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Card Golf, the clever card simulation of traditional golf, is more than a casual pastime — it’s a calculated race to the lowest score across nine strategic rounds. Played with a standard 52-card deck plus 2 Jokers, each player begins with six face-down cards arranged in a 2x3 grid. As players draw and discard cards in turn, the goal is to reduce the total value of your grid by strategically swapping cards or forming pairs in vertical columns.
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1. Standard 6-Card Grid Format: Each player begins with six face-down cards in two rows of three, with only two initially revealed — maintaining the suspense and memory challenge.
2. Draw-Discard Gameplay Loop: On their turn, players draw from the stock or discard pile and either swap the card into their grid or discard it, with face-down swaps becoming face-up.
3. Scoring Based on Card Value: Cards score according to fixed values — Jokers (-2), Kings (0), Aces (1), Jacks and Queens (10), and all others at face value — creating an optimization puzzle every turn.
4. Column Pair Rule: Two cards of the same rank in a vertical column score 0, encouraging players to build matching pairs instead of always chasing lowest individual values.
5. Round End Trigger: The round ends when one player has all six cards face-up, giving other players one final turn — timing your last move becomes a critical skill.
6. Nine-Hole Structure: A full game consists of nine rounds (“holes”), and the player with the lowest total score at the end is declared the winner — consistency is key.
7. Face-Up vs Face-Down Strategy: Players must decide whether to reveal cards or swap blindly, balancing risk and memory as they navigate known and unknown values.
8. Turn-Based, Left of Dealer: Play moves clockwise starting left of the dealer, ensuring orderly rotation and fair access to first draws across rounds.
1. Reveal Two Cards Strategically: Choose to reveal one high-value card (to target it later) and one low card (to protect it) so you have a clear starting plan for improvement.
2. Swap Into the Unknown Carefully: Only swap into unknown face-down cards if you’re fairly confident you’re improving — or if you have no known targets left.
3. Pair Vertically Early: Try to identify potential pairs in your columns by remembering previously seen cards — eliminating a full column with a match scores zero and clears space for new opportunities.
4. Replace High Cards Immediately: Any card worth 10 (Jacks or Queens) or 9 should be replaced or matched ASAP; they severely damage your round score.
5. Jokers Are Sacred: If you find a Joker, protect it. Try not to reveal it unless you're using it in a matched column or know it's safe from being swapped out.
6. Track Opponent Behavior: Watch what your opponents are drawing and discarding — if they pass on a 4, they likely already have lower cards in that column.
7. End Rounds Only When Ready: Don’t rush to flip your last card unless you’re confident your layout is strong — triggering the round’s end gives everyone else one final advantage turn.
8. Plan Across Holes: Remember, this isn’t one round — it’s nine. Taking a small hit in one hole to preserve strong positions in future rounds is often the smarter long-term play.
1. Can I swap a face-up card for a new one?
- Yes, you may swap a drawn card for any of your six cards, face-up or face-down. If the card was face-down, the new card becomes face-up.
2. What happens when the stock pile runs out?
- Shuffle the discard pile (except for the top card) to form a new stock pile and continue play.
3. Can I form matches across rows or diagonally?
- No, matches that cancel out must be in the same vertical column (top and bottom in one of the three columns).
4. Is it better to flip or swap early in the round?
- Swapping is usually better early — it reduces uncertainty. Flipping should be saved for later when you’re narrowing down your worst remaining cards.
5. How does scoring work at the end of a round?
- Add the value of each of your six cards. Matched columns count as 0. Special card values: Joker (-2), King (0), Ace (1), Jack/Queen (10), all others by number.
6. What if there’s a tie after 9 rounds?
- In the event of a tie, players may agree to play a sudden-death 10th round, or share victory — house rules may vary.
The beauty of Card Golf lies in its elegant balance of luck, memory, and timing — but the game doesn’t stop at knowing the rules. By refining your strategy, experimenting with subtle variations, and playing smarter across all nine rounds, you can transform from a casual player into a true master of the game. The six-card grid, paired columns, and unique scoring system offer endless strategic depth, and once you start thinking ahead — not just for one turn, but for the whole round — you’ll discover just how competitive and addictive this game can be. Ready to win your next round? Shuffle the deck, focus your memory, and go for the lowest score. Your perfect hole awaits.
File size: 39.70 M Latest Version: 20.2
Requirements: Android Language: English
Votes: 100 Package ID: com.Duetgames.CardGolf
Developer: Gameyantra
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