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Table Golf Association

Table Golf Association Rulebook

Table of Contents

Table of Contents

  • Components
  • Game and Player Turn Overview
  • Set-up
    • Length of a Round
    • Scorecard
    • Each Hole is designed by the players
    • Assembling a Hole
    • Elements needed to set up a Hole
    • Determining the Par for each Hole
  • Scoring
    • Keeping score
  • How to Play
    • Wind-wheel indicator alignment
    • Which way the wind blows
    • How is the wind blowing?
  • Playing the Hazards
    • Hazards and Penalties
    • Special rule for a shot exceeding the hazard's 'Max Fly' distance
    • Determining Hazards
    • Play Options
    • Rules for playing in a Golf Club (players who have difficulty using their fingers)
  • Hazard Reference Sheet
  • Pre-Designed Holes
    • Par 3 "Desert Hole"
    • Par 4 "Slope Hole"
    • Par 5 "The Green Monster"
  • Professional Player Cards
  • PRO Rules - Slopes and Trees
    • Watch out for the Slope!
    • In the Trees! Your position determines the Max Fly
  • PRO Rules - Draw or Fade
    • When to hit a Draw or Fade
    • Hitting a Draw or Fade
  • Optional Rules
    • Traditional Golf Scoring
  • Recommended Team Games
  • The TGA Tournament Trophy
  • Expansions (rules included with the expansion sets)
    • The European Expansion
    • The Wild Expansion
  • Be Creative!

Components

  • Hazard Reference Sheet
  • 4 coloured balls and 4 golf clubs
  • Rulebook
  • Weather die
  • Scorecard
  • 12 Professional Player cards
  • Spinner wheel (wind wheel)
  • TGA Tournament Trophy
  • Tiles (Tee box, Putting Green, fairway, rough, sand, trees, water, cliff, slope tiles)

Game and Player Turn Overview

Before a Round begins:

  1. Optional: deal 1 Professional Player card at random to each player, noting its ability.
  2. Decide the number of Holes and the length of the course to play.
  3. Determine turn order and write the players' names on the Scorecard.

Start of a new Hole:

  1. Assemble the Hole (starting with Player 1).
  2. Determine the PAR and write it on the Scorecard.

Playing the Hole:

  1. Roll the weather die (before every shot that is more than 1 tile away from the green) and spin the indicator on the wind wheel if you roll a wind result.
  2. Make the shot, declaring in advance whether you will play a Draw (curve to the right) or a Fade (curve to the left) if you use the Pro rules to compensate for the wind.
  3. When the ball stops, make the adjustments (if any) for: a. Professional Player card ability b. Draw or Fade c. Wind
  4. After the adjustments, if the ball ends in a hazard, apply the penalty before the next shot.
  5. Repeat steps 1-4 until you sink the ball.
  6. Write the score obtained on the Scorecard.
  7. The remaining players, in turn, play the hole until everyone has recorded their score.
  8. The next player on the Scorecard assembles the next hole and starts first.

Set-up

Create and assemble your own course! The possibilities are endless! In this game you can play alone, with your favourite gaming group, or create a full championship.

Length of a Round

Before starting, decide how many holes you want to play (also called "rounds"). Usually a golf course has 18 holes. In this game, completing 18 holes with 4 players takes about two hours. If that seems too long you can decide to play 9, 6 or 3 holes. There is no minimum number of holes required; simply agree with the other players on the number of holes before starting.

Scorecard

Once you have decided the number of holes, enter the players' names on the scorecard, then write the hole numbers at the top, starting with the first. Each scorecard page records scores for a maximum of 6 holes. If you are playing 18 holes you will need to fill three whole sheets.

Each player chooses the colour of the golf ball they will use (the player should also write this colour next to their name on the scorecard). You can choose to play using standard golf scoring rules or another format.

Note: this game is best played on a mat with a non-slip surface or on a tablecloth, to keep the tiles from moving.

Each Hole is designed by the players

Player 1 on the scorecard designs and assembles the first Hole, then the other players, in turn, design the following Holes. After every player has created a hole, simply repeat the cycle. If you are playing with the Professional Player cards, shuffle the deck, give one at random to each player and follow the ability rules shown on the cards.

