Game Variations
Object Of Standard Golf
Gameboard
Obstacles Overlapping Onto
Golf The Perfect Game is very easy to grasp as it conveys an accurate representation of the game of golf as played on courses all over the world.
We recommend, however, that you begin with Standard Golf (traditional golf without money) before moving on to Money Golf. Standard Golf forms the basis for Money Golf.
If you have no knowledge of golf, read Elements Of Golf And Basic Concepts first (p. 8). This chapter contains all you need to know about the sport for the purposes of this game. Proceed to Condensed Instructions for Standard Golf (p. 4).
If you play golf, skip over to Condensed Instructions for Standard Golf. For more information,
refer to Elements Of Golf And Basic Concepts (p.8), Special Conditions or Obstacles: Applying The Rules (p. 13)
Please check the contents of the box against the following list to ensure that each item is readily available as you play.
Depending on the game selected and putting option chosen, you may need to use some of the following items:
1 puttIng ctip
Money GoIf
Use the following strictly for Money Golf and certain variations thereof:
- 15 Rookie Cards
- 20 Professional Cards
- 20 Bonus Cards
- 20 Penalty Cards
- 4 PROFESSIONAL "Green" Certificate Cards
- 120 play-money bills in six denominations.
3 INDEX
3. CONDENSED INSTRUCTIONS FOR STANDARD GOLF
In order to respect the essence of the sport, many of the rules that apply on the golf course will prevail here as well. All variations of Golf The Perfect Game are based on the rules and preliminaries of Standard Golf.
Note: Once you've read this chapter, you may skip over to Money Golf (p. 14) to begin playing Money Golf immediately.
Object of standard golf
Standard Golf basically requires that you sink your ball into each cup with the fewest strokes. To this end, the various obstacles must be avoided as much as possible (errant shots may incur penalty strokes).
The winner is the player who completes the course with the fewest strokes.
Preliminaries
- Place gameboard with side displaying hole 1 to 9 (white flags) facing up, making sure that it is within reach of each player.
- Each player selects the ball he will use for the entire game and places it on the teeing ground of hole 1.
- The starting order must be determined on hole 1. You may do so with the help of a tee
(see Tee chapter on p.12).
- Select one of two available putting options. Once selected, you must abide by that option for the remainder of the game See p. 6 for more details.
- Designate the player who will also act as the official The official ensures that the rules of the game are adhered to.
- The official must shuffle the following decks of cards individually "Woods, Water and Sand" and place them face down. These cards represent the obstacles on the course. Follow
instructions on cards but disregard cash rewards or penalties.
- The official must shuffle the Stroke Cards and distribute three to each player.
Rules
- Each player must have three (3) Stroke Cards in hand when ready to play a stroke.
- Players can select only one stroke per card. Each card may be used only once. As a result, the remaining strokes on the card used may no longer be called upon for future play.
- Disregard shot path when the distance of a given stroke enables you to advance onto the green.
- Pick another Stroke Card after each shot, unless your ball lands in the water or tree area.
- When picking an obstacle card, follow instructions and put card back at bottom of
appropriate deck.
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- Should you omit to pick a Stroke Card before the next player resumes play, you must complete the hole with 2 cards only. Pick your third card only when on the next hole's teeing ground.
- The playing order applying to a regular golf course will prevail here as well. Once all players have teed off, the player whose ball is farthest away from the cup plays first,
and so on.
- All players must complete the hole in progress before play can begin on the next hole.
- During play, the starting order assumes that the player with the lowest score on the
previous hole goes first, and so on.
- Once all Stroke Cards are depleted, cards already used to calculate a score may be reshuffled and used again.
- Out-of-bounds and lost ball penalties commonly adhered to in golf do not apply to this game.
How The Game Is Played
It's tee time!
Each hole comprises three stages of play:
1.Tee shot
2.Advancing toward the green
3.Putting
Tee Shot
At the start of the game, each player places his ball on the teeing ground of hole 1 (distance 0).
The teeing ground is in the center lane.
It is mandatory for each player to select a D stroke (100 to 300 yards) among the Stroke Cards in his possession when executing a tee shot. Once played, place cards in front of you to calculate scores at the end of the hole.
