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

  1. Play two. Both partners each play one Shot card face down, then flip them together. In a duel, play two of your own.
  2. Pick one. The team chooses ONE of the two shots — that's the stroke. Both cards are spent.
  3. 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.
  4. 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