Assembling a Hole

To design a Hole, start with a Tee box tile (the point from which the opening shot is played) and then add terrain tiles from the Tee to the Green (the Hole). The terrain tiles do not need to match perfectly. One tile may end with water and the next begin with trees, and so on; combine them as you like!

Elements needed to set up a Hole

  1. Tee box. Every hole begins with the Tee box. This piece is always the same. It has three different starting locations, marked by different colours (the tile is double-sided as usual).
  2. The Tee box. The first position on the tee box is red, the closest to the front edge of the tile. The second position is white, in the centre, and the third is blue, further back toward the back edge of the tile. The player who creates the hole chooses which Tee box to use and in which position all players will place the ball to take the first shot. Generally, the further back you start in the tee box, the harder the shot will be.
  3. The Putting Green (the tile with the hole). The game contains 4 different Greens (two double-sided tiles); you decide which to use for each Hole.
  4. Completing the Hole (with the remaining tiles). The player now chooses from all the tiles which to use (at least 5 more, for a minimum total of 7 tiles) to create a Hole made up of a Tee box, at least 5 other tiles (any tile that is not a Tee box or a Green) and the Putting Green (the tile with the hole).

Length of a Hole: There is no maximum length, but there are rules for the maximum distance a golf ball can travel in a single shot (see the Max Fly rule).

Max Fly rule: Each 5-inch tile (about 12.5 cm) represents 50 yards (about 45.5 m) on a real golf course. No shot may go more than 7 tiles forward from the Tee tile or the fairway tile (the best spot of lawn, where the grass has the least impact on the ball) from which it is being hit (the tile you hit from is not counted).

Determining Par: Once all the tiles have been laid out, from the Tee box to the Hole, the player who designed the Hole determines the "Par" - that is, in how many shots the ball should be put in the hole - and writes it in the "Par" field on the scorecard.

Note on the ball in the hole: The ball must be completely in the hole; if it sticks out, it is considered a "lip-out" (almost in) and must be hit again. Also, a ball that ends on the "edge of the hole" receives no further wind adjustment; simply hit it from that spot.

Holes to get started: Included in the rulebook are 3 pre-designed Holes (see the Pre-Designed Holes section). These will give you an idea of how Holes can be created. Simply find the tiles according to the diagram to assemble the pre-designed Holes. The tiles are numbered in the rulebook, but the ones in the game have no numbers. You can reuse these for the Par 4 and Par 5 holes.

Mulligan rule: Agree before starting whether players are allowed one extra Tee shot per hole, also known as a "Mulligan".

Determining the Par for each Hole

The Par should be fair and give players the chance to make a Birdie (1 shot under Par) if they play well.

For example, in the illustration, the player estimates it will take 4 big shots to reach the Green. The player should have a reasonable chance of making a birdie, so this design should be a Par 5.

Scoring

In golf, "Par" is the number of strokes (shots) supposed to be needed to sink the ball. For example, a Par 5 hole means it should be holed in 5 shots. If you complete the hole in 5 shots you make "Par", which means you stay "even": your score neither goes up nor down.

Keeping score

When you complete the hole with a Putt, write the number of shots you took to sink the ball, then write the updated total or score obtained.

For example, on Hole 1, say you took 5 shots on a par 5. You write 5 in the box under Hole 1 and next to it you write P to indicate you are at "Par" (your score has not gone up or down since you made Par). On the next Hole, you used 7 shots on a par 4. Write 7 and then write +3 for your score, since you took 3 more shots than Par 4 to complete the Hole. Your score is +3 because you add the total of your last hole to the previous total. 0 + 3 = 3. If on the next Hole you took 2 shots on a Par 3, it means you completed the Hole with 1 shot fewer than Par (called a Birdie). Write 2 (the number of shots you took) and next to it your new score +2. Your score is +2 because you add the -1 from Par obtained on this Hole to the +3 of the previous one, so the new total is +2. You keep scoring this way until the end of the game. The player with the lowest total score is the winner.

If you need further explanation of traditional golf scoring, please feel free to look online.

Special rule: The ball must be hit with the tip of the finger; it may not be pushed or thrown. You may not keep your finger on the ball or touch it completely before hitting it, otherwise you take 1 penalty stroke.

