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Golfie

Golfie Rulebook

Table of Contents

Table of Contents

  • Game components
  • Setup
  • How to win
  • First player
  • Game turn
  • Cards description
    • Action card - Hole
    • Action card - Final hole
    • Zone to Play
    • Zone to play - Double
    • Golf Cart
    • Lost Ball
  • Combo
  • Mid-course - 9 holes
  • End of the game
  • Point of rules
  • Solo mode (solitary golfer)
  • Card summary
  • Credits

Game components

  • 126 Field cards
  • 27 Action cards
  • 1 Final hole card
  • 8 Character cards
  • 1 Scorecard

Setup

  1. Write the first name of each player on the Scorecard.
  2. Place the Final hole card in the center of the table.
  3. Shuffle and place the Action cards on top of the Final hole card to form the action deck.
  4. Shuffle and place the Field cards next to the Action cards to form the Field deck.
  5. Leave space on either side of the decks for discards.
  6. Each player takes 9 face-down Field cards, which he places in front of him in a ratio of 3 horizontal cards for every 3 vertical cards. This is considered the playing area.
  7. Each player then reveals 1 Field card of their choice in the top row* and 1 card in the bottom row*.
  8. Each player selects a Character card for the game.

Rows refer to cards that follow one another horizontally.

How to win

Complete a 9-hole or 18-hole course with the lowest score.

First player

The last person to walk on freshly cut grass is designated the first player.

Game turn

A turn consists of 4 phases:

  1. The first player reveals the first card from the Action pile and places it in the Action discard pile.
  2. All players are obliged to perform an action according to the card revealed.
  3. After performing their action, players check to see if they have formed a Combo or if a Lost Ball is in their playing area.
  4. The next player, clockwise, begins the new turn.

Cards description

Action card - Hole

The Hole card tells players to select a Field card from the top row of their playing area. Players can select a revealed or face-down card. The value of the chosen card is then recorded on the Scorecard.

Next, players discard the selected card, then move the remaining Field cards in their playing area from bottom to top. Finally, they draw a face-down Field card to fill the vacant space.

Example: A player selects the "Par 3" card from the top row and writes 3 on the Scorecard. The remaining Field cards move up, and a new face-down Field card is drawn to fill the vacant bottom space.

Action card - Final hole

The Final hole card is activated the same way as Hole cards. It marks the end of a mid-course or course.

Zone to Play

The grid on a Zone to Play card represents the Field cards in the players playing areas.

The golf ball indicates the Field card on which an action must be performed by the players in their playing area.

If your character's item (acorn, melon, ball of yarn, or shell) is present on the card, you can perform an action either on the card indicated by your item or by the golf ball.

The two possible actions with the Zone to Play card are: Unveil or Move.

Unveil — Turn over a Field card to make it visible, respecting the row and column indicated.

Note: If the card is already face-up, you must perform the Move action.

Move — Swap the position of the card indicated by the golf ball with a neighboring card, whether visible or hidden, following the orthogonal directions.

Zone to play - Double

Perform an action on the two Field cards in the order of your choice.

Golf Cart

Perform an Unveil or Move action on the Field card of your choice.

Lost Ball

When you uncover a lost ball, discard it, write a mark in the "+1" space provided on the Scorecard, then draw a Field card, face up, to fill the vacant space. If the card drawn is again a Lost Ball, repeat this procedure.

Combo

When 3 cards of the same value are aligned horizontally or vertically, a Combo is created!

Each Combo reduces your final score by 2.

Following a Combo, the player must:

  1. Discard the cards making up your Combo.
  2. Move the Field cards in your playing area upwards.
  3. Draw, face-down, as many cards as necessary to fill the vacant spaces.
  4. Write a mark on the "-2" space of the Scorecard.

Mid-course - 9 holes

After the Final hole card activation, you have reached the halfway point.

  • Calculate the points for the first 9 holes;
  • Each stroke in the "+1" box increases the score by 1;
  • Each stroke in the "-2" box decreases the score by 2;
  • Write your score in the first medal column.

End of the game

Once you've completed the first half of the course, keep your deck as it is. Place the Final hole card in the center. Shuffle the Action cards to form the new Action deck. Shuffle the discarded Field cards with those in the deck to form the new Field deck.

The game ends when you reveal the Final hole card a second time.

Calculate the subtotal for the second part of the course and enter the result in the second medal box.

Calculate the total of the 2 medal boxes for each player and enter it in the trophy box.

The player with the lowest score wins the game!

Point of rules

  1. Empty Field deck: If the Field deck is empty, take the discarded Field cards, shuffle them and form a new Field deck.
  2. Crossed Combo: To form a Combo, you need 3 cards of the same value. If you have 2 potential Combos that intersect, you must choose which 3 cards will be used to complete your Combo.
  3. Hole and Combo: When you reveal a card for a Hole, you cannot use that card to make a Combo.

Solo mode (solitary golfer)

Your goal is to achieve the best possible score in 18 holes.

  • 61+ points = The wind was definitely not on your side.
  • 55-60+ points = Keep practicing!
  • 50-54 points = You're on the road to success. Bravo!
  • 45-50 points = Welcome to the pros!
  • 40-44 points = You're winning lots of prizes. Incredible!
  • 35-39 points = You're a legend!
  • 34 and - = Even the game's creator never saw this score with his own eyes!

Card summary

Hole + Final hole (x9 Hole, plus the Final hole card) — Select a visible or hidden card from your top row. Record its value on the Scorecard. Then discard this card and move the cards in your deck from bottom to top, adding a new face-down Field card.

Lost Ball (x12) — Write a mark on the scorecard, then discard it and replace it with a face-up Field card.

Zone to Play (x10) — Perform the Move or Unveil action on the indicated Field card.

Double Zone (x4) — Perform the Move or Unveil action on the indicated Field cards, in the order of your choice.

Golf Cart (x5) — Perform the Move or Unveil action on the Field card of your choice.

Field card values: Eagle! 1 (x9), Birdie 2 (x15), Par 3 (x18), Bogey 4 (x21), Double Bogey 5 (x24), Bunker 6 (x27).

Credits

Designer: Jimmy Dorion. Artist: Mylène Villeneuve. Graphic designer: Jean-François Gauthier.

Thanks: Stéphane Vachon, Jean-François Gauthier, Érick Fortin, Gilles Turbides, Martin Dupuis, Geneviève Dupuis, Martin Laplante, Audrey-Anne Tassé-Cyr, Nicolas Perron, Cédric Laforest et David Castonguay.

Unigoat Edition Enr. — 84, rue des Nobles, Québec, Québec, Canada, G2A 2P6.

Distributed in Canada by Groupe Randolph Inc. Distributed in Europe by Riviera Games.