Hey, this is Grandpa Beck! I’m looking forward to teaching you one of my family’s favorite card games, Grandpa Beck’s Golf®. Its relaxed pace and perfect blend of luck and strategy make it a wonderful game for grandparents, grandkids, and everyone in between. Golf plays well with up to five players and also makes a great two- player game. Pay close attention to the rules and you’ll be teeing off in no time.


Getting Started
Begin by dealing 9 cards to each golfer, face down (no peeking). You and your fellow golfers then

arrange your cards in a 3 by 3 grid and turn over any two cards you choose.


The remainder of the deck is placed in the middle of the table as the draw pile. One card is flipped over

and placed beside the deck to start the discard pile. 



The object of the game is to be the golfer with the lowest score. You can lower the score of your grid two

different ways. 


First, you can collect negative value red cards, such as a birdie or hole in one. These cards are scored at

face value. Red cards are valued from -1 to -4.


Second, you can make sets of three matching positive value black cards by strategically placing them

in a row or column. When a golfer completes a set of three cards they are awarded a negative score for

that set of three. The score for the row equals the number on the cards. 


Example: Lorette collects three 6’s in a row. Her score for that row is now -6.


You can make set of three either up, or down, but not diagonally. A row and a column can intersect as long as both consist of the same numbered card. 


Caddy’s Tip: Be careful with where you place the red cards you draw, you don’t want them to get in the way of your sets of black cards.



Mulligan And Hazard Cards
Besides the red and black cards there are two other types of cards, one that’s good, and the other one… well, not so much. 


The Mulligan Cards are incredibly useful tools. They are wild cards and can be used to complete a set of any black cards. You can even complete two sets of black cards with different values if a mulligan is placed at the junction between the cards (see above). Even if you don’t have a use for the mulligan card in your grid, with a value of 0, it will never hurt your score.


The Hazard Cards are every golfer’s worst nightmare. Unlike the black cards, the yellow hazard cards cannot be matched together to create a negative score. With a value of +10, they can really mess up your score, so get rid of them as quick as you can. There are a total of 6 hazard cards.



On your turn you may choose to take a card from the draw pile or the top card on the discard pile. 
If you take a card from the discard pile you must add it to your grid by replacing one of the other cards. You can replace any card in your grid – whether it is face up or face down – with the card taken from discard pile. The new card is always played face up. The card being replaced is then added to the top of the discard pile. 


Should you chose to draw a card from the draw pile, then you have an additional option. You may choose to add the card to your grid by replacing another card, or, if it is a card you do not want, you may simply discard it. 


After discarding, or placing the card in your grid,  your turn is over and play continues clockwise. The round continues until a player exposes their last card, after which each other golfer gets one additional turn. After that, any remaining cards that have not been exposed are turned over and scores are tallied.


Caddy’s Tip: Be aware of when other players start to run out of face down cards. You don’t want to be stuck with a lot of mystery cards at the end of the round as you never know what they might be, you could flip over a -4 hole in one (nice), but you might also find a 10 point hazard card (ouch).



At the end of the round, points are tallied by each player. As mentioned before, red cards are scored at face value and will give you negative points. Black cards that are arranged in a set of three will also award you a negative score equivalent to the card’s stated value. Any cards that were not flipped over are exposed and added to your score.


Keep in mind that the negative score is awarded for the set, not for each individual card. If you are lucky enough to flip over an unexposed card that completes a set, then good for you, it does indeed count towards completing the set (you lucky dog).


Any black cards that are not part of a set of three are scored at face value and raise your score. The same scoring applies to those nasty hazard cards. 


Caddy’s Tip: Higher value black cards will net you a greater reward if you are able to complete a set of three, but they also present a larger risk to your score if you haven’t finished a set by the end of the round. 


Bonus Points: The first golfer to flip over the final card in their grid is awarded a bonus of -5 points. However, there is a stipulation. You are only awarded the bonus points if your score for the round is the lowest of ALL the players. 


If another player has a lower, or identical score, then yikes, you are slapped with a penalty of +10 points.


Caddy’s Tip: Don’t flip over that last card unless you are pretty doggone sure that you will have the lowest score. You don’t want to ruin a great score with a +10 point penalty.



After points are tallied, the score keeper notes each golfer’s score and the game continues with the player to the left of the dealer dealing the next round. There is no set number of rounds in a game, but I recommend 3-5. 


Make sure you tell everyone how many rounds you intend to play before you start though, or you may be accused of quitting while you’re ahead!


Questions?  Please feel free to contact Grandpa Beck at grandpabecksgames@gmail.com or 206-498-1959
Grandpa Beck’s Games® and Grandpa Beck’s Golf ®, all rights reserved. © 2011, 2016