6-Card Golf Card Game
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| Player | Hole | Tot | W |
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6-Card Golf Card Game - Complete Guide
6-Card Golf is a card game where players try to achieve the lowest score over multiple rounds ("holes"). Like golf, lower is better!
| Card | Points | Notes |
|---|---|---|
| Joker | -2 | Best card! (requires Jokers to be enabled) |
| 2 | -2 | Excellent - gives you negative points! |
| Ace (A) | 1 | Very low and safe |
| King (K) | 0 | Zero points - great for making pairs! |
| 3 through 10 | Face value | 3=3 pts, 4=4 pts, ..., 10=10 pts |
| Jack (J), Queen (Q) | 10 | High cards - replace these quickly! |
This is the most important rule to understand:
If both cards in a vertical column have the same rank (like two 8s or two Jacks), that entire column scores 0 points - regardless of what the cards are worth individually!
Your 6-card grid: Col1 Col2 Col3 [8] [5] [7] ā Top row [8] [3] [9] ā Bottom row Column 1: 8 + 8 = PAIR! = 0 points (not 16!) Column 2: 5 + 3 = 8 points Column 3: 7 + 9 = 16 points TOTAL: 0 + 8 + 16 = 24 points
IMPORTANT: When you pair cards, you get 0 points for that column - even if the cards have negative values! Two 2s paired = 0 points (not -4). Two Jokers paired = 0 points (not -4). Exception: The "Negative Pairs Keep Value" house rule changes this - paired negative cards keep their -4 value!
You MUST draw exactly one card. Choose from:
You have two options:
You MUST swap - you cannot put the same card back on the discard pile.
This setting affects what happens when you draw from the deck and choose to discard (not swap):
Default setting. Discarding ends your turn immediately.
How it works: When you draw from the deck and decide not to use it, you simply discard it and your turn is over. Nothing else happens.
Strategic impact: Information is precious. You only learn what's in your hand by actively swapping cards, so there's more gambling on face-down cards. Rewards good memory and tracking what opponents discard.
Best for: Traditional gameplay, longer games, players who enjoy mystery and risk.
Every discard reveals one of your hidden cards.
How it works: When you draw from the deck and discard, you MUST also flip over one of your face-down cards. This is mandatory - you cannot skip it.
Strategic impact: Even "bad" draws give you information. Reduces the luck factor since everyone makes more informed decisions. Games naturally end faster with less hidden information.
Best for: Quick games, players who prefer skill over luck.
Optional flip activates when any player has only 1 hidden card left.
How it works:
Strategic impact: This is a catch-up mechanic. When someone is about to go out, trailing players can accelerate their information gathering to find pairs or swap out bad cards. The leader (who triggered this) doesn't benefit since they have no hidden cards left. Reduces the "runaway leader" problem and keeps games competitive.
Best for: Competitive play where you want trailing players to have a fighting chance.
Kings are worth -2 points instead of 0.
Strategic impact: Pairing Kings now has a real cost ā two Kings in separate columns score -4 total, but paired they score 0. Makes you think twice before completing a King pair.
10s are worth 1 point instead of 10.
Strategic impact: Drawing a 10 is no longer a crisis ā Queens and Jacks become the only truly dangerous cards. Reduces the penalty spread between mid-range and high cards.
2 Jokers per deck, each worth -2 points.
Strategic impact: Jokers are premium finds, but pairing them wastes their value (0 points instead of -4). Best placed in different columns.
Only 1 Joker in the entire deck, worth -5 points.
Strategic impact: With only one Joker in the deck, finding it is a major swing. Raises the stakes on every draw from the deck.
Jokers are worth +2 unpaired, but -4 when paired.
Strategic impact: Risk/reward Jokers. Finding one actually hurts you (+2) until you commit to finding the second. Rewards aggressive searching and creates tense decisions about whether to keep hunting or cut your losses.
+10 points if you go out but don't have the lowest score.
Strategic impact: You need to be confident you have the lowest score before going out. Rewards patience and reading your opponents' likely hands.
-5 points for going out first (regardless of who wins).