A player must then place his ball in the landing lane, on the line matching the length of his shot (see Sample Stroke Card on p. 11).
The ball is deemed to have struck the flag and to have landed 2 feet away from the cup when a D stroke allows it to land directly on the cup line (this rule applies to F strokes as well). If using the dice option to putt, add one stroke to your hole total and move on to next hole.
If using the putting cup, putt from the prescribed distance (see following explanation).
Example: If you tee off (distance 0) with a D stroke of 170 yards with a left arrow, place your ball on the 170 yard line in the left lane.
The other players take their turn.
Water Hazards And Tree Areas
If your ball lands in the water or woods (tree area), it is not playable. Apply rules prescribed for the relevant obstacle (see p. 13) and place ball on the required spot prior to playing your next stroke.
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Sand Traps
If you must play a sand shot, refer to rules governing this obstacle on p 14.
Advancing Toward The Green
When playing a stroke, select the card with the most suitable stroke-length direction combination Calculate the desired spot from your current position. You cannot use an F stroke (100 to 200 yards) to execute a tee shot or after playing an A stroke.
When within range of the green, only an A stroke (100 yards or less) will allow you to sink the ball directly into the cup.
Putting
On the putting green, distances must be read differently, with each line equaling 10 feet. Putt only once each player's ball is on the green.
Dice Option
You cannot record more than five putts per hole.
Red Die
Use the red die to simulate mid-range or long putts (20 feet or more).
If you roll a side displaying the ball inside the cup. you made your putt. If you roll the side displaying the ball outside the cup, your ball is less than 20 feet away from the cup. Continue with green die. In either case, add one stroke to your total on the hole.
A player may roll the red die only once per hole.
Green Die
The green die simulates short putts (less than 20 feet). Keep track of how many attempts you require to roll a side displaying the ball inside the cup. Add number of attempts to your total on the hole.
Putting Cup Option
To use this putting option, you'll need a putting cup as well as the Putt Cards that determine actual putting lengths. Before you begin the game, make sure the front of the putting cup is facing toward you. Its front must always face toward you. Arrange the Putt Cards as per the following table and align them in an imaginary line moving toward the cup.
| Card |
Distance of cup |
Distance on the green |
| 1 |
2 feet |
use if on cup line following an F stroke |
| 2 |
4 feet |
10 feet |
| 3 |
6 feet |
20 feet |
| 4 |
8 feet |
30 feet |
| 5 |
10 feet |
40 feet |
| 6 |
12 feet |
50 feet and more |
Use your putter to sink the putt. Add number of putting attempts to your total on the hole.
6 INDEX
End Of A Hole
When completing a hole, players must record their totals on the score pad. Record in appropriate box. Once you've tallied your strokes, put used cards aside before moving on to the next hole.
End Of Front Nine
Once you've completed the first nine holes of the game, add scores of holes 1 to 9 to arrive at
your front nine total Hold on to unused Stroke Cards in hand. The official must reshuffle all used Stroke Cards before turning the gameboard over to the back nine side.
Add front nine to back nine scores to calculate your course total.
7 INDEX
4. ELEMENTS OF GOLF AND BASIC CONCEPTS
Read this chapter to familiarize yourself with the elements of golf as well as how Standard Golf is played. The information below describes said elements and provides the basic concepts of the game.
Gameboard
Par-72, two-sided gameboard with 9 holes on each side. The game ends when play is completed on both sides. See diagram on p. 9.
Teeing ground
The spot from which players drive the first shot of any hole. Each teeing ground posts the following: hole number, length and par number.
Lanes
Each hole is designed with three lanes identified by different shades of green. The center lane (light green) represents the fairway. The side lanes (normal green) are the seldom-mowed portion of the course bordering the center lane on both sides. In Golf The Perfect Game, neither your game nor your strokes will be compromised by these factors. The exterior lanes border the outside edges of the side lanes.
The Green And Concept of Lanes
The cup is located in a rounded surface called the green. The green is defined by a lighter shade of green than that of the center lane. Flags help you ascertain where the cups are.
Their color on the front nine differs from that on the back nine.
A cup is designated by a black dot right where the flag is pinned. The line that runs across the dot marks the length of the hole.
