Golf is an old game we've played at home with a deck of face cards since we were kids. Maybe some of you have even played a "round" of it recently. We've taken this old classic and put it through the apocalyptic ringer.
The lowest score still wins, but now you can use attack cards like Zombie Gophers to slow your opponents down or defense cards like Zombie Urine to prevent others from ruining your grid. The game is played with 2-6 players. It's fast, full of strategy, and turns everyone into closest allies or worst enemies. Sadly, only one of you will make it out alive - but look on the bright side; if you die, you're undead.
After one hundred hours of gameplay testing, with layer after layer of refining and fine tuning, we've chosen a few of our favorite remarks from participants.
"I can confidently say that this is better than The Cones of Dunshire."
- Alex, 23
1) Shuffle the deck of Stroke cards and deal nine facedown to each player. Each player should then arrange the Stroke cards into a 3 x 3 (or 2 x 3) grid without looking at them.
2) Shuffle the Action cards and deal three to each player. Each player should look at their Action cards without showing them to their opponents.
3) Put each deck in the center of the table, creating two separate draw piles. Flip over one card from each to start discard piles.
1) Over the course of the game, players try to get the lowest score possible by flipping over facedown cards and replacing higher-stroke cards with lower-stroke cards.
2) Each player sums the total number of strokes in his or her grid. Each card is worth its stroke count, with these exceptions:
- a. If a player gets three-in-a-row of the same Stroke card (horizontal, vertical, or diagonal), they cancel each other out and are worth zero.
- b. Wild cards are worth zero points, unless they are used to get a three-in-a-row, in which case they are worth the same stroke count as the other cards in their row.
3) At the end of the game, the player with the lowest score wins.
1) The player to the left of the dealer goes first and the game moves in a clockwise direction.
2) No rearranging cards within your grid without using the right Action card.
3) Each turn consists of a Stroke Phase and an Action Phase.
4) During the Stroke Phase of a player’s turn, the player must do one of the following:
- a. Flip over one of the facedown Stroke cards in his or her 3 x 3 grid.
- b. Draw the top card from the Stroke card draw pile and either replace one of the cards in his or her grid with it (face-up or facedown) or discard it by placing it on top of the discard pile.
- c. Select the top card of the Stroke card discard pile and replace one of the cards in his or her grid with it (face-up or facedown).
5) During the Action Phase of a player’s turn, the player may play one Action card by placing it on top of the Action card discard pile.
6) If several players play the Sacrificial Caddy (see below) in one turn, they must wait until the end of the turn to replenish their hand to three Action cards.
Ending The Game
1) Play 2 rounds (9 cards x 2 rounds=18 holes). The player with the lowest cumulative score wins.
2) Once a player has all 9 of their Stroke cards face-up, the remaining players have one final turn before the round ends.
3) If a player flips over all 9 Stroke cards in their final turn, he or she is immune from attacks for the rest of the final turn.
4) Once the final turn ends, all players turn over any remaining facedown Stroke cards and count their scores.
It's complicated enough trying to stay alive while playing a round of apocalyptic golf, so we kept the rewards simple. We could offer you doo-dads and gizmos....maybe a wingding...but instead we'll offer you 1,2,3,4,or 5-10 copies of this amazing game we've made. And that's that.
For those countries that we're not shipping to, or for those who want to save some $$$, there's also a $5 print-and-play option!
Risks and challenges
Risks and Challenges? Well....you're risking everything. This is an apocalypse. Everyday is a risk...if you get bit by a walker...well then, I guess really all your risks are gone. However, we'd all rather see you blast 'em.
Okay really though - the single risk is scheduling, as with most Kickstarter campaigns. We've set a VERY conservative timeline that we know we can stick to.
Adam is taking the big bad lawyer exam in July, so we wanted to be sure he'd be free to pack up all your orders....and since they'll be shipped at the end of July and through August, we should be able to put him to work ; )Learn about accountability on Kickstarter
- (31 days)