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G@mebox author Ralf Togler writes about the game:
Proving Ground is a trick-taking game set in the world of Zanziar. Zanziar is the fantasy world created by the small Finnish publisher Dragon Dawn Games, which is also the setting for various other trick-taking games as well as some of their larger board games. Here in Proving Ground, Orc chieftains prove themselves in battle against rival tribes in a form of kickboxing.
The fights are conducted in the form of tricks. The gameplay initially follows the conventions of standard trick-taking games. This means that the active player plays a card and all other players must follow suit. The trick is then won by the player who has played the highest card. In Proving Ground, however, there is also the option to play two other suits that are adjacent to the suit led. Which suits are adjacent is marked on the cards and is also indicated on two small hexboards situated to the left and right of us, between our neighbouring players.
![]() However, these hexboards do not merely serve to show us the adjacent suits. Rather, they are the central element of the game and a genuine innovation in the realm of trick-taking games. The hexboards also record which tricks have been won. To this end, each scoring hexboards has numerous cut-outs into which white wooden markers are placed whenever a trick is won. The player who wins the trick decides for themselves into which of the adjacent hexboards to place the wooden marker. However, the marker must be placed in an available slot on the action type chosen that matches the suit. If this is not possible on either the player’s left or right, they receive a penalty (more on this later). ![]() In principle, every marker awards victory points – to both neighbouring players. So, in a sense, you are always doing a favour for a neighbouring player when you place a marker on one of the scoring hexboards. However, there is a slight catch. Two of the eight colours are opposed to one another; they are situated opposite each other on the hexboards. And if there is already a marker on one side, a marker on the other side of the same hexboard effectively reduces the victory points. You must therefore always think carefully after each trick about which of the two hexboards to place your marker on. A total of three rounds are played, in each of which a hand containing almost all the available cards is dealt. Naturally, the scoring hexboards gradually become fuller and fuller, and it becomes increasingly difficult to place a marker. This is because between rounds, the scoring hexboards are not cleared; instead, the white markers are simply replaced by orange ones (although, of course, orange markers do not award any victory points). ![]() And this is where the penalties come into play. As mentioned earlier, you receive a penalty if, after winning a trick, you cannot place a wooden marker in a free space of the suit played. There is also a penalty if you cannot play even a single card into the trick. This can happen if you cannot follow suit and either have no adjacent suit or no card higher than the current highest value in the trick. This is because: you may only play adjacent suit colours if doing so allows you to take the trick. In the event of a penalty, you receive penalty tokens – which can lead to an early end to the game and negative victory points – whilst you must also remove orange markers from the adjacent hexboards. The penalty becomes more severe with each round, which makes the game increasingly interesting. ![]() For me, Proving Ground is one of the most interesting trick-taking games of recent years. The concept involving the two hexboards is highly innovative and works exceptionally well in practice. Even though I know the game’s designer very well and all his trick-taking games to date have featured interesting elements, I would describe Proving Ground as the strongest game in his trick-taking series so far. By the way: if you just want to give the game a quick try, you should definitely play through to the second round, as that’s when things really start to get exciting. Highly recommended for trick-taking players. | ||
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Copyright © 2026 Ralf Togler & Frank Schulte-Kulkmann, Essen, Germany | ||