How to Play
One board, eight directions, par six.
Flat Golf is played on a grid. Your ball moves in a straight line — orthogonal or diagonal — however far a shot allows. Par is 6, and your score is just the number of shots it takes to hole out.
Dice Golf
- Roll a d6 to see how far the ball travels.
- Fairway adds 1 to the roll; sand subtracts 1 (floor of 1).
- On the tee shot only, you get one free re-roll — but you must accept the second value.
- You can always putt instead: move exactly 1 square.
- Six mulligans per course, usable any time to redo the current shot.
Speed Golf
Skip the dice and pick a club instead:
Driver
6 squares, fairway only, clears trees
Iron
3 squares (2 from sand), can’t cross trees
Putter
1 square, always legal
Overshoot rule: if a straight-line shot crosses the cup but doesn’t land exactly on it, it still counts as holed if it overshoots by exactly 1 square.
Terrain
| Type | Effect |
|---|---|
| Rough | The default surface. No bonus, no penalty. |
| Fairway | Roll +1. Driver-eligible. Shots may cross trees. Puttable. |
| Sand | Roll −1. Iron shots are capped at 2. |
| Water | Can't land here — but a shot may fly over it. |
| Trees | Can't land on or cross, unless the shot starts on fairway. |
| Slopes | Arrows. The ball rolls one extra square on landing, and keeps chaining through consecutive arrows. |
Slopes stop chaining if it would roll the ball into water, and stop after one hop if two arrows point directly at each other.
Multiplayer
Turn order is dynamic: whichever unfinished player is currently farthest from the cup goes next, recomputed after every shot. Some holes also hide Bigfoot — if a shot’s path touches that square, you earn one extra mulligan for that hole.