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National parks with kids: what to do in the dead zones

Every packing list for a national park with children says the same two things about signal. Download the offline map. Download some podcasts. Both are correct and neither one helps at seven in the evening, when the map has done its job, the podcast has finished, the kids have been in a car seat for two hours and there is still no way to look anything up. The gap in park advice is not navigation. It is the hours of company you have to supply yourself, and this is a guide to filling them, with MileSmile handling the part where somebody has to keep asking the questions.

Where the signal actually goes

Parks lose coverage in predictable places, and knowing them means you can prepare for them rather than be surprised.

Canyons and valleys are the obvious ones, because the rock is between you and everything. Dense forest thins a signal badly. Long park approach roads often have nothing at all for their whole length, since there is nobody living along them to build a mast for. Campgrounds are frequently placed exactly where a signal cannot reach, which is part of why they are pleasant. And the visitor centre car park usually has one weak bar shared by everyone in the car park, which behaves worse than no bars at all, because everything tries and everything times out.

The pattern worth internalising: you get coverage at the gateway town and at the gate, and then you should assume you have none until you come back out.

The three dead zones that matter with kids

The drive in

This is the longest one and the least planned for. The approach road to a big park can run an hour or more from the last town, and it is nearly all trees, switchbacks and view. Adults find that restful. A six-year-old finds it identical to every other stretch of road, only with more corners.

The shuttle queue and the trailhead car park

Twenty to forty minutes of standing about, usually in the sun, usually after everyone has already been sitting down. Nobody plans anything for this window and it is the one that produces the first real argument of the day.

The evening

Dinner is done, it is not dark enough to sleep, there is no screen worth looking at and the adults are tired in a way the children are not. This is the window where a family either has something to do together or splits into people waiting for bedtime.

What to load before the gate

Do all of this on the town wifi, not on the approach road, where the signal is already going.

  • The park's own app and map. Most large parks publish one, and its offline map is better than a general map app because it has the trails, the shuttle stops and the toilets.
  • A general offline map of the region. For the drive back out and for the town you will want dinner in.
  • Music, and one long thing. An album per person and an audiobook or podcast series that survives more than an hour.
  • One film per child. Not for the park. For the drive home in the dark, when everything else has been used up.
  • Questions and their voice. If you are bringing a conversation game, this is the part that has to be downloaded, not just installed.

The last one is the one people skip, because a conversation game feels like it should not need anything. It does. A game that writes you a fresh question is asking a server for it, and the server is not reachable from a canyon floor.

The car hours nobody plans for

Add up a park day honestly and a surprising amount of it is spent in the car. The drive in, the drive between the trailhead and the viewpoint, the drive to the campground, the drive back out for supplies because you forgot something. Those hours have a shape that most activities do not fit: everyone is strapped in, facing forward, unable to hold anything for long, and the person who knows the most about entertaining this particular group is driving.

This is exactly the problem MileSmile's Car Mode is built for. The app reads a question out loud, everyone answers, and the driver moves to the next one with the buttons already on the steering wheel. Nobody holds a phone, nobody looks down, and the driver is a player rather than an unpaid host.

For that to work in a park it has to be downloaded first. In the app you set a topic or a deck to audio, which saves both the questions and the recorded voice onto the phone. After that Car Mode carries on through the entire approach road with the phone in flight mode if you like. Setting it to text instead saves only the questions, which is lighter and fine for a passenger reading them out.

How much to bring

For your own topics the app keeps between 20 and 100 questions ready, adjustable in tens. Twenty is enough for a school run. For a park weekend, put it up near the top, because the whole point is that you cannot top it up once you are inside. Ready-made decks download whole, and you can keep up to 25 of them on the phone at once, so a couple of packs chosen for the ages in your car covers a long trip.

The audio takes the most room. Where it can, the app tells you roughly how big the download is before it starts, and Settings has a row showing about what the downloaded audio currently uses, which removes the lot once you confirm. Removing the audio keeps the questions, which is what you want when you are freeing space for photographs on day three.

Playing with a mixed-age group

The hardest thing about park trips is the age spread. A four-year-old, a nine-year-old, two adults and a grandparent do not share a game.

Two things help. First, choose questions that have no wrong answer, so nobody is losing. Unpack It asks the group to talk about something you have all just done, which on a park day means the trail you just walked, and a four-year-old is as qualified to answer that as anyone. Second, use a game where being wrong is funny rather than embarrassing. What Would I Say? asks everyone to guess how one person would answer, so the child who guesses their grandfather correctly wins something better than a point.

Quick Quiz and Fact or Fiction are the ones to save for when the group has energy. They have right answers, which is exciting when everyone is fresh and dispiriting at the end of a long day on the trail.

The evening without screens

After dinner is where a park trip is either memorable or merely long. The advantage you have is that nobody can check anything, which removes the escape route that ends most family conversations at home.

Set a topic to the trip you are actually on. In MileSmile that is a default topic called Our Trip Right Now, and it is worth using rather than something generic, because the answers become the thing you remember about the week. Ask the questions off the screen with the phone face up on the table, or let the voice read them if you have downloaded it. Ten questions is plenty. Stop before anyone wants you to.

Do not try to make this a long structured evening. The version that works is short, ends early and gets asked for again the next night.

What will still not work

Two honest limits. The microphone button, the one you tap to say which game you want or to name a new topic, needs a connection, so inside the park you choose from the screen instead. And saved questions run out. If you play through a whole approach road and a whole evening on twenty saved questions, the app will tell you that is all it kept and ask you to reconnect. Setting the number higher before you leave is the entire fix.

The gate checklist

Before the gateWhy
Park app plus offline trail mapTrails, shuttles and toilets that a general map lacks
Regional offline mapGetting back out, and dinner in town
Music and one audiobookLong stretches where nobody wants to talk
One film per childThe drive home after dark
Conversation topic set to audioCar Mode keeps reading with no signal
Question count raised toward 100You cannot top it up inside the park
Everything charged, plus a power bankSearching for signal drains a battery fast

One last thing about the signal

Turn the phones to flight mode once you are past the gate. A phone with no coverage spends the day hunting for a mast, and the hunting is hard on the battery, and the hunting buys you nothing, because there is nothing to find.

It also settles the question for everyone. Nobody is checking anything because nobody can, and the week turns into the one where your children talked to you for four days. That is not a downside of the dead zone. It is most of the reason people drive that far in the first place.