On the green, neither concept of lanes nor shot paths (arrows on Stroke Cards) apply.
Outside Edge Of Side Lanes
The outside edges of side lanes are defined by trees, water and the difference in color between
grass and lane. On the 17th hole, the two protracted white lines that precede island mark inside edges of side lanes.
Where trees line both right and left lanes, the extremities of the trees (not to be confused with the tree shade) mark the outside edge of the lane.
Where water holes run parallel to the outside edges of the lanes, the latter are outlined by the water's perimeter.
When beyond the outside edge of a side lane, you're in the exterior lane.
Obstacles Overlapping Onto The Outside Edge Of Side Lane
Where a water hazard or tree area overlaps onto a side lane, a white dotted line delineates the
outside of the hole area.
In the case of a tree area, the inside edge of the side lane is defined by the trees (not the tree shade) lining the center lane.
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9 INDEX
In the case of a water hazard, the inside edge of the side lane is defined by the water's perimeter. At any given line, a water hazard or tree area overlaps onto an entire lane, never only part of it. You will often see an obstacle running parallel to a lane.
Distances (or Target Lines)
Distances are marked by horizontal lines, each equivalent to 10 yards.
" These target lines do not appear over water hazards and tree areas. They are, nonetheless, easy to deduce by using the lines over the adjacent lanes, or the distance markers before and after the obstacle, as reference. Should your ball land in an obstacle, you will know that you must play it as prescribed.
Distance Markers
Distance markers are dispersed throughout a hole. Markers indicate two distances:
The first, and larger, number in the middle of the line indicates the distance from the tee to the line.
The second, and smaller, number indicates the distance between the line and the cup. The second number will be indicated only if you are 200 yards away from the cup or less.
Distance markers on the green are to be used only as you approach the green. They will indicate a maximum of three distances: near edge of green, length of hole and far edge of green.
Length Of Holes
On a regular course, the distance between the tee and the center of the green determines the length of the hole. In Golf The Perfect Game, the length is determined by the distance that separates the tee from the line over the cup.
Far Edge Of Hole
A marker indicating the maximum length of the hole is located at the far edge of each hole. You
cannot play beyond this point.
Obstacles
Obstacles such as water, sand, trees are scattered throughout a hole. Each carries its own specific rules once a ball lands in one of them.
Illustrations Over Obstacles
Obstacles are sometimes identified by way of illustrations. They are used for Money Golf and serve to increase certain cash rewards or penalties.
Water
A water hazard encompasses everything inside the water hole and its perimeter, including retaining walls, bridges, rockwork, shade and wildlife.
Red Or Yellow Posts
Yellow (square) and red (round) posts are located on the water's perimeter. They serve to interpret the rules when a ball lands in water and must be subsequently put back in play.
10 INDEX
Trees (woods)
The darker color bordering the trees represents tree shade. It is not considered part of the obstacle, but rather, as part of the lane over which it is located.
Sand
Sand traps are easy to locate by way of their eggshell color. The darker area within the trap
represents shade and is part of the trap.
Unlike water hazards and tree areas, distances or target lines do appear over sand traps.
Cart Paths
Cart paths lead you to the next teeing ground. They are gray and bordered by logs. They are not
considered part of a hole.
Cards
Cards constitute an important element of Golf The Perfect Game. Some must be used for every variation of Golf The Perfect Game, while others apply only to "money" variations.
The following cards apply to all variations.
Stroke Cards
Stroke Cards allow players to move the ball toward the cup. Use them to cover the distance between tee and green.
Stroke Cards do not apply on the green.
Each card is broken down into three sections: stroke type, shot length, shot path.
Stroke Type
Identified by values D, F and A.
AD stroke (first shot of hole or drive) applies exclusively to the tee shot.
An F stroke (fairway or iron shot) is used with a view to advancing toward the green.
An A stroke (approach shot) is used toward the end of the hole to cover relatively short distances with a view to getting onto the green.
Shot Length
The number next to the stroke type indicates the distance the shot will cover.
Shot Path
See Sample Stroke Card.
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Hole In One card
Use as joker on any hole. Enables players to cover a distance of 180 yards in the desired direction. Can be stroke type D, F or A. This card also allows you to score a double-eagle on one par-5 hole. it must, however, be combined with a 300-yard D stroke.
