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Add a scoring game to a golf round or compete in putting, chipping, and other short-game challenges.

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All Golf games (67)

Golf Twists (30)

Optional one-rule scoring twists for a game your group already plays.

Bunker Tax

Every sand-trap visit adds 1 challenge point against that player. Lowest bunker count earns 1 challenge point.

  • Every sand-trap visit adds 1 challenge point against that player. Lowest bunker count earns 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Bunker Tax as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Bunker Tax; stop at the agreed finish condition.
Three-Putt Toll

Any three-putt adds 1 penalty point against that player. Clean two-putt holes cancel 1 earlier penalty point against that player before the final score.

  • Any three-putt adds 1 penalty point against that player. Clean two-putt holes cancel 1 earlier penalty point against that player before the final score.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Three-Putt Toll as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Three-Putt Toll; stop at the agreed finish condition.
Water Ball Bailout

First ball known or virtually certain to enter a named penalty area adds 1 house mark; par or better erases it.

  • Setup: Name selected holes and marked penalty areas and add one bailout column.
  • Add at most 1 mark per affected player/hole.
  • Play as lies or take Rule 17 relief and retain all official penalties.
  • Erase only if the completed official score is par or better; never retrieve from water.
Center Tee Bonus

Hit the agreed center tee target and earn 1 challenge point; miss into trouble and add 1 penalty point against yourself.

  • Hit the agreed center tee target and earn 1 challenge point; miss into trouble and add 1 penalty point against yourself.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Center Tee Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Center Tee Bonus; stop at the agreed finish condition.
Closest to Cup Carryover

On every par 3, closest tee shot earns 1 challenge point. If nobody hits the green, the next par 3 is worth 2 challenge points.

  • On every par 3, closest tee shot earns 1 challenge point. If nobody hits the green, the next par 3 is worth 2 challenge points.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Closest to Cup Carryover as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Closest to Cup Carryover; stop at the agreed finish condition.
Short-Side Escape

Miss on the short side and save par to earn 1 challenge point.

  • Miss on the short side and save par to earn 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Short-Side Escape as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Short-Side Escape; stop at the agreed finish condition.
Lip-Out Refund

A putt that lips out earns a refund challenge point only if the player makes the next putt.

  • A putt that lips out earns a refund challenge point only if the player makes the next putt.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Lip-Out Refund as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Lip-Out Refund; stop at the agreed finish condition.
Hero Shot Audit

Call a hero shot before swinging. Pull it off and earn 1 challenge point; fail and add 1 penalty point against yourself.

  • Call a hero shot before swinging. Pull it off and earn 1 challenge point; fail and add 1 penalty point against yourself.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Hero Shot Audit as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Hero Shot Audit; stop at the agreed finish condition.
One-Putt Shield

A one-putt from outside the agreed distance erases 1 earlier penalty point against you.

  • A one-putt from outside the agreed distance erases 1 earlier penalty point against you.
  • Before the round, agree on the distance, such as outside one flagstick length. Any player who one-putts from there may erase 1 earlier penalty point against them or earn 1 challenge point if they have no challenge points.
  • Score One-Putt Shield as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after One-Putt Shield; stop at the agreed finish condition.
Tee Box Callout

Call a safe target zone from the tee. Hit it to earn 1 challenge point; miss it to add 1 penalty point against you.

  • Call a safe target zone from the tee. Hit it to earn 1 challenge point; miss it to add 1 penalty point against you.
  • Before hitting, the player names a fair target zone, such as left fairway, center fairway, or safe layup area. The group decides if the shot finished in the called zone.
  • Score Tee Box Callout as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Tee Box Callout; stop at the agreed finish condition.
Green Read Call

Call the break before a putt. Make it to earn 1 challenge point; miss the read badly to add 1 penalty point against yourself.

  • Call the break before a putt. Make it to earn 1 challenge point; miss the read badly to add 1 penalty point against yourself.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Green Read Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Green Read Call; stop at the agreed finish condition.
Recovery Line Save

After a miss, call the safe recovery line. Hit it and save bogey or better to earn 1 challenge point.

  • After a miss, call the safe recovery line. Hit it and save bogey or better to earn 1 challenge point.
  • A player who misses into trouble may call a safe recovery line before the next shot. If the ball finishes in that called line and the player makes bogey or better, they earn 1 challenge point. A reckless recovery that finds more trouble adds 1 penalty point against that player.
  • Score Recovery Line Save as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Recovery Line Save; stop at the agreed finish condition.
Two-Putt Line Call

Call the first-putt leave zone. Land it there and two-putt or better to earn 1 challenge point.

  • Call the first-putt leave zone. Land it there and two-putt or better to earn 1 challenge point.
  • Before the first putt, call a fair leave zone such as below the hole, past the cup, or inside the agreed circle. If the first putt finishes in that zone and the player two-putts or better, they earn 1 challenge point. A first putt outside the called zone earns no challenge point.
  • Score Two-Putt Line Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Two-Putt Line Call; stop at the agreed finish condition.
Club-Down Green Hit

Choose one less club than normal and hit the green to earn 1 challenge point.

  • Choose one less club than normal and hit the green to earn 1 challenge point.
  • Before the approach, the player may call club-down. If they use one less club than their normal choice and finish on the green or inside the agreed target, they earn 1 challenge point. A short miss into trouble adds 1 penalty point against that player.
  • Score Club-Down Green Hit as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Club-Down Green Hit; stop at the agreed finish condition.
First-Putt Past Hole

Leave the first putt past the cup inside the agreed circle, then two-putt or better to earn 1 challenge point.

  • Leave the first putt past the cup inside the agreed circle, then two-putt or better to earn 1 challenge point.
  • Before the round, agree on a makeable circle around the cup. A player earns 1 challenge point when their first putt finishes past the cup and inside that circle, then they two-putt or better. A first putt left short and outside the circle adds 1 penalty point against that player.
  • Score First-Putt Past Hole as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after First-Putt Past Hole; stop at the agreed finish condition.
Fairway Finder Call

Call the fairway target before teeing off and hit it to earn 1 challenge point.

  • Call the fairway target before teeing off and hit it to earn 1 challenge point.
  • Before a tee shot, a player may call fairway finder and name the intended safe landing zone. If the ball finishes in that fairway or agreed safe zone, the player earns 1 challenge point. A called shot that finishes in a hazard, out of bounds, or blocked recovery lie adds 1 penalty point against that player.
  • Score Fairway Finder Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Fairway Finder Call; stop at the agreed finish condition.
Pin-Side Approach

Call the safe side of the pin, finish on that side, and two-putt or better to earn 1 challenge point.

  • Call the safe side of the pin, finish on that side, and two-putt or better to earn 1 challenge point.
  • Before an approach shot, the player calls a safe side of the pin or green. If the ball finishes on that called side and the player two-putts or better, they earn 1 challenge point. A called approach that misses into a hazard, short-side trouble, or out of bounds adds 1 penalty point against that player.
  • Score Pin-Side Approach as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Pin-Side Approach; stop at the agreed finish condition.
Wind Read Save

Call the wind effect before the shot and land safely for 1 challenge point.

  • Call the wind effect before the shot and land safely for 1 challenge point.
  • Before a tee or approach shot, the player calls how the wind will move the ball and names a safe landing area. If the ball finishes in that area, they earn 1 challenge point. A called shot that ignores the wind and finishes in a hazard, out of bounds, or blocked recovery lie adds 1 penalty point against that player.
  • Score Wind Read Save as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Wind Read Save; stop at the agreed finish condition.
Layup Discipline

Call a safe layup zone, land there, and make bogey or better to earn 1 challenge point.

  • Call a safe layup zone, land there, and make bogey or better to earn 1 challenge point.
  • Before a risky shot, the player may call layup discipline and name the safe zone. If the ball finishes in the safe zone and the player makes bogey or better, they earn 1 challenge point. Calling layup and still missing into trouble adds 1 penalty point against that player.
  • Score Layup Discipline as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Layup Discipline; stop at the agreed finish condition.
Safe Miss Call

Call the safe miss side before the shot, finish there, and make bogey or better to earn 1 challenge point.

