Skip to activities
← Back to games

Cards & table / Your play guide

PARKS

Choose when to linger and when to move ahead on a changing trail, collecting resources for illustrated national parks.

2–5 peopleFour seasonsOriginal PARKS base box with trail sites, two hikers per player, resource tokens, Park/Gear/Year/Season/Canteen cards, camera and campfires; rulebook version 1.2.
A player moves a hiker along scenic trail tiles beside wooden resource tokens.
In this guide

The quick version

On your clockwise turn move either hiker any distance forward to a site whose full action you can perform, or to Trail End. You cannot move backward. To enter an occupied site, even one with your other hiker, extinguish your lit campfire.

Get ready

Saved on this device only — clearing your browser's cache or site data removes them (no account backup).

Prepare the table

Use the original base game, without expansions. Reveal three Park and three Gear cards from their separate shuffled decks. Give everyone one random Canteen and a Year objective; experienced players may choose one of two Years. Shuffle Seasons and reveal one. Place each player's two hikers at Trailhead and give them a lit campfire. Choose a first hiker; the player on their right receives the camera.

Shuffle the five basic sites with one random advanced site; also include the marked four-player site with four or five players. Lay them between Trailhead and Trail End. From the second site onward place the Season's repeating weather-token pattern, stopping before Trail End. Apply the Season's stated effect.

Play a turn

On your clockwise turn move either hiker any distance forward to a site whose full action you can perform, or to Trail End. You cannot move backward. To enter an occupied site, even one with your other hiker, extinguish your lit campfire. Without a lit fire you cannot share. Take any weather token there before the site's action.

Basic sites provide a forest, mountain, two sunshine, two water, or a choice of drawing a Canteen versus paying two tokens for a photo and taking the camera. The extra four-player site gives sunshine and water. Advanced sites exchange one token for wildlife; exchange a non-wild token for another non-wild token up to twice; reserve/visit a Park or buy Gear; or spend water to copy another occupied site's action.

Wildlife substitutes for resources when visiting Parks, buying Gear, taking photos or paying the copy-site cost, but cannot fill Canteens or participate in ordinary token-for-token exchanges. Newly gained water may fill an empty Canteen immediately to use its effect; stored water cannot. Water on a Canteen stays unavailable until season end. Keep no more than twelve loose tokens at turn end.

At Trail End first relight your campfire, then choose an action. Reserve takes one visible Park or the deck's top Park into your personal reserved row; the first reserver gets the first-hiker marker. Buy Gear spends its sunshine cost for an ongoing ability and any immediate effect, then refills the display. The first buyer gets a one-sun discount with two or three players; the first two buyers do with four or five. Visit pays a visible or personally reserved Park's cost to add it to your scoring area, refilling a shared vacancy.

A camera holder pays one token per photo instead of two. Photo actions granted elsewhere do not automatically move the camera. When only one hiker remains on the trail, that hiker must go straight to Trail End and act. After all finish, camera holder may buy one final photo for one token. Empty Canteens, return hikers to Trailhead, shuffle all current sites with one more advanced site, reveal a new Season and weather, and start with the first-hiker holder.

Finish and score

After the fourth season's final photo, add visited Park points, one per photo, your achieved Year bonus and one for holding first-hiker. Most points wins, then most visited Parks; share any further tie. Reserved but unvisited Parks do not score.

Host the first game

The Reddit PARKS discussion praises its resource planning and approachable theme, with players also calling out more depth than its artwork initially suggests. Point out the last-hiker rule before anyone plans to collect every remaining site; another player's early finish can close that opportunity.

Already know the game?

Ideas & Twists

Choose a variation together before you start.

PARKS · See main rules

Original STUDplay house twist

Public year

Reveal everyone's chosen Year objective during setup. It remains personal and scores its printed amount.

PARKS · See main rules

Original STUDplay house twist

Light packs

Reduce the end-of-turn loose-token limit from twelve to ten. Water on Canteens remains outside the loose supply.

PARKS · See main rules

Original STUDplay house twist

One reservation

You may hold at most one unvisited reserved Park. To reserve another, first visit the old one on an earlier action; you cannot replace or discard it.

PARKS · See main rules

Original STUDplay house twist

Known seasons

Reveal all four randomly selected Season cards before play and put them in a fixed order. Apply only the current Season's effect and weather.

PARKS · See main rules

Original STUDplay house twist

Trailhead provision

Before the first season, each player chooses one water or sunshine token from supply. A starting water goes into loose supply and cannot fill a Canteen until newly gained through a later action.

About this guide

Requires the named physical game and its supplied components. Rules are paraphrased teaching guidance; keep the box's cards and reference diagrams beside the table. Original STUDplay house twists are optional, untested suggestions rather than publisher rules. Agree one before setup; unchanged rules still apply.

Ready for something different?

Find another game →

Saved on this device only — clearing your browser's cache or site data removes them (no account backup).

Turn on JavaScript to see games saved in this browser.

How we play

Four letters. One way to show up.

Show up.

Bring the effort or the willingness to join.

Try stuff.

Take the shot, try the Twist, join the round.

Uplift the group.

Include people and keep the room moving.

Do it fair.

Call it clean and respect the group.

STUD Sportsmanship

All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

Socialize. Play. STUD.