Champion card
Awarded to the player who wins either at the end of an 18-hole game, a tournament or according to the rules agreed upon by the players.
Pegs
Each peg is a differently colored tee with a white ball sitting atop it.
Tee
Golf The Perfect Game comes with a real tee. Use it to determine the starting order on hole 1. Throw tee up in the air. When it lands, the player seated in the direction toward which the tee is pointing starts first. Repeat this procedure as many times as there are players to determine the complete starting order.
Dice And Putting Cup
To putt, use dice or putting cup.
Dice
Two dies are used. Each is a different color. Their sides represent the actual outcome of the putt (i.e. if the ball is inside the cup, you sank your putt; outside the cup, you missed your putt).
Red Die
Use the red die to simulate mid-range and long putts (20 feet or more). Two out of six sides display a ball inside the cup.
Green Die
Use the green die to simulate short putts (less than 20 feet). Four out of six sides display a ball inside the cup.
Putting Cup
To be used with a putter and golf ball only. This option renders the degree of difficulty of a putting attempt on an actual outdoor green fairly accurately.
Score Pad
Use the score pad to record your score at the end of each hole. The score pad is broken down as follows: hole number, par number, length of hole, as well as a space for your name. Also record your front nine and back nine scores on the score pad. Add front and back nine scores to determine your total for the game.
12 INDEX
5. SPECIAL CONDITIONS
Lines Bordering Sand Trap
Sand (or bunker) shots must be played only if your ball lands on a target line that runs across the trap. If the target line over which your ball lands merely borders the sand, you're not inside the trap. Example: You do not have to play the sand shot of line 400 in left lane of hole 1.
Sand Traps separated by strip of grass
When just off the green, certain target lines running across a sand trap straddle a strip of grass. The grass is considered part of the sand trap as it allows a player to get onto the green. The sand shot must, therefore, be played. The holes affected by this rule are: #1 (line 430 over center lane), #5 (line 490 over center lane), #6 (line 390 over center lane), #7 (lines 440 and 450 over center lane), #8 (line 380 over center lane), #9 (line 260), #10 (line 320 over center lane), #16 (line 350 over center lane).
Obstacles totaled Beyond The Outside Edges Of Side Lanes
Applies to water hazards and tree areas only. When beyond the limits of a hole, you're automatically in a water hazard or tree area, and therefore, neither in sand nor on grass. The type of obstacle at a given distance is defined by way of the first and lesser obstacle area located in the stretch of said area. You must play the shot as prescribed.
Beyond The Green
When playing a card that prompts a ball to go beyond the far edge of the hole, it is deemed to have landed in the tree area (with the exception of hole 17 where it is presumed to have landed in water). You must place the ball on the line delimiting the far edge of the hole (you're now facing toward the teeing the ground). Once you've applied the rules governing that obstacle, use the distance between your ball and the cup to calculate your next stroke.
Line Defining Far Edge Of hole 17
The far edge of hole 17 is defined by the line over the sand trap behind the green. If your shot travels a distance of 270 yards from a spot between the tee and the water hazard, play the water shot and follow the yellow post guidelines.
6. OBSTACLES: APPLYING THE RULES
Water Cards
If your ball lands in water, immediately pick a water card. Unless the card instructs you to put your ball back in play, lay one of your Stroke Cards down as a penalty stroke (leaving you with one Stroke Card). Remember to complete your hand (i.e. three cards in hand) once you're out of the water.
Water shots are executed as follows:
Yellow Posts
If your ball lands between two yellow posts, place it over the line just before the water, in the forwarding lane.
13 INDEX
Red Posts
If your ball lands bctween two red posts, move it across the line toward the inside lane adjacent to the water.
Woods Cards (Tree Area)
If your ball lands in a tree area, immediately pick a Woods Card. Unless the card instructs you to put the ball back in play, lay one Stroke Card down as a penalty stroke Place your ball over the designated target in the inside lane closest to your current spot that is neither tree area nor water. If all inside lanes contain water or trees, place your ball on the line just before the obstacle in the first adjacent lane. Complete your hand.
