the game
Common mistakes
- Accumulating resources without ever spending them: resources in hand are not worth points, parks are
- Ignoring photographs: a well-placed photo can be worth 15 points, more than two average parks
- Never camping: without a canteen, you lack flexibility and risk getting stuck at the end of the season
- Neglecting the secret objective: it's 5-8 free points if you work on it, zero if you ignore it
Parks is the perfect game for those who want light strategy, elegant competition, and a box that looks like a photo book. Accessible yet deep.
Frequently asked questions
Parks FAQ (Second Edition)
Is it different from the first edition?
Yes, significantly. This second edition integrates the mechanics of the Nightfall (campsites) and Wildlife (wildlife) expansions, updates all illustrations with new artists, better balances equipment cards, and offers a curated selection of the best elements of the series. If you own the first edition, this is still a recommended upgrade.
Does it work well with 5 players?
It works, but it's smoother with 2-4. With 5 players, downtime increases because everyone waits for their turn, and the trail gets very crowded. The solo mode is excellent, 2-3 players is the sweet spot, 4 is great, 5 is viable but not ideal.
How important is it to know American national parks?
Zero. The theme is evocative and the illustrations are beautiful, but no geographical knowledge is needed. The mechanics are solid regardless: each park is a card with resource cost and victory points. The theme enriches, but is not necessary to play well.
Is it suitable as a first eurogame?
Absolutely yes. Parks is a perfect gateway eurogame: simple rules (move, collect, spend), but interesting decisions. It doesn't have complicated mechanics like drafting, combinatorial engines, or deck-building. It's the kind of game you teach in 10 minutes and that works right away.
Is the edition in Italian?
Yes, this Ghenos Games edition is entirely in Italian: rulebook, park cards, equipment cards, wildlife cards. The components maintain the graphic quality of the original with integrated translation.
Parks (Second Edition) is a strategic board game for 1-5 players, designed by Henry Audubon and published in Italian by Ghenos Games. With a duration of 30-60 minutes and a recommended age of 10+, Parks combines worker placement and resource collection in a thematic experience dedicated to the 63 American national parks. The new illustrations by Josh Emrich and Lisk Feng enrich an edition that integrates campsites, wildlife, and the best mechanics from previous expansions. Perfect as a gateway eurogame for families and casual players, but with enough depth to satisfy experienced strategists. Available on FroGames.it

Parks (Second Edition)
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
Absolutely! Secure payments, tracked shipments, and a team that loves board games as much as you do. If something goes wrong, we'll do our best to fix it.
🛠There's a problem with my order, what should I do?
Write to us now! Whether it's a missing part, damage, or an error, we'll help you resolve it as soon as possible. Your experience truly matters to us.


