Game designer Uwe Rosenberg has managed to make a reputation for himself with two very distinct genres of board games – very complex, low-randomness games of worker placement and resource collection, often with rulebooks running twenty pages long; and light puzzle games that ask you to fill out your personal board with Tetris-like pieces while achieving certain side goals. I’m not a huge fan of the former, other than his original Agricola, but I like the latter quite a bit, including the first one, the two-player Patchwork. He’s followed that up with the “puzzle trilogy” of Cottage Garden, Indian Summer, and this year’s Spring Meadow. The first two now have app versions – I presume the third is in development – and, since I have the physical version of Cottage Garden, I decided to start with the app version of Indian Summer (android • iOS), and report that it’s pretty good across the board.
The basic move in Indian Summer is to place one of five tiles in your personal queue on to your 8×9 board, which is divided into six segments. The tiles can cover three, four, or five spaces at once, and every tile has a single ‘hole’ in it that allows anything printed on the board to peek through after you’ve placed the tile. When you place tiles to cover an entire segment (12 spaces), you then gain any treasures that appear through the holes in those tiles – berries, nuts, mushrooms, and feathers, each of which grants you some special ability. When one player fills out his/her entire board, that becomes the final round, after which players will get one more chance to play their nuts (#phrasing) before the scoring. You get one point for every space covered, up to 72, and then one bonus point for every nut you have left over.
The treasures are the key to the game, of course. Playing a feather lets you place an additional tile on the same turn. Playing a mushroom lets you place the first tiles in the queues of any two opponents. Playing a nut lets you place a squirrel tile, covering a single space, anywhere on the board. Playing a berry lets you refill your queue from the main supply before the automatic refill that occurs when your queue is empty. You can also trade up that chain at a 2:1 ratio, such as two berries for one nut, or down at a 1:1 ratio, such as one feather for one mushroom.
If you create certain three- or four-hole patterns with the tiles you place, you can place a bonus animal tile that matches that pattern and then score the treasures a second time. Since every board has just one feather on it, this is the obvious way to score a second feather – place tiles in a way that the feather is visible and part of a pattern matching an animal tile. There are even four animal tiles that come with a treasure of their own, one of each type, of course.
The app has run extremely well for me so far and provided sufficient challenge with the AI players to keep me playing. The tutorial could be better – it’s goofy, but didn’t make all the rules clear, especially not with the animal tiles – but I figured out the rules with some trial and error as well as one check in the online rulebook. The colors are fantastic, and using the app to move and rotate or flip pieces is intuitive. You can also easily click to see opponents’ boards, but the app is smart enough to give you a tiny thumbnail so you can see at a glance how close each opponent is to covering all 72 spaces.
The AI skill levels seem to vary by the amount of time the app gives itself to decide on its next move; the hard AI players can easily take ten seconds to decide on a move, which is weird but actually reassuring in a way, as (I assume) the AI player is running through a huge list of potential moves before settling on one. I can beat the hard AI players about half the time, but the main challenge is finishing the board first because the AI players clearly favor that goal, with adding animal tiles their second criterion. It’s easy to get the shaft because an AI player filled out its board and triggered end-game, especially if you were the first player to go, since then you don’t get to place any other pieces beyond the one-space squirrels. I’ve noticed more than one instance where an AI player could have ended the game (I think) but chose not to do so, which seemed suboptimal when it happened – not for me, though, as I appreciated the extra turn.
The app has a great undo function that rolls everything back to the start of your turn, which is great for trying different scenarios out to see what has the best outcome. It seems to follow strict and not entirely necessary rules about using those optional actions; for example, if you’ve played a berry to add tiles to your track, you can’t then decide to play a feather to place two tiles on this turn, which doesn’t make much sense to me. That also means you can’t place a tile, play a berry, then place another tile.
I think I still prefer Patchwork as a game for its simplicity and the pure two-player experience – Indian Summer plays two to four – but this is very solid, and it’s a bit simpler than Cottage Garden too. My lone complaint with the game, rather than the app, is that the scoring is so tight that it does feel like the winner is often determined by the randomness of the draws, both what board you get and what tiles appear when. Since you can’t win if you don’t fill out your board, it’s a bit of a race as well. I’ll keep playing this one but I don’t think it’ll replace Patchwork for me any time soon. It does mean I need to pick up Cottage Garden’s app, though.