Ready for a card game that’s both fun and easy to learn? Forget the greens and fairways – we’re talking about Golf, the card game! Perfect for family game nights or a casual get-together with friends, Golf is a fast-paced, competitive card game where strategy and a little bit of luck are your clubs. Unlike solitaire, this Golf experience is all about social interaction and outsmarting your opponents. Two to six players can enjoy a game of Golf, and a typical round takes about 15-20 minutes. So, gather your family, friends, or even your arch-nemesis and get ready to tee off! Learn how to play Golf, the family card game, with our comprehensive guide below, covering everything from the basic rules to advanced strategies and exciting variations.
Six-Card Golf: How to Play

Setting Up the Game
To begin a game of Six-Card Golf, gather your players and prepare the deck. You will need one or two standard 52-card decks. For two or three players, a single deck is sufficient. If you have four or more players, use two decks. Shuffle the selected deck(s) thoroughly.
Deal six cards face down to each player. Players arrange these cards face down in front of them in a 2×3 grid (two rows of three cards). Next, each player chooses two cards within the same column to turn face up. The remaining four cards stay face down, hidden from view. The remaining cards form the stock pile (also known as the draw pile). Turn the top card of the stock pile face up to begin the discard pile next to it.
Gameplay
The objective of Golf is to have the lowest score over nine holes (rounds). Play begins with the player to the dealer’s left, and turns proceed clockwise.
On a player’s turn, they must draw one card from either the stock pile or the discard pile.
After drawing a card, the player has two choices:
- Swap: Exchange the drawn card with one of their six cards (face up or face down). If exchanging with a face-down card, immediately flip the new card face up.
- Discard: If the drawn card is not helpful, the player may discard it face up onto the discard pile. A player cannot pick up a card from the discard pile and immediately discard it again; a drawn card from the discard pile must be swapped with a card in the player’s grid.
A round ends when any player has all six of their cards face up. At this point, the other players receive one final turn to try and improve their hands. Players cannot swap with discarded cards on this final turn.
Scoring
After each round, calculate scores as follows:
- Ace: 1 point
- Two: -2 points
- Three through Ten: Face Value
- Jack: 10 points
- Queen: 10 points
- King: 0 points
A match (two identical cards) in the same column scores zero for the entire column. This matching rule is central to Golf strategy.
Example: A player with the following face-up cards – Five, Queen, Three, Ace, Three, King – would calculate their score as follows: 5 + 10 + 0 (for the matching Threes) + 1 + 0 = 16.
Golf Variations and Optional Rules

Ready to go beyond the basics? Exploring Golf card game variations can add a whole new level of strategic depth and excitement to your gameplay. Here are some popular alternative rule sets and optional rules:
Different Card Counts
These variations adjust the number of cards and the grid layout:
- Four-Card Golf: This fast-paced, beginner-friendly version uses four cards per player, dealt in a 2×2 grid. Players initially reveal two cards. Rounds are quicker, as the round ends when any player has all their cards face up. Four-Card Golf is commonly played with the “knocking” rule.
- Nine-Card Golf: This challenging variant increases the complexity with nine cards per player arranged in a 3×3 grid. Players initially reveal two cards. Core gameplay remains similar to Six-Card Golf. However, in Nine-Card Golf, matching three identical cards in a column reduces the score for that column to zero. Some variations extend this rule to rows and diagonals, increasing the strategic possibilities.
The Knocking Rule
The knocking rule adds a layer of risk and reward to the gameplay. Instead of waiting for all cards to be face up, a player can choose to “knock” on their turn. This signals the end of the round, giving other players one final turn.
- Penalties: If the player who knocked doesn’t have the lowest score, penalties apply. Common penalties include adding 10 points, doubling their score, or taking the highest score for the round.
- Bonuses: If the player who knocked has the lowest score, they may receive a bonus: a zero score for the round, a point reduction, or even stealing points from the highest scorer.
Alternative Scoring
These optional rules modify the standard point values:
- Jokers: Introduce Jokers into the deck, usually with a value of -5. Some variations assign different negative values, or even positive values for paired Jokers.
- Queens: Adjust the value of Queens. Common alternatives include 12, 13, or 20 points.
- Other Cards: Some variations give special properties to other cards. For example, One-Eyed Jacks can act as wild cards, or Eights could have a value of zero.
Cambio (Advanced Variation)
Cambio is a more complex and strategic variation of Golf. It introduces “power cards” with unique abilities. For example, a King might allow players to swap one of their cards with an opponent’s card. A Jack might let you peek at one of your face-down cards. These power cards create exciting new strategic dimensions.
Golf Strategy and Tips