How to Play

Time to take out the Driver! (the club used for the Tee shot)

After setting up the Hole and determining the Par, the players are ready to begin. Player 1 starts first and prepares to take the Tee shot.

Wind-wheel indicator alignment

To determine the exact movement of the ball, the player must first position the spinner wheel indicator with the 'Player' arrow facing them and the 'Target' arrow facing the direction in which they will hit the ball.

In the example, the ball would have fallen into the cliff, but because of the wind adjustment it moved a full space diagonally to the right, ending safely on the Green... "What a shot!"

Which way the wind blows

Before taking the first shot from the Tee box (and any subsequent shot that is more than 1 tile away from the Green), the active player must first roll the weather die.

A result of "Sun" indicates no wind, and the ball receives no wind adjustments when it stops.

A result of one set of wind lines indicates the wind is blowing hard enough to influence the flight of the ball, and the player must move it one full space (see the example) from the point where it lands in the direction of the wind wheel dial. A result of two sets of wind lines indicates it is very windy, which will push the ball two spaces from where it lands (only 1 face of the die has this result).

Special rules:

  1. If the ball goes out of bounds (off the board or onto a cliff tile) or does not advance beyond the current tile, you do not roll the weather die again; you keep the same result as the previous roll.
  2. If the shot goes into the Hole, no wind adjustment is made (even if not completely in the hole). However, the wind may move the ball into the Hole if the adjustment allows it after it lands.

How is the wind blowing?

Die faces: Sunny, 1 set of wind lines, 2 sets of wind lines.

How strong is the wind? 1 set of wind lines = 1 Space. 2 sets of wind lines = 2 Spaces.

1 set of wind lines: When a player gets this result, they must spin the indicator on the wind direction wheel to determine the direction the wind is blowing. The indicator must always be positioned with the 'Player' arrow pointing at the player and the 'Target' arrow facing the direction the player is aiming.

After the shot is made and the ball has stopped, the player moves the ball one full space in the direction the wheel's wind indicator points (see ball movement below).

In the example, the ball would have fallen into water, but because of the wind adjustment it is moved one full space diagonally to the right and so ends up safe on the Fairway... what a shot!

2 sets of wind lines: Players do as they would with 1 set of wind lines, except that now the ball moves 2 spaces after it lands, in the direction the wheel's wind indicator points. If the final position is a hazard, the next shot will be adjusted accordingly. Every time you roll the weather die, spin the wheel indicator again.

Exceptions: The weather die is not rolled when a player does not advance more than 1 tile space, or when a player is only one tile away from the green/hole. It is also not rolled if the previous shot went out of bounds or landed on a cliff (the player hits again with the same wind obtained on the previous shot).

Special rule: Draw and Fade are explained in the "Pro Rules" section.

Playing the Hazards

Terrain types: Fairway (short grass), Water, Rough (long grass), Trees, Sand, Right Slope, Cliff, Left Slope.

Hazards and Penalties

Every hazard has its own unique rules.

Ball position: A ball is considered on the Fairway as long as it stops on the light green grass and does not touch any hazard. Hazards include trees, sand, water, cliffs, slopes, or any dark green long grass, called "Rough".

There are two options for deciding whether a ball is on a hazard (explained in the next section). Choose which deciding factor you intend to use before starting to play.

Fairway: The ball stops on the fairway (light green grass), meaning the next shot incurs no penalty. The player may use any finger on their next shot with a Max Fly of 7 tiles.

Rough: When a ball is in the Rough (dark green grass) you must use any finger of your non-dominant hand to take your next shot (left hand for a right-handed player and right hand for a left-handed player), with a Max Fly of 5 tiles.

Trees: If the ball lands among the trees, or any part of it touches them, the player must use the middle finger of their non-dominant hand for the next shot with a Max Fly of 3 tiles (see the Pro rules for further tree hazard options).

Sand: If the ball lands in the sand, the player must use the thumb of their non-dominant hand to take the next shot, therefore the left thumb if right-handed and the right if left-handed, with a Max Fly of 4 tiles.