  • Call the safe miss side before the shot, finish there, and make bogey or better to earn 1 challenge point.
  • Before a tee or approach shot, the player names the safe miss side. If the ball finishes on that side and the player makes bogey or better, they earn 1 challenge point. Missing into the danger side, hazard, or out of bounds adds 1 penalty point against that player.
  • Score Safe Miss Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Safe Miss Call; stop at the agreed finish condition.
Trouble Punch Out

Call a safe punch-out lane, return the ball to play, and make bogey or better to earn 1 challenge point.

  • Call a safe punch-out lane, return the ball to play, and make bogey or better to earn 1 challenge point.
  • A player earns 1 challenge point when they are in trouble, call the safe punch-out lane, return the ball to play, and make bogey or better on the hole. A hero shot that stays in trouble, reaches a hazard, or goes out of bounds adds 1 penalty point against that player.
  • Score Trouble Punch Out as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Trouble Punch Out; stop at the agreed finish condition.
Lag Putt Capture

Lag the first long putt into the agreed circle, then make the next putt to earn 1 challenge point.

  • Lag the first long putt into the agreed circle, then make the next putt to earn 1 challenge point.
  • A player earns 1 challenge point when their first long putt finishes inside the agreed circle and they make the next putt. A first putt left far outside the circle or above an unsafe downhill leave adds 1 penalty point against that player.
  • Score Lag Putt Capture as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Lag Putt Capture; stop at the agreed finish condition.
Landing Window Par

Call the approach landing window and make par or better to earn 1 challenge point.

  • Call the approach landing window and make par or better to earn 1 challenge point.
  • A player earns 1 challenge point when they call a fair landing window before an approach, finish in or near that window, and make par or better. Missing the window into trouble adds 1 penalty point against that player.
  • Score Landing Window Par as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Landing Window Par; stop at the agreed finish condition.
Golf Call-It Bonus

Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.

  • Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.
  • The call must be heard before the attempt and judged the same way for everyone. For Golf, keep it within tees, fairways, hazards, putting, and pace-of-play calls. Optional house overlay for an already playable golf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt; success means the ball being holed under the selected golf rules, and reset means clear the hole and continue at the course’s required pace; no added practice shot. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before each eligible turn, the player names the task and its success criterion aloud; the judge repeats the call. A verified called success earns exactly 1 separate challenge point, at most once per turn. An uncalled result earns no challenge point. Use only turns already allotted by the base game. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Golf Call-It Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Golf Call-It Bonus; stop at the agreed finish condition.
Golf Clean Reset Point

A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.

  • A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.
  • The reset must help the group continue safely without changing the main score unfairly. For Golf, keep it within tees, fairways, hazards, putting, and pace-of-play calls. Optional house overlay for an already playable golf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt; success means the ball being holed under the selected golf rules, and reset means clear the hole and continue at the course’s required pace; no added practice shot. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. After an ordinary miss or stalled turn, the active player completes the stated reset. A neutral observer checks every reset step before restart. Award exactly 1 separate challenge point, at most once per allotted turn; do not deliberately create a miss to farm resets. Required safety stops never cost a point or use a replay token. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Golf Clean Reset Point as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Golf Clean Reset Point; stop at the agreed finish condition.
Golf Comeback Window

The trailing side gets one announced comeback window for a bonus challenge point.

  • The trailing side gets one announced comeback window for a bonus challenge point.
  • Before play, name the task, the window's duration, and the result that earns the point. Use it once and call it before the turn. For Golf, keep it within tees, fairways, hazards, putting, and pace-of-play calls. Optional house overlay for an already playable golf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt; success means the ball being holed under the selected golf rules, and reset means clear the hole and continue at the course’s required pace; no added practice shot. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before play, give each side one comeback window consisting of its next single normally allotted turn after it first trails. Write the eligible task and success criterion beside the score. The trailing side must announce the window before that turn. A verified success earns 1 separate challenge point; otherwise it earns 0. The window expires at the turn’s normal end and cannot add an attempt or extend physical effort. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Golf Comeback Window as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Golf Comeback Window; stop at the agreed finish condition.
Golf Team Swap Rule

Partners or teammates rotate after a score so the matchup stays fresh.

