The Hiker's Journal: An Inside Look at Parks Europe with Designer Henry Audubon

Every great journey begins somewhere. Sometimes it's a trailhead, a winding path, or a place on the map you've always wanted to visit. Other times, it begins with an idea.

With the arrival of Parks Europe, we're setting out on a new adventure, and we thought it was the perfect time to hear from the person who helped bring it to life.

Game designer Henry Audubon is no stranger to the world of Parks. But creating a new experience comes with its own discoveries, challenges, and moments of inspiration. We caught up with Henry to learn a little more about the journey behind Parks Europe, from the first sparks of inspiration to the details he's most excited for players to discover.

So grab your hiking boots (or your favorite spot around the table), and come along for a look behind the scenes.

Finding the Trailhead

Every game starts with an idea, but the path from that first spark to a finished game is rarely a straight line. We wanted to know what first set Henry on the journey toward Parks Europe.

What was your primary inspiration as you were designing Parks Europe?

“It’s hard to know where you’re going if you don’t know where you’ve been, so I began by looking back at the previous editions of Parks. I wanted to understand what worked, what could be improved, and which features are essential to any Parks game. At its core, Parks is about moving hikers down a trail to collect resources and visit parks. Everything else can be reimagined to freshen up the formula.

For example, canteens were a great fit for the summery and autumnal vibes of the original game, but this new wintry setting called for something warm and cozy. In Parks Europe, your player board holds a mug of your favorite hot beverage. You’ll have to choose between drinking it early for quick rewards or letting it steep as you build toward the ultimate prize: a free park!

I also wanted to give the trail a different “shape” from the previous Parks games, one that would signal Parks Europe truly takes place somewhere else. Mattox Shuler, Keymaster’s creative director, told me about the via ferrata, and I was immediately excited to include it in the game. I imagined one running continuously above the trail, giving the hikers a second, elevated path to explore. Players can spend carabiners to “hook in” to the via ferrata above their current trail site and gain access to its bonus actions. This interplay between the trail and the via ferrata provided an additional layer of meaning to each trail site, and it provided the distinct sense of place I was looking for. The via ferrata was the key that unlocked the rest of the design.”

Discoveries Along the Way

Part of the fun of exploring somewhere new is discovering the little things that make the experience memorable. The same can be said for designing a game. From new mechanics to thoughtful details, there's always something that becomes a personal favorite.

We asked Henry which part of Parks Europe he's especially excited for players to experience.

What's your favorite new thing (mechanic, component, card, etc.) in Parks Europe, and why?

“I love the wonder cards! They’re powerful, one-time-use cards that you keep secret from the other players. On your turn, you can play them for bonus actions that catch your opponents off guard. They can help you visit parks that would otherwise be out of reach, get onto trail sites blocked by other hikers, hook in to the via ferrata even when you’re short a carabiner, and much more. Some even have sneaky scoring bonuses if you hold onto them until the end of the game. With wonder cards in the mix, you never quite know what your opponents have up their sleeves.

I’ll also give an honorable mention to the new park cards, which now come in four distinct suits. Collect three parks of the same suit and you’ll claim the matching park prize (as long as one is still available). Park prizes give you an instant reward, plus an endgame bonus that makes each park of that suit worth one extra point. With everyone racing to complete sets, players will be watching the parks row like never before.”

A New Landscape to Explore

Europe is home to an incredible variety of landscapes, cultures, and places worth exploring. Bringing that sense of discovery to the tabletop is no small undertaking.

We were curious how Henry approached designing a game set in Europe, and what guided his decisions along the way.

What was your process for bringing Europe into the world of Parks?

“Europe is vast and varied. Rather than trying to capture every part of it, I focused on designing evocative gameplay systems that connect in different ways to tell stories of grand hiking adventures through Europe’s snowy mountains. Here’s one way the story can go:

You spend a carabiner to hook in to the via ferrata, ascending into the lofty peaks above the trail. The challenging climb earns you useful rewards, but it also fills your pack with snow and leaves you longing for a warm fire. You descend from the mountains and hike to a cozy chalet nearby. There, you enjoy a hot drink and share stories with fellow hikers. Soon the snow melts away from your pack, and your hand fills with wonder cards as you dream about the next day’s adventure.

I’m excited for players to discover their own stories as they play!”

The Journey Continues

One of our favorite things about games is the way they invite us to explore something new, even when we're gathered around a familiar table.

With Parks Europe, there's a whole new journey waiting to unfold. We're grateful to Henry for sharing a glimpse into the creative process, and to the community of players who continue to make the world of Parks such a special place to explore.

Whether you've been adventuring with Parks for years or you're just discovering it for the first time, we can't wait for you to see what's waiting along the trail.

Here's to new places, new discoveries, and the adventures we'll share along the way.

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