Sand Cards
If your ball lands in a sand trap, skip your turn. Once your turn comes up again, lay one Stroke Card down before picking a Sand Card to determine the accuracy of your shot. Apply instructions as follows:
Adding Yards
Add yards by advancing within the landing lane.
Substracting Yard
Subtract yard by backing up toward the forwarding Line.
If a Sand Card instructs you to subtract a distance greater than that covered by your shot, you missed your shot and are still in the sand trap. In that case, return to your original spot in the sand trap, pick a new card and retry.
Sand Traps Over Far Edge of Hole
You will be facing toward the teeing ground when attempting this shot.
If your ball lands in a sand trap over the far edge of the green, play a Stroke Card and then pick a Sand Card. On occasion, a sand shot will bring you back to the area in front of the green. In such cases, place the ball in the appropriate lane by following the path of the shot.
7. MONEY GOLF
Play is identical to Standard Golf, including preliminaries and rules, with one significant exception: at the end of each hole, the number of strokes under or above par for the hole will prompt you to pick either a Rookie, Professional, Bonus or Penalty Card.
Players must now take into account cash purses and fines indicated on the obstacle cards.
Object of Money Golf
Accumulating the most play-money to win the game.
Preliminaries and Rules
The official must shuffle the following decks of cards individually: Rookie, Professional, Bonus and Penalty and place them on the table facedown.
14 INDEX
Money
Use the Game's play-money for Money Golf and all other "money" variations. At the start of the game, the official must give each player $150,000, broken down as follows:
1 x $100,000 l x $20,000
2 x $l0,000 2 x $5,000
You can borrow from the bank if you run out of play-money during the game in return for a promissory note.
Players Status At The Start Of a Game
Each player begins the game as a rookie. With luck and/or "talent" he may move up to the professional ranks during the game.
Pot
During the game, cash penalty amounts go into a separate pot. The player with the best score at the end of the game collects the pot.
Bank
With the exception of the double eagle, cash rewards are granted by the bank.
Illustrations
Tree illustrations area
Follow instructions on Woods Cards bearing in mind that the entire stretch of trees makes up the obstacle.
Water illustrations
Follow instructions on Water Cards bearing in mind that the illustration represents the entire water hole.
Sand Trap Illustration
Follow instructions on Sand Cards bearing in mind that the illustration represents the entire sand trap.
Rookie Cards
Players who complete a hole with a score under par must pick one Rookie Card per stroke under par and follow the card's instructions. Pick one card at a time and follow that card's instructions before picking the next card. A player must keep Rookie Cards in his possession up to a maximum of three cards (note that this rule overrides any instructions on the card itself that may ask you to put it back at the bottom of the deck). If you must pick a fourth card, pick from Professional Cards deck. Unless card instructs you otherwise, you will now be granted professional status and receive a Professional Certificate.
Professional Cards
Players having accumulated three Rookie Cards and completed a hole under par must from now on pick one Professional Card per stroke under par and follow its instructions. Pick one card at a time and follow that card's instructions before picking the next one. Once a player reaches the professional ranks, he is awarded a Professional Certificate. Professional cards enable players to win Bonus Cards.
15 INDEX
Bonus Cards
Some Professional Cards award Bonus Cards in special situations.
Bonus cash amounts are awarded by the bank.
Penalty Cards
Players who complete a hole with a score over par must pick one Penalty Card per stroke over par (maximum of two cards per hole) and follow the instructions on the cards Pick one card at a time and follow that card's instructions before picking the next one.
Penalty Cards Instruct players to pay or reimburse cash amounts to the pot.
Professional "Green" Certificate
Automatically awarded to players who make the professional ranks as per established rules All Rookie and Professional Cards in his possession must be put back in their respective decks.
Hole in One Card
In Money Golf and other "money" variations, the Hole-In-One Card enables players who score a hole-in- one to receive $200,000. However, players who score a double-eagle are awarded the pot.
8. GAME VARIATIONS
The game has many variations. The following suggests some of the more popular ones. In each case, players are free to establish their own rules.
Best Ball
Best Ball is played in teams of two. Each ball is played independent of a teammate's. However, the team's score will be that of the teammate with the lowest stroke total on each hole (i.e. if a team member scores a 3 and his teammate a 5, the score for the team is 3). The team with the lowest score at the end of the game wins.
