Golf Challenge is designed to provide a medium for which beginning and intermediate golfers will be able to learn and reinforce the rules, etiquette, and strategy of golf.
This game is designed for beginning and intermediate golfers from ages 10 and up. This game is an excellent tool to reinforce knowledge gained during basic golf instruction. Two to Four golfers can play this game anywhere. A normal game should last approximately 1½ -2 hours.
As in real golf, the object of this game is to achieve the lowest score after completing 18 holes.
The following materials are included in the game
The game should take less than 5 minutes to set up and approximately 1½ -2 hours to play. It is intended to be played in one setting.
ORDER OF PLAY
Remaining Holes: The person with the lowest score on the previous hole goes first on the next hole. If all players tied, then play in the order of the previous hole.
During a Hole: Play in sequential order during a hole. For example, a player rolls the dice (takes a swing), moves their Tee, then the next play rolls, until all players have finished the hole. It is recognized that during an actual golf game the person furthest out plays first, however, the design of this game does not allow for that order of play.
MOVING YOUR TEE
Move your Tee towards the "green" and the "pin" (aka the "cup"). Your dice role is the number of board holes that you must move your Tee. (Note: Your 2nd Tee is a marker and should always remain at your last location just in case you are required to return to that position)
When moving your Tee, you can only move directly North, South, East, or West. No diagonal moves are permitted! Refer to the "compass " on the board for movement directions.
During your Tee movement of particular shot, you may only move North or South (not both in the same shot), and East or West South (not both in the same shot). Therefore, you must decide which two directions you will move, after your roll. You may move your Tee as many times in only the two directions you choose: the total not to surpass the number of your dice role. The following table outlines your movement choices. REMEMBER, DIAGONAL MOVES ARE NOT PERMITTED.
BAD ETIQUETTE CARDS
When playing a BAD ETIQUETTE card against an opponent, it should be announced after the opponents roll, but before the next player rolls.
When playing a BAD ETIQUETTE card to benefit yourself, you must play it during your turn, after you roll and before the next person rolls.
At the end of each hole, place your stroke count on the scorecard. As in real golf, each player is responsible for their own stroke count during a hole. If needed, individual stroke count cards are provided. (Note: 10 is maximum score for any hole.)
At the end of 18 holes, the golfer with the lowest number of strokes
is the winner!
The board game "Golf Challenge" is designed much like a typical golf course in that there is a geographic separation between the front and back nine holes. Golf Challenge incorporates most of the golf hazards found on a typical golf course without getting too complex. We felt that if the game was compounded by learning specific rules and the sections to each rule, golfers might become disinterested, lose focus, and want to quit. Therefore, we designed the game more for a target audience of recreational or amateur golfers than professional golfers.
Golf Challenge players would start the game knowing little or nothing about the rules, terminology, strategy, and etiquette then gradually acquire structure and knowledge. The knowledge base of information is not solely obtained from their own game, but by listening and absorbing information and rules that fellow golfers must follow in their own respective games. All of the golfers would learn what is happening to each other and be able to apply that knowledge later in Golf Challenge or hopefully be able to transfer that knowledge to the real game of golf.
The rules, terminology and strategy are very much like those associated in the real game of golf. Only the etiquette cards are unique in that they can discount or enhance a player's position and/or opportunity. After a few beta tests we felt the game needed more interaction and another strategic element that could be applied to fellow golfer's or themselves. This element is unlike the real golf, but it introduces crucial parts to playing real golf with others. We felt that each player should be aware of several etiquette issues and how they potentially interfere with a player's outcome. We strongly noted in the rules section that etiquette cards are not a part of real golf, yet, players need to be aware of them.
Books & Journals
M. Csikszentmihalyi. (date?) Conditions of flow. [On-line] (71-93).
Last updated October 29, 2001