Simple to learn - Fun to play
How to move your playing piece • What the gems are for • How to winDice - how to move your playing piece
Comparable to your "club" - there are five dice available. Choose the number of dice you want to roll based on how far you are from your target, being careful not to overshoot. The higher the "club" the farther the ball will go. You are able to roll up to three times on your turn. After each roll, match as many of one color. Re-roll any non-matching dice except purple, which is wild and counts as your color, and black, which counts as nothing, do not re-roll them. (Three blues, one purple and a black means move your playing piece four spaces.) More about dice...
Gems - collecting and spending
Each player starts the game with 4 gems, one of each color. Your gems assist your moves. Only one gem can be played per turn, at the end of your turn. If you decide to spend a gem, simply put it back in the main pile and move your playing piece according to that gem. You collect gems at the end of each hole. Similar to match-play in golf, whoever completes the hole in the fewest strokes (or turns) wins the hole and collects two gems. A tie - each winning player collects one gem. And collect one gem for each stroke under par on every hole, whether you win the hole or not.
A red gem represents a mulligan and will let you take your whole turn over again. A green gem is a gimmee which means if you get close to the hole but not quite there, it makes your putt good. A yellow gem is a backspin which allows you to move your ball closer to the cup once on the putting surface. A blue gem is a favorable gust of wind that lets you move forward or backward one space from where you land. Use these gems to get yourself out of hazards and obstacles OR to impact your opponent’s ability to win the hole. More about gems...
Obstacles - affect where you land and where you start from
Take note of any obstacles or hazards in your way when you choose your "club". The number of spaces you are allowed to move depends on the space you are on when you start your turn. You may need a four to reach the green, but if you're in a bunker, you'll need to roll a five. Quick Reference Rules are on the back of the game cover to show details how your turn is effected by each obstacle. More about symbols...

Click the links for a demonstration of how to advance to the next hole:



