How to Play Golf

The card game where low score wins

2-8 Players 15-30 Min Standard Deck

Objective

End each round with the lowest total card value. Like golf, lowest score wins!

Players

2-8 players. Works best with 3-6. Use two decks for 5+ players.

Cards

Standard 52-card deck (or two decks for more players). Some versions add jokers.

Game Length

Play 9 "holes" (rounds) like real golf, or 4, 6, or any agreed number.

Game Setup (6-Card Golf)

1

Deal Cards

Deal 6 cards to each player, face down. Players arrange them in a 2x3 grid without looking.

2

Create Draw and Discard Piles

Place remaining cards face down as the draw pile. Flip the top card face up to start the discard pile.

3

Peek at Two Cards

Each player secretly looks at TWO of their six cards (typically the bottom two), then puts them back face down. Remember them!

Card Layout

Your 6 cards should be arranged like this:

  [?] [?] [?]   ← Top row (unknown)
  [?] [?] [?]   ← Bottom row (peek at 2)
                    

Taking Your Turn

1

Draw a Card

Choose one:

  • Draw the top card from the discard pile (face up - you know what you're getting)
  • Draw the top card from the draw pile (mystery!)
2

Swap or Discard

If you drew from discard pile: You MUST swap it with one of your grid cards (put your old card on discard face up).

If you drew from draw pile: Either swap it OR discard it (putting it face up on discard).

3

Flip the Swapped Card

When you swap, the new card goes face UP in your grid. You now know (and everyone sees) that card!

Key Rule

Cards in your grid start face down but are flipped face up when replaced. By the end, all cards are visible!

Ending the Round

Knocking

When you think you have the lowest score, you can "knock" at the END of your turn (after drawing and swapping/discarding). When you knock:

  • Every other player gets ONE more turn
  • Then everyone flips all remaining face-down cards
  • Add up scores - lowest wins!

Alternative: All Cards Flipped

The round also ends when any player has all 6 cards face up (even without knocking). Same rules - everyone else gets one more turn.

Alternative: 4-Card Golf

A simpler, faster version:

  • Deal 4 cards in a 2x2 grid
  • Peek at the bottom 2 cards only
  • Same rules otherwise
  • Matching columns cancel to 0 (see scoring)

Standard Card Values

Point Values

Ace 1 point
2 through 10 Face value (2-10 points)
Jack, Queen 10 points
King 0 points
Joker (if used) -2 points

Kings are Gold!

Kings are worth 0 points - the best card to have! Never discard a King unless you're getting a matching pair.

Matching Pairs (6-Card Golf)

Column Matching

In 6-card Golf, if two cards in the same COLUMN are the same rank, they cancel out and score 0 points together!

  [5] [K] [7]
  [5] [3] [7]
   ↓       ↓
   0  + 3 + 0 = 3 points total!
                    

Scoring Example

Sample Hand (6-Card Golf)

Column 1: 7 + 7 0 points (match!)
Column 2: K + 4 0 + 4 = 4 points
Column 3: A + Q 1 + 10 = 11 points
Total Score 15 points

Knock Penalty

Don't Knock Unless You're Winning!

Common house rule: If you knock but DON'T have the lowest score, you get a penalty:

  • Your score is doubled, OR
  • Add 10 penalty points, OR
  • No penalty (friendly version)

Decide which rule to use before playing!

Game Scoring (9 Holes)

Full Game Example

Hole 1 15
Hole 2 8
Hole 3 22
... ...
Hole 9 11
Total (9 holes) Lowest total wins!

Opening Strategy

Remember Your Peek Cards!

Your memory of the two cards you peeked at is crucial. If they're high, replace them first. If low, protect them!

Replace Unknown Cards Safely

When you have a low card (A, 2, 3), swap it for an unknown card. Average card value is ~6, so you're likely improving.

Building Matches

1

Prioritize Matches

A matching column (even two 10s) is worth 0 points. Two 10s matched = 0 points. Two 10s unmatched = 20 points!

2

Watch the Discard Pile

If you need a 5 to match and see one discarded, your odds just dropped. Adjust your strategy!

3

Don't Break Good Matches

Once you have a matching pair in a column, leave it alone unless you're getting Kings!

When to Knock

Knock Conservatively

Remember: opponents get one more turn after you knock. They might improve significantly! Only knock when you're confident.

Knock Indicators

  • You have mostly Kings and matching pairs
  • Your visible score is very low (under 10)
  • Opponents have high visible cards
  • Few low cards remain in the deck

Reading Opponents

  • Quick discard: They probably drew a high card
  • Taking from discard: They have a strategic need - maybe building a match
  • Protecting a card: If they keep drawing rather than replacing a certain spot, that card is probably good
  • Hesitation: Tough decision = borderline card value

Advanced Tactics

Information Game

When you have a choice, sometimes replace a known card to gather information about an unknown card - even if it's not strictly better.

Defensive Discarding

Watch what opponents need. If someone has a 7 showing and is clearly looking for another, don't discard 7s!

Common Variations

Deal 4 cards in a 2x2 grid. Simpler, faster, more luck-based. Popular for quick games and teaching new players.

Deal 9 cards in a 3x3 grid. Three matching cards in a row (horizontal, vertical, or diagonal) score 0. Much more complex!

Some groups peek at different cards: any two, only corner cards, or no peeking at all (pure luck version).

Add Jokers worth -2 or -5 points. Makes for exciting finds and lower scores! Very popular variant.

Alternative Scoring Systems

2s are worth -2 points instead of +2. Makes them even more valuable than Kings!

Queens = 12, Jacks = 11 (instead of both being 10). Minor variation that adds differentiation.

In 6-card Golf, allow horizontal matches (rows) in addition to columns. More matching opportunities!

Game Length Options

  • 9 Holes: Standard full game (like front 9 in golf)
  • 18 Holes: Full round, shuffling decks between holes
  • Best of 5: Quick version, lowest total of 5 rounds
  • Target Score: Play until someone exceeds 100 (or 150), lowest score wins

Related Games

Open Golf Scoresheet