You’ve seen the box. It’s hard to miss. That iconic, linen-finish cover featuring the towering red rocks of Bryce Canyon or perhaps the misty peaks of the Smokies, courtesy of the Fifty-Nine Parks Print Series. For a lot of us, Parks board game second edition isn't just another box on the shelf; it’s a vibe. It’s the game you pull out when you want to convince your non-gamer friends that this hobby isn't just about spreadsheets or killing goblins. But beneath that gorgeous art, there’s a real game with real mechanics—and some specific tweaks that happened when Keymaster Games moved into the second edition printings.
Honestly, the term "second edition" in the board game world can be a bit of a misnomer. We aren't talking about a massive rules overhaul like you’d see in Warhammer or Dungeons & Dragons. With Parks board game second edition, it was more about refinement. It was about fixing those nagging little component issues and streamlining the rulebook so you aren't scratching your head while trying to explain "weather" to your aunt on Thanksgiving.
What actually changed in the Parks board game second edition?
If you’re hunting for a copy today, you’re almost certainly getting the updated version. The biggest shift wasn't in how you move your hikers, but in the physical quality and the clarity of the icons. In the original run, some players found the "Year" cards a bit unbalanced. You’d get a goal that was nearly impossible to hit while your opponent cruised to five easy points. The newer printings subtly addressed these distributions.
The components. Man, the components.
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Keymaster doubled down on the tactile feel. We’re talking about those wooden tokens—the little blue water droplets, the suns, the mountains, and the occasional wildlife. They feel substantial. In the Parks board game second edition, the storage solution (designed by Game Trayz) became the gold standard. It’s one of the few games where you don’t feel the immediate urge to throw away the plastic insert and buy a third-party organizer. Everything has a home. The resource trays look like little logs. It’s tactile. It’s satisfying. It works.
Why the gameplay loop still hooks people (and where it trips them up)
The core of the game is a "point-to-point movement" mechanic. You have two hikers. You’re walking a trail. You want to get to the end, but if you rush, you miss the resources. If you dawdle, someone else takes the spot you need. It’s a game of polite friction. You aren't attacking your friends, but you are definitely taking the last "Mountain" token they needed to visit Yosemite.
That’s the tension.
It’s easy to learn. Seriously. You move a hiker, you take the action on the tile. Done. But the strategy emerges in the gear cards and the canteens. Canteens act as your engine; you pour water into them to trigger extra actions. Gear cards reduce costs. If you ignore gear, you’re going to struggle in the "Winter" season when everything gets more expensive. Most new players make the mistake of just hoarding resources to buy the biggest park cards immediately. Don't do that. You’ll run out of steam.
The Wildlife Factor
Let's talk about the brown wooden cows—er, bisons. And the bears. And the deer. In Parks board game second edition, the wildlife tokens are "wild" resources. They are the gold of the game. You can use them in place of anything else. Finding a tile that lets you swap a basic sun for a wildlife token is usually a top-tier move.
Wait, I should mention the camera.
The camera is a weirdly pivotal piece of plastic. It costs two inspiration (photos) to take, but once you have it, taking pictures only costs one resource instead of two. In a game where resources are tight, that's a massive economy swing. If someone gets the camera early and camps on it, they’re going to generate a lot of "passive" points that are hard to catch up with.
How it stacks up against the expansions
You can’t really talk about the base game anymore without mentioning Nightfall and Wildlife.
Nightfall is essentially mandatory for people who find the base game too "simple." It introduces new Year cards that actually provide meaningful points and adds the "Camping" mechanic. If you’re playing the Parks board game second edition, adding Nightfall makes the trail feel more alive. It adds more choices without bloating the playtime. On the other hand, Wildlife introduces a wandering big game animal and more "instant" rewards. It’s fun, but it adds more randomness. If you like your strategy tight, stick to Nightfall.
The "Coffee Table" criticism
Is it just a pretty face?
Some "hardcore" gamers dismiss it. They call it "shallow." They say the art does the heavy lifting. They aren't entirely wrong—the art is the heavy lifting—but that doesn't mean the game is bad. It’s a "medium-light" game. It’s not Terraforming Mars. It’s not Gloomhaven. It’s a game meant to be played with a drink in your hand and a playlist of folk music in the background.
The depth comes from timing. Because you have two hikers, you have to manage two different positions on the board. You might use your first hiker to block an opponent while your second hiker slowly mops up the resources you actually need. It’s subtle. It’s not flashy.
Expert Tips for your next trek
If you want to actually win—not just look at the pretty pictures—keep these things in mind:
- Prioritize the Canteen: On the first turn, if you can get a canteen and fill it with water, do it. The extra actions they provide over four rounds are what win games.
- Don't sleep on the Gear: Try to get at least one gear card by the end of the second season. Look for cards that make "Visiting a Park" cheaper.
- The "End of Trail" rush: The first person to reach the end of the trail gets the best picking of the bonuses. However, the last person on the trail gets to take every single remaining action they want. If everyone else has finished, you can move one space at a time and vacuum up every resource left on the board.
- Watch the Weather: The weather patterns (introduced in the second edition's clearer rulebook) add resources to specific tiles. Plan your move based on where the suns and rains are going to land.
Final thoughts on the journey
The Parks board game second edition is a rare beast in the gaming world. It's a licensed product that actually respects the source material—in this case, our National Parks. It’s a game that feels like it was made with love. From the magnetic clasp on the box to the fact that every single park card has a little factoid about the location at the bottom, it's a complete package.
It isn't perfect. The luck of the draw on the gear deck can sometimes screw you over. Sometimes the park cards you need just don't show up. But when you’re sitting there, looking at a tableau of Acadia, Zion, and the Grand Canyon, it’s hard to be too upset about a bad card flip.
Actionable Next Steps
- Check your version: Look at the back of your box. If it has the Game Trayz logo and the updated Year card descriptions, you’ve got the definitive version.
- Sleeving cards: If you play this a lot, sleeve the Park cards. They are large and unique, making them hard to replace if they get frayed.
- Expansion path: If you’ve played five games and feel like you’ve "solved" it, buy the Nightfall expansion immediately. It fixes the only real flaw in the game (the weak Year card scoring).
- Solo Mode: Don't ignore the solo mode. It uses an "automated" hiker (Rangers) that is surprisingly challenging and great for learning the gear synergies without the pressure of a group.