My game group got innovations a couple of weeks ago. We have one member who is convinced the game is 100% luck, and that getting metal working early guarantees victory. I have only played 4 games, but I can already tell this is not true.
So I proposed we play a series of games, base game only, 4 players with teams. In this series, we play a minimum of 11 games. Must win series by 2. He always starts with metalworking plus random card. Everyone else gets random cards.
So, with these parameters, any thoughts on best strategies for neutralizing the early benefits of him running amok with metalworking?
Last night, my team got off to a rocky start, and the other team jumped to an early lead with a metalworking on turn 1, and great draws while dogmaing it (the guy who holds the metal working belief was not in the game). They managed 5 achievements to our 1. I managed a victory by escalating up the tech ladder rapidly, getting to the 10s, scoring some 10s quickly for both me and my partner, and depleting the 10 pile. We won on point count when we couldn't draw a 10 or higher. Not sure this is strong enough to win in the proposed series.
My hope is to just illustrate that there is a lot more to the game than he is seeing, and keeping this game in regular rotation at our game nights.
Any thoughts for us before our series begins? Me and my team mate are pretty strong as far as game thinking goes, but we are all Noobs at the game itself.