Golf Cardz: Scramble — Full Rules
Two golfers. One best shot. Golf Cardz: Scramble is the scramble format in a deck of cards: both partners play a shot card on every stroke, and the team takes the best one. No clubs, no green fees — just golf. These are the full rules; the short version lives on the two Quick Rules cards in the deck.
What you need
- The deck: 18 Hole cards, 34 Shot cards, 2 Quick Rules cards.
- 2–4 players. Team scramble (2 vs 2) or a 2-player duel.
- A pencil and a scorecard — any scrap of paper works; record strokes per hole.
- Two spare golf tees (or coins) per side for Psyche-Out tokens.
Goal
Hole out in as few strokes as you can. Lowest total score wins a stroke-play round; in match play, whoever wins the most holes takes it.
Setup
- Shuffle the Shot cards and deal 5 each (teams) or 6 each (duel). Keep the Hole cards face down in their own pile.
- Each side gets 2 Psyche-Out tokens per 9 holes (in teams, the captain holds them).
- Pure Strike and the Mulligan start in the deck like any other card — they're special when played (below).
Each hole
Flip the top Hole card and read it out loud: the par, the balls to the pin (par 3 = ●●, par 4 = ●●●, par 5 = ●●●●), and the hole's quirk. The quirk applies to everyone, all hole. Your ball starts that many balls away from the pin.
Each stroke
- Play two. Both partners each play one Shot card face down, then flip them together. In a duel, play two of your own.
- Pick one. The team chooses ONE of the two shots — that's the stroke. Both cards are spent.
- Move. The picked card flies its ball count: ●● cards (Driver, 3-Wood, Cart Path Bounce) move you 2 balls closer; every other card moves you 1.
- Refill. After every stroke, draw back up to a full hand. When the Shot deck runs out, shuffle the discards back in.
Where you land
- Land exactly on the last ball: a Green landing puts you ON the green. A Cup! card played from exactly ● away holes out. A Fairway, Rough or Bunker landing stops you at the EDGE of the green — one step short.
- Come up short: count down the balls and play on from there.
- Fly past the pin: you're at the BACK of the green — unless a Rough or Bunker landing grabs the ball, which leaves you at the EDGE in trouble instead.
- ON the green: the next stroke is the putt, and it drops — any picked card holes it.
- At the EDGE or the BACK: a Cup! card (or Pure Strike) holes it; anything else steps you ON — except a ●● club played at the EDGE, which flies through to the BACK. Too much club is a real thing.
- Green cards from far away are just shots. A Green card only puts you ON by landing you exactly on the last ball — it moves its ball count like anything else. Yes, Member's Bounce included.
Trouble & water
- Trouble (Rough & Bunker — the red and orange cards): landing there leaves you in trouble for your next shot. That shot can't get ON the green or hole out: from farther out, the EDGE is the best it can reach; at the EDGE, only a touch card (Green, Cup!, or Pure Strike) gets you ON — anything else hacks out and stays at the EDGE. One shot, then you're clear. A trouble card never puts you ON itself.
- Water: splash — no advance, +1 penalty stroke, replay from the same spot. On Holes 4 and 12 a splash costs +2.
The special cards
- Pure Strike: flies any number of balls you call and lands pin-high — ON the green from anywhere; HOLED from the EDGE, the BACK, or ● away. Once used, set it aside until the next round of 9.
- Mulligan: hold it. Once per round, cancel both revealed shots on a stroke and replay it with two fresh cards. Then set it aside.
- Long Putt: a Cup! from the green, the EDGE, the BACK, or ● away. From further out it just rolls you ● closer.
Psyche-Out tokens
Spend one before your opponents pick their shot: they must take the OTHER card. Tokens do nothing on the green — every putt drops.
Finishing the round
Record your strokes after each hole. Tied after the last hole? Sudden death: keep flipping Hole cards until somebody wins one outright.
Variants: play it as match play (win the hole, not the round), skins (each hole worth a point), or add a press on the back 9. House rules are house rules — just agree before the first tee.
The 18 holes
| Hole | Course | Par | Balls to the pin | Quirk |
|---|---|---|---|---|
| 1 | Sunrise Meadows “First Tee” | 4 | ●●● | Friendly opener — no quirks. |
| 2 | Coyote Flats “The Runway” | 5 | ●●●● | Long. Driver country. |
| 3 | Hollow Creek “The Ghost” | 3 | ●● | Spooky — landing in Rough or a Bunker also costs +1 stroke. |
| 4 | Bear Paw Ridge “The Creek Guards” | 4 | ●●● | Water guards the green — a splash here costs +2. |
| 5 | Granite Bluffs “The Postcard” | 4 | ●●● | Tiny green — a Green shot from ●●+ away only reaches the EDGE. |
| 6 | Gale Valley “Hold Onto Your Hat” | 3 | ●● | Windy — ●● cards only fly ● here. |
| 7 | Fox Hollow “The Postage Stamp” | 4 | ●●● | Postage stamp: a Green shot landing exactly here HOLES OUT. |
| 8 | The Quarry “The Beast” | 5 | ●●●●● | The monster — ●●●●●. Bunker arrivals: EDGE, in trouble. |
| 9 | Cartpath Downs “The Concrete Highway” | 4 | ●● | Drivable! Cart Path Bounce flies +● here — runs hot. |
| 10 | The Cathedral Pines “The Church Pew” | 4 | ●●● | Tight pines — in trouble? Punch out: stay put, then clear. |
| 11 | Frog Pond “The Lilypad” | 3 | ●● | Over the pond — fly past = splash (+1), unless Green (BACK). |
| 12 | Cedar Run “The Crossing” | 4 | ●●● | Creek crosses the fairway — a splash here costs +2. |
| 13 | Otter Lake “The Gamble” | 5 | ●●●● | The shortcut: a ●● off the tee cuts the corner and counts as ●●●. |
| 14 | Ridgeline Highlands “The Downhill Lie” | 4 | ●●● | All downhill — every card flies +● here. |
| 15 | Muskrat Marsh “The Bog” | 3 | ●● | Bog wind — every card flies −● (minimum ●). |
| 16 | Chairlift Downs “The Ski Hill” | 4 | ●●●● | It plays long — ●●●● uphill. |
| 17 | Kingsmere Championship Club “The Gauntlet” | 4 | ●●● | Championship length. No gifts here. |
| 18 | Golf Cardz Country Club “The Finisher” | 5 | ●●●● | The home hole. Everything counts double for skins. |
Golf Cardz: Scramble — a Simcoe County Golf game. Rules © Ryan Woolhead. Questions: simcoecountygolf@gmail.com
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