  • Partners or teammates rotate after a score so the matchup stays fresh.
  • Do not use the swap to isolate weaker or younger players. For Golf, keep it within tees, fairways, hazards, putting, and pace-of-play calls. Scored results are tracked as challenge points. Optional house overlay for an already playable golf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt; success means the ball being holed under the selected golf rules, and reset means clear the hole and continue at the course’s required pace; no added practice shot. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Use only with a base activity that permits willing partner or team changes. After a score, wait for the next dead ball or completed turn; exchange one willing player from each side before restarting. Keep earned points with the original team. Maintain the same number of scheduled turns for every participant. If a swap is declined or prohibited by the base rules, skip it without penalty. No challenge point is awarded merely for swapping. This variation adds no challenge points and no separate winner. End it with the chosen round or base activity; keep the base result and all scheduled opportunities unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Golf Team Swap Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Golf Team Swap Rule; stop at the agreed finish condition.
Golf Precision Finish

Use one final legal attempt under the tiebreak criterion agreed before play.

  • Use one final legal attempt under the tiebreak criterion agreed before play.
  • Verify the result by that criterion; do not reject a legal result afterward because it seemed lucky. For Golf, keep it within tees, fairways, hazards, putting, and pace-of-play calls. Scored results are tracked as challenge points. Optional house overlay for an already playable golf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt; success means the ball being holed under the selected golf rules, and reset means clear the hole and continue at the course’s required pace; no added practice shot. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before the game, name a binary tiebreak criterion for the last normally allotted turn: completion of the declared legal task. At a tied finish, compare those recorded final turns; a sole success takes the challenge tie. If both or neither succeeded, share the challenge result. Do not add an extra shot, strenuous rep, water task, or course delay. This never changes the base-game winner. Use this only to settle the stated challenge tie. Record the comparison separately; it never changes the base-game result. If the comparison is unavailable, equal or prohibited by the base rules, share the challenge tie.
  • Score Golf Precision Finish as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Golf Precision Finish; stop at the agreed finish condition.
Golf Streak Bank

A player can bank a clean streak before risking the next turn.

  • A player can bank a clean streak before risking the next turn.
  • Banked streaks stay; missed unbanked turns reset only the current streak. For Golf, keep it within tees, fairways, hazards, putting, and pace-of-play calls. Scored results are tracked as challenge points. Optional house overlay for an already playable golf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt; success means the ball being holed under the selected golf rules, and reset means clear the hole and continue at the course’s required pace; no added practice shot. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Count consecutive completions of the same declared task across the player’s normally allotted turns. Before each next turn the player may bank the current count; add that count to the separate challenge ledger and start a new streak at zero. A miss resets only the unbanked streak. At the base game’s finish, bank any remaining completed streak. Each completed result can be counted once only; no extra turns are created. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Golf Streak Bank as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Golf Streak Bank; stop at the agreed finish condition.
Golf No-Repeat Rule

The same player, target, clue, or move cannot repeat until others have been offered a turn.

  • The same player, target, clue, or move cannot repeat until others have been offered a turn.
  • Passing counts as a turn; no explanation or substitute action is required. For Golf, keep it within tees, fairways, hazards, putting, and pace-of-play calls. Scored results are tracked as challenge points. Optional house overlay for an already playable golf activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a normal scheduled putt; success means the ball being holed under the selected golf rules, and reset means clear the hole and continue at the course’s required pace; no added practice shot. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before play, identify which rotation this applies to: the active player, chosen target, clue, or move. List the available legal choices. Offer each listed choice or participant once before repeating it. A pass counts as the offer being used, without explanation or substitute action. Skip this variation if the base game requires a particular repeat or order; never alter compulsory serve, batting, hand, or safety order. No automatic challenge penalty is added. This variation adds no challenge points and no separate winner. End it with the chosen round or base activity; keep the base result and all scheduled opportunities unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Golf No-Repeat Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Golf No-Repeat Rule; stop at the agreed finish condition.