Water: If the ball lands in the water, you take 1 penalty stroke; you may replay the shot from where it was previously hit, or you may choose to place the ball just behind the hazard, at the exact point where it first came into contact with the water hazard. If on the second shot the ball also ends in a water hazard, you take 1 further penalty stroke, which means the next shot you play will be your 4th shot.

Cliff or Out of Bounds: A ball that lands on a cliff tile or off the board receives a 1 stroke penalty and the player must hit again from the same spot from which they previously hit (not from where the ball went out). If the ball is only partially off the board, it may be placed on the edge of that tile and is not considered out of bounds. Follow all hazard rules that may apply. NOTE: No wind adjustment is applied to a ball that goes out of bounds.

Slope: Some tiles have a light green area and an arrow pointing toward the end of the tile. If your ball lands on this light green area, it will 'roll' along the direction of the dashed line; move the ball onto the tile next to where the arrow points. If there are no tiles, the ball is considered out of bounds. In the illustration, the ball would roll into the sand bunker tile (more clarification on slopes in the Pro rules).

Special rule for a shot exceeding the hazard's 'Max Fly' distance

If a shot sends the ball to a tile farther than allowed by the Max Fly, and the ball therefore stays on the board, the shot is played again from the previous spot with 1 penalty stroke. If the shot exceeding the allowed Max Fly distance instead sends the ball off the board, it is considered out of bounds and the out of bounds rules apply.

Determining Hazards

Basic rules: To determine whether or not the ball is on a hazard, the silver sphere part must be in the hazard, not the plastic ring that surrounds it; otherwise there is no penalty.

Pro rules: If any part of the ball, including the surrounding ring, touches any part of the hazard, the ball is considered on the hazard and the penalty must be applied.

Hazard determination rule: When it is difficult to determine whether the ball is on a hazard and the players cannot decide, you can determine the result by rolling the weather die. A Sun result means the ball is not on the hazard; any wind result means it is.

Play Options

Basic Game: Each player may make two attempts to complete the Hole (from the Tee shot to the end of the Hole), and counts the lower of the two scores obtained.

Advanced Game: Each player may make only one attempt to complete the Hole.

Rules for playing in a Golf Club (players who have difficulty using their fingers)

If you have a disability or difficulty using your fingers (or for younger players), you can hit the ball using the cardboard club included in the game.

If the player hits the ball from a hazard, the player holds the club with the non-dominant hand, and follows the hazard's Max Fly rule.

Hazard Reference Sheet

Refer to this page for the rules of playing from hazards.

  • Fairway: If the ball lands on a Fairway tile there is no penalty. Max Fly: 7 tiles.
  • Rough: If the ball lands on a Rough (long grass) tile, the player must take the next shot with any finger of the non-dominant hand. Max Fly: 5 tiles.
  • Sand: If the ball lands on a Sand tile, the player must take the next shot using the thumb of the non-dominant hand. Max Fly: 4 tiles.
  • Trees: If the ball lands on a Trees tile, the player must take the next shot using the middle finger of the non-dominant hand. Max Fly: 3 tiles. (The optional Pro rules apply further restrictions.)
  • Water: If the ball lands on a Water tile, the player takes 1 penalty stroke and may replay the shot from where it was previously hit, or may choose to place the ball just behind the hazard, at the exact point where it first came into contact with the water hazard. If on the second shot the ball again ends in a water hazard, the player takes 1 further penalty stroke. Exception: If the ball lands in a water hazard on a Par 3 hole with a Tee shot, the shot is played again from the Tee with a 1 stroke penalty.
  • Cliff: If the ball lands on a Cliff tile, it is considered Out of Bounds; the player must replay the shot from the same previous spot and takes a 1 stroke penalty.
  • Slope: If the ball lands on a light green tile with wavy lines, it has landed on a Slope and the ball will 'roll' in the direction of the arrow toward the end of the tile. The player places the ball where the arrow ends (or where the adjacent tile begins) and plays according to the rules of that adjacent terrain. If there is no tile beyond the arrow, the ball is Out of Bounds and must be hit again with a 1 stroke penalty.

The NON-DOMINANT hand means the left hand for a right-handed player and the right hand for a left-handed player.

Pre-Designed Holes

We have included these 3 pre-designed Holes to give you an idea of how you can build a Hole.