"Money" Option
Similar to Money Golf, with one exception. teams must pick Rookie. Professional, Bonus and Penalty Cards in accordance with the lowest individual score at the end of each hole. Individual rules of the game continue to apply.
Match Play
Players can play individually or in teams, with or without play-money. The player or team having won the most holes over the course of the 18 holes wins. Disregard tied holes when calculating.
Skins
The Skins game is based on Standard Golf but played with play-money. The game's feature is the
awarding of a purse at the end of each hole. You must first establish the purse amounts. We recommend the following breakdown:
16 INDEX
| HOLES |
PURSES |
| 1,2 and 3 |
$10,000 |
| 4,5 and 6 |
$20,000 |
| 7,8 and 9 |
$30,000 |
| 10,11 and 12 |
$40,000 |
| 13,14 and 15 |
$50,000 |
| 16,17 and 18 |
$60,000 |
The player with the lowest score on the hole wins a purse. In the event of a tie, the amount of the purse for the hole is added to the following hole's purse. For example, if the lowest score on hole 1 is shared by two or more players, the amount of the purse for hole 2 jumps to $20,000. If the lowest total for hole 2 belongs to one player only, he is awarded the purse. In the event of another tie, the purse for hole 3 jumps to $30,000, and so on. If a tie exists on the final hole, replay the hole until the lowest total is scored by one player only.
The player with the most play-money at the end of the game wins
Vegas or Alternate Shot
Vegas is played in teams of two. Each player plays his ball individually. The player whose ball is in a poorer spot than that of his teammate's moves his ball to the latter's more favorable spot.
Players must hide their cards from one another (teammates included) throughout the game.
Record the team's total on each hole on the score pad.
"Money" Option
Penalties and bonuses are attributed at the end of each hole to the better of the two balls. The team with the most play-money at the end of the game wins.
"Six" Golf
A game for six players. Distribute only two Stroke Cards per player. As the number of Rookie Cards created for the game assumes they will be used by a foursome at most, once you've picked a Rookie Card, follow its instructions, keep track of how many cards you've picked (to calculate your score) and replace them at the bottom of the deck.
Golf The Perfect Game Tournament
As with real tournaments, to win the Golf The Perfect Game Tournament you must have accumulated the lowest score total over the course of four 18-hole rounds. You may, for instance, establish a rule that would cut players who have not completed rounds 1 and 2 with a given number of strokes under par from rounds 3 and 4. You may also decide that all players begin each round as rookies.
17 INDEX
GLOSSARY
Approach shot: Stroke played off the green in an attempt to get the ball onto the green and near the cup.
Birdie: A score of one stroke less than par on any hole.
Bogey: A score of one stroke more than par on any hole.
Double-eagle: A score of three strokes less than par. It is the rarest shot in golf as it requires the first two strokes to be perfect shots.
Eagle: A score of two strokes less than par on any hole.
Etiquette: Golf adheres to a very strict code of conduct. When playing Money Golf, you'll find that some cards refer to golf etiquette, and players may at times be rewarded for proper etiquette or penalized for misconduct on the course.
Fairway: Closely mowed portion of the course. The most direct path to the cup.
Forwarding Lane: Lane from which ball is played.
Golf: A game of Scottish origin where participants use a variety of clubs to drive a ball into a succession of holes over a specially-designed course.
Golf course: A link of eighteen holes with varying degrees of difficulty.
Green: Area at the end of each hole encompassing the cup into which a player must sink his ball. Only putting is allowed on the green.
Landing Lane: Lane in which your ball lands after it is played.
Par: The average number of strokes established as necessary to complete a hole.
Putter: The club golfers use on the putting green to knock the ball toward the cup.
Tee: A small object on which the ball is placed for the first shot of a hole. Used exclusively for tee shots.
Tee shot or drive: The first stroke on each hole of the course.
Trees (or woods): One of various types of obstacles that golfers try to avoid. They are strategically scattered throughout the course to increase its level of difficulty.
Water hole: One of various types of hazards that golfers try to avoid. These natural or artificial ponds are strategically scattered throughout the course to increase its level of difficulty.
18 INDEX