Hi. I finally got Spirit Island from the KS a couple days ago. I would like to give this game great use, but my options are limited (my FLGS ceased to exist a few months ago, and I live a bit far away from other prospective players (not plane distance, but not walking distance either). So I guess my main options would have to be solo or the classic "two player solo, what do you mean -- schizo?" stuff.
I have the full thing, 12 spirits, 4 adversaries, 8 scenarios (if I've counted correctly).
Anyway, first to see if I have things right, I'll do a mock train of thought. Game is about to start. I am Vital Strength of the Earth (I picked randomly among the low complexity spirits), on board B (again, random pick). I have a Sacred Site on b7, and a single presence on b8 as per setup. Initial exploration was on Mountains (more randomness).
First is growth: Option 1 seems useless because of reclaiming all my zero cards in the discard, but there is some consideration here for the long distance presence (which would mean I can put influence anywhere on my board, and in other boards if they exist). Second option gives me another power. I don't know how to feel about that. The only sensible option would be to put presence on b8, and I don't seem to particularly need a second sacred site there.
So we come to the right pack. This seems to be the best one for now. I get to add presence in a new spot. A good choice seems to be b4 for range. I also gain two energy, which is good, because my powers are quite expensive).
Now I can get that presence from the Energy track, or the Plays track. Energy seems better for me right now. Although maybe trying to get quickly to 2 card plays would be a sensible option, for Gift of Strength. So, three more energy (total 5) and one card play. We're expecting building in the Mountains, and Exploratioon somewhere else. My first thought is that b7 is taken care of itself with Earth's Vitality (though that is for next turn, this turn there is no ravage). I cannot trigger Gift of Strength with one play.
Guard the Healing Land can fix the blight on b4, but too passive, better next turn somewhere else. Pass. A Year of Perfect Stillness is a good option to stop the building on, say, b2. Rituals of destruction can destroy the newly built town in b7, so that's something. And draw of the fruitful Earth lets me move people somewhere, more useful when I've seen where the next explore is, but then I don't prevent a build, only a ravage.
I play A Year of Perfect Stillness and target b2. New town appears on b7, and some dudes appear somewhere else. I have two energy remaining.
Did I get this right? (Ruleswise. I may have made bad choices, but for now I'm concerned with playing right. Playing well comes next.)
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Next thing: I've read somewhere about a notation being somewhat developed. I love game notations, the problem with this game is that so many power names and fear cards and later events and all that don't lead too well to notation. It seems useful, but not really compact. We'll see. :)
My final question for now, (at least until I get some plays) is whether there's more adversaries / spirits to come, and if so, the only adversaries can come from the ones that have a flag on the map in the rulebook? (I am technically from a country that is in this map and has not an adversary yet, but on heart I am from a [s]region[/s] country that doesn't have a flag there. Political turmoil. It's not only for the 17th century.
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That's all for now. This seems to be quite the wall of text, sorry. I hope to learn a lot about this awesome game.