Par 3 "Desert Hole"

A great way to begin! At left is a challenging Par 3 that you might find on a desert course. The Tee shot must make the ball fly over a long stretch of sand. The green has two slopes that make the ball roll away from the green. Don't hit too long though, or you will land in the water hazard. There is no recovery area; if you hit too long, you will have to hit again from the Tee Box!

PAR 3 RECOVERY ZONE - SPECIAL RULE: On a Par 3, if your Tee shot ends off the board, on a Cliff or in water, you must hit again from the tee box with a 1 stroke penalty.

Par 4 "Slope Hole"

Avoid the Slope! This hole has a super difficult Tee shot. You must try to land on the Fairway without ending up in the Cliff.

On this hole, each Slope feeds another Slope and if you do not avoid them, your ball will end up in the water hazard on the right! You are allowed to make your next shot from the point where the ball ended up in the water, with a penalty stroke.

Par 5 "The Green Monster"

You will have to cross many hazards on this Hole! This beautiful sprawling Par 5 will make players take out the biggest club to hit as hard as they can.

Keep in mind the Max Fly rule of 7 tiles, so Tee shots cannot go more than 7 tiles from the Tee Box (forward or diagonally). On this Hole, the seventh tile would make you end up in water, and you don't want that to happen.

Landing the ball on the small fairway before the water hazard requires a steady hand! If you can do it, you will reach the Hole with your second shot from there.

The Hole is surrounded by sand hazards, which can force players to hit from that hazard with an awkward shot (using the thumb of their non-dominant hand), but from the Hole onward the fairway opens up.

Maximum shot distance: 7 tiles.

We recommend using these designs as inspiration and to learn how to create your own. After all, much of the fun of this game is also in building a challenging golf course and doing your best to complete it in as few shots as possible.

Professional Player Cards

Play like a professional! If you decide to use the Pro player cards, deal one at random to each player. Players may use the card's ability only once per Hole. Only Peter Putter and Izzy Icewater may use their abilities for shots they take on the Putting Green tile.

  1. Manny Mulligan: May take one extra shot without penalty from the Tee Box, regardless of where the first shot went. (If you play with the "Mulligan Rule" for all players, choose another card.)
  2. Lucy Luckylu: Her shots on Trees make the ball bounce onto the nearest Fairway.
  3. Danny Diceman: May re-roll the weather die to change the first result obtained.
  4. Steve Shaman: May move the ball on a Fairway to any other point of that Fairway tile.
  5. Izzy Icewater: After making a Putt, if the ball stays on the edge of the Hole, it falls in.
  6. Donald Driver: May move the Tee shot 1 full space forward when the ball stops (any adjustments from the weather die apply).
  7. Sam Sandleson: Suffers no restrictions when hitting from the Sand.
  8. Tracey Treely: May hit from a trees hazard tile without Max Fly restrictions.
  9. Ralph Roughner: Suffers no restrictions when hitting from the Rough.
  10. Peter Putter: May move the ball that is on the green 1 full space in any direction (even into the hole).
  11. Wendy Waterless: Suffers no penalty when the ball ends in a water hazard (as long as the ball does not go out of bounds; cannot be used on a Par 3).

PRO Rules - Slopes and Trees

Watch out for the Slope!

Or your ball will roll down. To be ready to play the Pro courses, you will need to learn to read the terrain and land the ball on the best part of the fairway while avoiding the Slope!

You will find the Slope on several fairway tiles; the terrain is light green with thin white wavy lines and finally an arrow.

If your ball stops on the light green terrain with the wavy lines, it has landed on a Slope and must roll down to the end of the arrow. The ball is safe if it lands on the arrow or at any other point that does not touch the light green terrain with the wavy lines.

The final placement of the ball is at the end of the arrow. Place the ball on the adjacent tile at the point in contact with the arrow.

If the adjacent tile is a water hazard, the ball ends up in it. In this case the ball is placed back on the edge of the tile at the point just before the contact with the water; play continues from there.

If the ball rolls into any other hazard, follow the rules of that hazard. If there are no tiles, the ball is considered Out of Bounds and the player must hit from the point just before it left the course. If it instead rolls onto another Slope, it will keep rolling!

Example: on this Hole, a shot that lands the ball on the slope will make it roll all the way down, into the water!