Strategic impact: Rewards racing to finish. The 5-point bonus can offset a slightly worse hand, creating a tension between improving your score and ending the round quickly.
Combining Knock Penalty + Knock Bonus creates high-stakes "going out" decisions: -5 if you win, +10 if you lose!
Round winner gets -3 points extra.
Strategic impact: Gives trailing players a way to close the gap ā win a round and claw back 3 extra points. Over multiple holes, a player who's behind can mount a comeback by stringing together strong rounds.
If you tie another player's score, both get +5 penalty.
Strategic impact: Punishes playing it safe. If you suspect a tie, you need to take risks to break it ā a last-turn swap you'd normally skip becomes worth considering.
Score of exactly 21 becomes 0.
Strategic impact: Turns a bad round into a great one. If your score lands on exactly 21, you walk away with 0 instead. Worth keeping in mind before making that last swap.
Having all 4 Jacks (2 pairs) gives -20 bonus.
Strategic impact: Turns a potential disaster (40 points of Jacks) into a triumph. If you already have a pair of Jacks in one column and a third Jack appears, the -20 bonus makes it worth grabbing and hunting for the fourth.
Use your turn to flip one of your face-down cards without drawing. Ends your turn immediately.
Strategic impact: Lets you gather information without risking a bad deck draw. Conservative players can learn their hand safely. However, you miss the chance to actively improve your hand - you're just learning what you have.
Having 4 cards of the same rank across two columns scores -20 bonus.
Strategic impact: Rewards collecting matching cards beyond column pairs. Once you have a pair in one column, grabbing a third or fourth of that rank for another column becomes worthwhile. Stacks with Wolfpack: four Jacks = -40 total.
When you pair 2s or Jokers in a column, they keep their combined -4 points instead of becoming 0.
Strategic impact: Major change! Pairing your best cards is now beneficial. Two 2s paired = -4 points, not 0. This encourages hunting for duplicate negative cards and fundamentally changes how you value 2s and Jokers.
The Jack of Hearts (Jā„) and Jack of Spades (Jā ) - the "one-eyed" Jacks - are worth 0 points instead of 10.
Strategic impact: Two of the four Jacks become safe cards, comparable to Kings. Jā„ and Jā are now good cards to keep! Only J⣠and J⦠remain dangerous. Reduces the "Jack disaster" probability by half.
If you have 2 or fewer face-down cards, you may use your turn to flip all remaining cards at once and immediately end the round. Click the "Knock!" button during your draw phase.
Strategic impact: A high-risk, high-reward option! If you're confident your hidden cards are low, you can knock early to surprise opponents. But if those hidden cards are bad, you've just locked in a terrible score. Best used when you've deduced your face-down cards are safe (like after drawing and discarding duplicates).
A: No! Once the game starts, you cannot peek at your own face-down cards. You only see them when they get flipped face-up (either by swapping or by the flip-on-discard rule).
A: Yes! In fact, that's often the best strategy - if you have a card that seems high based on probability, swap it out before you even see it.
A: Once ANY player has all 6 cards face-up, every other player gets exactly ONE more turn. Then the round ends and scores are calculated.
A: No! You can win the round even with face-down cards. The player with the lowest score wins, regardless of how many cards are revealed.
A: Pairs only count in VERTICAL columns (top card + bottom card in the same column). Horizontal or diagonal matches don't create pairs.
A: Face-down cards are still counted for scoring, but since you can't see them, you're gambling that they might form a pair. At the end of the round, all cards are revealed and pairs are calculated.
A: The discard pile (except the top card) is shuffled to create a new deck.
A: The optional flip activates the moment ANY player (including you) has 1 or fewer face-down cards remaining. From that point until the round ends, whenever you discard from the deck, you'll get the option to flip or skip.
A: When someone is close to going out, they've likely optimized their hand already. The optional flip lets everyone else accelerate their information gathering - flipping cards to find pairs or identify which cards to swap out. The leader doesn't benefit (they have no hidden cards left), so it's purely a catch-up mechanic.
A: If you're already winning or your remaining hidden cards are statistically likely to be good, you might prefer not to risk revealing a disaster. It's a calculated gamble!
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