Parks and recreation.
Let's get this out of the way first. This is the most beautiful game I own. From the wooden tokens, to the box inserts, to the gorgeously designed park cards themselves, everything is a visual delight. Better than that, the artwork doesn't get in the way of the graphic design, so once you've mastered the simple iconic language it's pretty clear what does what. My dimly lit pub photos simply can't do it justice.
So, does the game match up to its promise? Absolutely.
Each player controls a team of two interpid hikers. In this age of social-media-led bragging rights, you aim to have the best year in the outdoors by visiting the most US national parks. And what do parks mean? Points! You can also get additional points by taking Instagram worthy snapshots.
In each of the four seasons, your team trundle along a varied trail of mountains, forests, rivers, and valleys, gathering resources. Land on a mountain, take one home with you! Steal a tree from the forest! Put a sun in your backpack! Steal a bear (animal pieces are ... wait for it ... wild!)! This old Scout's creed of leaving nothing but footprints, taking nothing but photographs doesn't quite apply here, but I'm sure we can pass that by and find another thematic spin on this element. .
When a hiker reaches the end of the trail, they can either buy cool gear to help them on future treks, visit a park by paying its resource cost less any particular bonuses they hold, or "reserve" a park by taking it from the supply with the intent to visit it when funds allow. Different parks give you different amounts of bragging rights, so this is sometimes a good option to prevent an opponent from grabbing a high-scoring one.
However, to really appreciate the outdoors you need solitude, and no hiker (even your own) can share a space with another player. Once you've gone down the trail, there's no turning back either, so every turn you're having to decide whether to forgo a particularly useful resource another piece is hogging, or move your other piece hoping that space will come free. You can only share a space if you can light a fire, and once used up that ability is extinguished until one of your hikers reaches the end. Knowing when to burn the fire card is probably a useful strategy in this game.
Every player also carries a canteen with them to fill up on the way, because dehydration is not fun or clever in the wilderness. If you find water, you can fill it up, and get a bonus. You can carry as many canteens as you can obtain. It's evident that the key to getting the higher-scoring parks is to use canteens in combination with gear cards and the particular rules in play in each season (each of the four changes the rules slightly), as every effect affects everything so you can get multiple combos if you're cunning.
The game was really easy to teach and after the first season the four people I was playing it with had grasped the basic mechanics. It plays pretty fast, helped by the no-man-left-behind rule meaning that when all but one of the hikers has reached journey's end, the remaining one is airlifted to the end space too. Getting the balance between moving quickly along the trail to nab favoured resources and lingering to block others was satisfyingly tricky, and on at least two occasions I damaged my chances by moving too fast. The range of possible combinations of cards, resources, and special rules means each round plays differently. Grabbing a coveted park the guy to my left had been after for ages was a particular highlight too!
It's a fun game with clever mechanics and strategy whilst not being too heavy. And did I tell you how beautiful it looked? Recommended.