
Golf is a public-domain card game for 2 or more players, played with one or more standard 52-card decks. Each player has a small face-down grid of cards (4, 6, or 9 depending on the version) and, over a series of 'holes', tries to lower their grid's total point value by swapping in low cards from the stock or discard pile and cancelling matched columns. As in real golf, the player with the LOWEST cumulative score after all holes wins.
Store links
As an Amazon Associate, How You Rank earns from qualifying purchases. Prices and availability live on retailer sites.
Turn timer
Keep turns moving with a per-player clock for Golf (Card Game).
Each player has a 2x3 grid of 6 cards (2 face-up to start). Draw from stock or discard, swap into your grid, and cancel matched pairs in a column to 0. The hole ends when all of a player's cards are face up or someone knocks; lowest cumulative total across the agreed holes wins.
Golf is a fast, light card game where each player manages a small grid of mostly face-down cards and tries to drive its point total as low as possible across a series of 'holes'. Low cards are good, Kings are free, and matching columns cancel to zero.
Golf is a public-domain card game for 2 or more players using one or more standard 52-card decks. Each player has a personal grid of face-down cards. Over several holes (rounds), players draw and swap cards to lower the point value of their own grid. Like real golf, the lowest total score wins.
The three common versions differ only by grid size:
6-Card Golf (the most popular form, also called Hara Kiri): a 2x3 grid of 6 cards.
4-Card Golf (sometimes Turtle): a 2x2 grid of 4 cards.
9-Card Golf (sometimes Crazy Nines): a 3x3 grid of 9 cards.
One standard 52-card deck (use two or more decks for larger groups; some groups add Jokers).
Paper to track each player's running total across holes.
The dealer deals 6 cards face-down to each player, who arranges them in a 2x3 grid (2 rows of 3) without looking at them.
The rest of the deck becomes a face-down stock (draw) pile in the center; flip the top card to start the discard pile.
Each player turns 2 of their face-down cards face-up before play begins. (4-card: turn up 2. 9-card: turn up 3.)
Starting to the dealer's left and going clockwise, on your turn you must take one card, either:
the top of the discard pile, or
the top of the stock pile.
Then you choose to either:
Swap it in: place the taken card face-up over any card in your grid (face-up or face-down), and put the replaced card on the discard pile, or
Discard it: if you drew from the stock, you may discard the drawn card instead of using it. When you discard a stock card without using it, you must then turn one of your own face-down cards face-up. (You may not discard a card you took from the discard pile.)
A card swapped into the grid is always face-up; over the round more and more of your grid becomes visible.
A hole ends in one of two ways, agreed before play:
All cards face up: the hole ends as soon as a player's last face-down card is turned up. The other players each get one final turn, then all grids are revealed and scored, or
Knocking: instead of drawing, a player who is satisfied with their grid may knock. Every other player then gets one final turn before all cards are revealed and scored. (Some groups penalize a knocker who turns out not to have the lowest score.)
Ace = 1 point
2 = -2 points (a valuable card to keep)
3 through 10 = face value
Jack, Queen = 10 points each
King = 0 points (free)
Joker (if used) = a strong negative, commonly -2 (house rules range to about -5)
Matched cards in the same column cancel to 0 points:
6-card / 4-card: a pair of equal cards in the same column scores 0 for both.
9-card: a full column of three equal cards scores 0 for all three. (Some groups also cancel rows or diagonals; agree before play.)
At the end of each hole, every player adds up their grid using the values above (applying column cancellations) and records the total. Holes are added together. After the agreed number of holes (usually 9, sometimes 18), the player with the lowest cumulative total wins.
Ace=1, 2=-2, 3-10=face value, Jack/Queen=10, King=0, Joker (if used)=strong negative (commonly -2). A pair of equal cards in the same column scores 0. Sum the grid each hole; add holes; lowest cumulative total wins.
total_points is the authoritative score (lower wins). holes_played and low_hole_score are diagnostic count metrics only and do NOT sum to total_points (per-hole composition is not recorded). The holes and joker_value knobs are match params on this variant's ruleset; the Joker value is folded into total_points and is not separately recorded.