The Golfing Card Game
by Kenneth P. Langer
Players compete to get the least number of strokes on a golf course made of cards. The game can include special swings, hazards, and traps.
Creator: Kenneth P. Langer
Publication Date: March 2024
Retail Price: TBD
Edition: First
The Cards
Course Cards - create the course for each hole or round. Includes Hazards.
The Green - the card with the destination hole to be placed at the end of every course. Players on The Green are safe from all traps.
Distance Cards - determine the distance of the hit of a ball based on the type of golf club used. Includes Skill Shots and Traps. The types of golf clubs are:
The Driver
The Iron
The Wedge
The Putter
Ball Card - designed to be cut into four pieces or "balls" which can be used to mark the hits on the Course Cards.
Object
The object of the game is to be the player with the least number of strokes at the end of the game. The game is played in several rounds–usually 9 or 18 rounds or "holes". In each round, the object is to be the first player to get their ball into the hole on the Green before all the other players.
Players
1-4 people can play though more people can play with additional markers or "balls". The game can be played solo in an effort to get the lowest personal score or it can be played with as many as eight people.
Preparation
Choose how many rounds you wish to play in the game. The standard in golf is 9 or 18 rounds but any number of rounds can be played.
Choose whether or not Hazards will be included in a Course. Remove Hazard Cards from the Course Cards, if desired.
Choose whether or not players will be given a "handicap" number for the Hole.
A handicap allows a player to come within a certain number of spaces from the hole and count it as in the Hole.
Any number or all players can play with a handicap.
For example, without a handicap a player must land on the Hole space on the Green by exact number. With a handicap of 1 a player can land +/- 1 space from the hole and still count it as "in the hole".
For each Round:
Choose a par for the hole (3-5 is the standard).
Shuffle the Course Cards and pick the number of cards chosen for the par.
For example, if a Par 3 is chosen for the round then three Course Cards are picked.
Either lay out the three Course cards in a horizontal line or use a score card and add up the number of spaces on each card. The Ball Cards or other markers can be used on the Course Cards or numbers can be subtracted on the score card as hits are made.
Add The Green at the end of the horizontal line of Course Cards or separately mark an additional five points on the score card.
This line of cards is called The Course.
Place your ball or marker just before the first Course Card (on the opposite side of the Green).
To begin, each player should get five Distance cards in hand.
Place the remaining cards on the table face down to make a Draw pile.
Leave room for a Discard pile. Cards placed in the Discard pile are placed face down.
Play
For each round, take one card from the Draw pile and place it into your hand.
You can then either play one or more cards (Take a Shot) from your hand or discard a card.
Do not discard a card if you have less than five cards in your hand. You cannot have more than five cards in hand at any time.
Cards cannot be taken from the Discard pile.
Taking A Shot
In order to Take A Shot down The Course, one or more cards must be placed face up on the table in front of the player according to the following rules.
Only matching types of golf clubs can be used in a single Shot.
For example, a Shot with a Driver can only be done with other Driver cards.
Some Shots can combine several similar clubs and some clubs have further restrictions.
The Driver can combine 1-3 cards and cannot be used on Hazards,
The Iron can combine 1-2 cards and cannot be used on Hazards.
The Wedge can only use one card and can be used on Hazards.
The Putter can only use one card and can only be used on The Green.
To make a Shot, you can call out "Fore" if you wish and then lay down the cards chosen for the Shot.
Move the ball up the Course according to the total number of the cards used.
A ball cannot go beyond the total number of spaces in The Course.
Collect the cards together used for the Shot and place them to side. This will count as single Stroke for scorekeeping.
Making The Hole
If you land in the Hole space on The Green by exact number (unless you have been given a Handicap), you have sunk your ball in the hole and the Round is over.
Scoring
The winner of a round counts the number of Strokes used to sink the ball.
The remaining players in a round count the number of strokes taken so far and add one more stroke for each Course card the player is away from The Green.
For example, if a Round ends and a player already has taken 2 Strokes with their ball on the first of three cards away from The Green then that player must score the 2 Strokes + 3 for a total of 5 Strokes for the Round.
Winning the Game
At the end of the chosen number of Rounds, the player with the lowest total of Strokes in all Rounds is the winner.
Special Cards
Hazards
Hazards are optional cards included in the Course cards.
Hazards are obstructions that may appear on the Course.
Only the Wedge can be used to get through a Hazard.
Some Hazards have special rules.
Hazard Cards:
The Windmill
Construction
The Dog Leg - requires a turn in the Course.
The Sink Hole
Boulder
Building
The Bridge
The Pond - if a ball lands in the Pond it must go back to the card before The Pond.
The Target - The ball must land exactly on the Target in order to go on to the next card.
Skill Shots
Skill Shots are optional cards included in the Distance Cards.
Skill Shots are special types of hits each with a special rule.
Skill Shots can be played at any time.
Skill Shot Cards:
Power Shot - the ball is immediately put into the hole from wherever it is.
High Fade - The ball is immediately placed on the first space on The Green which counts as one stroke.
Slice - The ball is placed forward one half of the distance to the hole which counts as one stroke.
Traps
Traps are optional cards that one player can play against another player.
If a Trap is played, a player's turn is then over.
Each Trap has a special player that immediately is applied to the player given the card.
Traps can be played at any time.
Traps:
Light Wind - The player's ball is put back 2 spaces on the Course.
Trees - The player's ball is put back 3 spaces on the Course.
Heavy Wind - The player's ball is put back 5 spaces on the Course.
Sand Trap - The player's ball is put back 10 spaces on the Course.
Water Trap - The player loses a turn.
Sudden Rainstorm - The player must discard all the cards in their hand.
Variations
Mini Golf
A mini golf game can be created by separately using all nine of the Hazard cards for each of nine Rounds.
For each Round, The Green should be placed at the end of one Hazard card to create the Course.
Only one Wedge card at a time can be used for each Course.
All rules of the Hazard must be followed.