More gaming with nearby friends.
This evening's only game was Spirit
Island, which I've been
havering over where to keep for a while. I enjoy it, but it's never
really grabbed me the way Flash Point has.
This evening was different. Three players, all easy spirits
(Lightning, River and Shadows; River used the standard power
development list, the others didn't.) And something about it made it
all fit together: I can do this, which will affect that, so that can
then be knocked down by the other thing, and so on.

We didn't pay much attention to map board boundaries, which probably
helped; I had my own region under control relatively early and was
able to lend a hand elsewhere, and River got everywhere. We managed to
get a decent Fear treadmill going, and once that was happening we had
a Fear card in most rounds.

We won at terror level 2 with no settlements left, though admittedly
there were only two Blight still available. It could clearly have gone
horribly wrong. But it didn't, and our sprint for victory was successful.

With no insult intended to the more experienced players with whom I've
played this before, I think it helped not to have any advice
available; rather than getting down into just the tactical details, I
also had to plan ahead, not only for what I could do but
also for what my fellow spirits would do.
At least for now this has moved back out of the "maybe move it on"
pile, and I'll give it a try with some more complex spirits.