Note: If the ball stops on a space without wavy lines in the Slope, the terrain is treated as if it were a Fairway tile.

In the Trees! Your position determines the Max Fly

When you are among the trees, your next Max Fly will be 3, 2 or 1 tile(s) forward, depending on how far back among the trees your ball is.

In the diagram, see the possible Max Fly distance, based on the level of trees your ball is in relative to the direction of the green. The first, second or third row of trees corresponds to the 'Max Fly' reachable from that point (Max Fly = 3, 2 and 1 respectively, from the row nearest the green direction to the farthest). For further explanation please watch the Tree Hazard Pro rules tutorial video on our YouTube channel.

(Diagram: hole/green direction; Max Fly = 3, Max Fly = 2, Max Fly = 1.)

PRO Rules - Draw or Fade

When to hit a Draw or Fade

This can make a big difference. There are two fundamental reasons to attempt a Draw or Fade:

  1. To Counter, or Move with, a strong wind;
  2. To shape your shot along a curve.

When you get a double wind result (2 sets of wind lines), you may want to try a Draw or Fade to counter the wind or possibly to help the ball travel even farther if the wind is pushing it in the direction you want it to go.

For example, you decide to try a Draw after rolling 2 sets of wind lines on the weather die with the wind blowing toward the hole. A successful Draw will move the ball 2 additional spaces, for a total of four spaces diagonally from where it lands, due to the wind adjustment.

You may also choose to hit a Draw or Fade when you do not have an ideal shot line to the green and the additional movement may help you get closer to the hole, or sink it!

Example: here the player hits a Draw after rolling two sets of wind lines on the weather die. The player designated this tile as the target of the shot before hitting the ball. The Draw moves the ball two spaces diagonally up and to the left, then the wind is added; the ball is in the hole!

Hitting a Draw or Fade

Advanced shot options for professionals! After rolling the weather die, you may decide whether to hit a Draw or Fade.

A Draw moves your ball two full spaces diagonally up and to the left. A Fade moves the ball two full spaces diagonally up and to the right (direction indicated by the black marks on the spinner wheel). The direction of the Draw or Fade is the same regardless of whether a player is right-handed or not.

To be able to play a Draw or Fade shot, you must be on the Tee box or on a Fairway. If so, you declare which tile your ball will land on before you hit it. The tile you designate must be at least 5 tiles away from your current position.

If the ball lands anywhere on that tile, you may adjust its position according to the declared shot. The ball is moved two spaces in the direction of the black mark on the appropriate Draw or Fade dial of the spinner wheel. Once you move the ball, make the additional wind adjustment, if any.

Penalty for a failed Draw or Fade: If instead you miss, and your ball does not land on the tile you chose, you will get a Hook (in the case of the Draw) or a Slice (in the case of the Fade).

Hook: The ball is moved 3 full spaces directly to the left.

Slice: The ball is moved 3 full spaces directly to the right.

Note: With the Draw or Fade, exceeding the Max Fly distance is allowed.

Optional Rules

Double Maximum Score: If you play with this rule, the maximum number of shots a player may take on each Hole is double the Par total. So if the Hole is a Par 3, the maximum shots allowed is 6, on a Par 4 the maximum is 8 and on a Par 5 the maximum is 10. Without this rule, all the shots the player needs to get the ball into the hole are counted. This is a good rule to use when you are starting out.

Remember the Max Fly rule! A player may not hit a ball and have it land more than 7 tiles forward from the Tee Box or Fairway in a single shot (Max Fly is limited by hazards). Each tile represents 50 yards (about 45.5 m). The player does not count the tile from which they hit, only the tiles in front of it. If a shot exceeds 7 tiles, it is considered Out of Bounds and the player must take a new shot from the same spot, marking 1 penalty stroke.

Traditional Golf Scoring

Terms used to indicate the score:

  • Par is a predetermined score with which a Hole should be completed.
  • Birdie is a score of 1 under the Par of a Hole (for example, completing a Par 5 Hole in 4 shots).
  • Eagle is a score of 2 under the Par of a Hole.
  • Double Eagle (very rare) is a score of 3 under Par (also called "Albatross").
  • Bogey is a score of 1 over the Par of a Hole (for example, completing a Par 5 Hole in 6 shots).
  • Double Bogey is a score of 2 over the Par of a Hole.
  • Triple Bogey is a score of 3 over Par.
  • Hole-In-One can only be made on a 'Par 3' Hole and counts as a score of 2 under Par.