Mastering the rules is merely the starting point. To consistently achieve a low score and triumph in Golf, refine your gameplay with these strategic insights:
Fundamental Tactics
Prioritize Low Cards: Aggressively pursue low-value cards (Aces, Twos, Threes, etc.) to replace higher-value cards in your grid. This foundation is especially critical in the early game.
Target Kings: Kings, with their zero-point value, are incredibly advantageous. Acquire them from the discard pile or stock pile whenever possible. Multiple Kings significantly improve your hand.
Opponent Awareness: Closely observe the cards your opponents reveal. This provides valuable intelligence. Are they collecting particular ranks? Are they avoiding specific columns? This information can inform your decisions. If your opponents seem to be collecting Kings, building matches may be a superior strategy to solely acquiring low cards.
Risk Management and Strategic Decision-Making
The Discard Pile Dilemma: The discard pile presents a continuous risk/reward proposition. A tempting low card may be available, but drawing from the discard pile requires revealing one of your own cards. Analyze the game state to make informed choices:
- Early Game: Taking calculated risks from the discard pile is often beneficial early on. The knowledge gained about your hand outweighs the potential risk of revealing a higher-value card, such as a Queen or Jack.
- Mid-Game: Proceed more cautiously as the round develops. If your hand is already relatively strong, avoid unnecessary risks. A seemingly attractive Five from the discard pile might not be worth revealing a hidden Four.
- Late Game: When nearing the end of a round, prioritize protecting your current score. Avoid revealing high-value cards like Tens or Jacks unless the discard pile offers a game-changing low card like a Two or an opportunity to complete a crucial match.
Conservative Draws: Drawing from the stock pile offers no immediate gain but safeguards your concealed cards. This is often the wisest choice when your hand is already favorable or when the discard pile presents minimal improvement.
Endgame Mastery: Strategic considerations become paramount as a round concludes.
- Nearing Completion: If you’re close to revealing all your cards, focus on preserving your current score. Avoid risky swaps unless absolutely essential.
- Opponent Nearing Completion: If an opponent is about to finish, assess the risks and potential benefits of knocking. A perfectly timed knock can disrupt their strategy, but a misjudged knock can severely backfire.
Column Management: In Six-Card Golf and Nine-Card Golf, pairs (or three of a kind) in the same column are vital for score reduction. This should heavily influence your choices.
- Single Column Focus: In the early game, concentrate on building matches within a single column. This maximizes the impact of the zeroing rule.
- Adaptive Strategy: If desired cards appear in other columns, remain flexible. Sometimes, constructing matches across multiple columns is the optimal approach.
Bluffing and Deception: Though less prevalent than in some card games, bluffing can be employed in Golf. Discarding a mid-value card (like a Six or Seven) early can sometimes deceive opponents into believing you’re not collecting that rank. This might allow you to acquire more of them later. More advanced players might bluff by discarding a low card to tempt opponents into revealing a potentially higher card from their hand.
FAQs
Q: Can I pick up a discarded card and immediately discard it again?
No. Once you take a card from the discard pile, you must swap it with one of your cards (either face up or face down). You cannot simply discard the card you picked up without performing a swap.
Q: How many rounds or “holes” does a game of Golf last?
A standard game of Golf consists of nine rounds, referred to as “holes.” For a longer game, you can play 18 holes. Before starting the game, agree with the other players on the desired number of holes.
Q: Can Jokers be included in Golf?
Yes, Jokers can be added to the deck. The most common scoring value for a Joker is -5 points. However, as mentioned in the scoring variations section, you can adjust this value as desired. Clarify the Joker’s point value with all players before starting a game.
Q: Is there a specific way to arrange the cards in the grid?
The arrangement of the 2×3, 2×2, or 3×3 grid is purely for organizational purposes. There’s no strategic advantage to any particular arrangement. Some players prefer a horizontal layout while others prefer vertical. Choose what works best for you.
Q: In Nine-Card Golf, how are diagonal lines defined for the zeroing rule?
Diagonal lines follow the diagonals of the 3×3 grid. A diagonal line consists of three cards connecting either of the top corners to the opposite bottom corner, or the two center cards on the edges to the opposite corner and central card. If playing with a diagonal zeroing rule, clarify which diagonals count before the game begins.
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