To win at golf, you must get the lowest score. Some great golfers (most professionals) finish under Par, meaning their score is less than 0. For example, if you finished a round with a score of 3 under Par, your final score would be -3.

TIE BREAKER RULE: If the game ends in a tie, the tied players play an additional Hole (a Par 3 is recommended) and the one who gets the lowest score wins. Continue until the tie is broken and a winner is declared.

Recommended Team Games

Optional team formations to play with:

Best Ball: Players decide on two teams. The first player hits their ball, then the teammate must hit their own ball from where the ball just hit by the other player came to rest. If one ball hits the other, you must take your next shot from the point where the second ball stopped.

For example, Player A makes their Tee shot and their ball lands on the fairway. Player B in turn hits their own ball and hits Player A's ball, moving it forward another space. The team must make the next shot from the point where Player B's ball stopped.

If after the two balls have been hit, both go out of bounds, the team takes 1 penalty stroke and both players hit again from the previous spot.

If both balls are in play but have not come into contact, the team may decide which ball to play the next shot from, and both players hit from that position. This continues until a player on the team makes the Putt.

Alternate Shot: Each teammate hits the ball in turn. If Player A makes the Tee shot, Player B makes the next shot, and so on until the Hole is scored. On the next Hole, Player B makes the first Tee shot this time, and Player A makes the second shot, continuing this way on every Hole.

The TGA Cup: Players create teams of up to 8 players per side. Each player plays one-on-one against another player. The player who wins the round earns one point for their team. In case of a tie, each team gets 1/2 point. The first team to reach 14 points (or any total you decide) wins the tournament!

Skins Game: Earn one point per Hole; to play the Skins mode you need only a minimum of two players. The player who sinks the ball in the fewest shots gets 1 point for that Hole. Players decide how many points will win the game before beginning the game. For example, the first player to reach 7 points wins.

However, if there is a tie on a Hole, the point is not awarded and on the next Hole whoever wins gets 2 points instead of 1. Ties continue to carry over until someone wins outright, collecting all the points at stake.

The TGA Tournament Trophy

Now there is something to play for! The TGA Trophy is the ultimate prize for winning the ultimate game! Show off your prize for beating your friends and defend your title the next time you play. Create a league and engrave the trophy with the winner's name.

Expansions (rules included with the expansion sets)

The full rules for using these tiles are included in the expansion sets; only the tile descriptions below appear in this rulebook.

The European Expansion

  • The Babbling Brook: This can be a treacherous hazard. It winds between the streams to the Fairway.
  • The Tall Grass (fescue): Also known as fescue grass, this stuff will grab the golf club and not let go!
  • The Pot Bunker (Deep Bunker): This is a hellish hazard! It is like going down into a sandy prison that will require a great deal of energy to get the ball out.
  • The Undulating Green: The ball rolls another half mile downward because of the huge slope!

The Wild Expansion

  • Florida Alligator: A ball that lands in this water hazard is eaten by the alligator. The player takes a 2 stroke penalty and plays the new shot from the previous spot.
  • Arizona Cobra: A ball that lands in this bunker is swallowed by this giant cobra! The player takes a 2 stroke penalty and plays the new shot from the previous spot.
  • California Albatross: A ball that stops on this fairway is picked up and carried off by the Albatross. The player takes a 2 stroke penalty and plays the new shot from the previous spot.
  • Minnesota Grizzly: A ball that lands in this trees hazard is lost, used by this cuddly grizzly to play! The player takes a 2 stroke penalty and plays the new shot from the previous spot.

Be Creative!

The reason this game is so exciting is that you can be as creative as you like with each hole. We give you all the rules you need to simulate the game of golf, but feel free to change them. We encourage you to do so to play in whatever way is most fun for you and your friends. If you prefer, do not use the rules and invent your own. However you decide to play is fine as long as you have fun and everyone has fun!

  • Harold Whu-Deani: May choose to use the ability of any other PRO player in the game.