ABOUT: A DISC GOLF CARD GAME is a compact and competitive card game based on the rules, equipment, features, design, and quirks of DISC GOLF. It's a game about making decisions, picking the best DISC, applying SKILL, avoiding TROUBLE [or CALLS], hoping for LUCK, and making the PUTT. It can be played over 9 HOLES, 18 HOLES, or Mega HOLES. It can be played with STANDARD or BATTLE rules, at a REC, AM or PRO Level of Play. You can use half the cards or double packs, play solo or up to 4 players per 18 HOLES.
THE CARDS: there are 3 categories of cards: HOLE, DISC, and ACTION. DISC cards include DRIVER, FAIRWAY, MID-RANGE, and PUTTER cards for Forehand and Backhand. ACTION cards include SKILL, DEVIATION, LUCK, and CALL cards. These cards interact throughout the game to change the FLIGHT and OUTCOME, but they are never shuffled together. The cards are colour-coded for quicker selection from your HAND, each with a corresponding card type ICON.
HOLE CARDS: HOLE cards are the HOLES for the course. Every HOLE is uniquely configured, with a mix of Par 3s, 4s, and 5s. You start from the TEE PAD GRID and THROW towards the BASKET GRID using the sequence outlined in the GAME PLAY. When you're within 2-3 GRIDS, PUTT to complete the HOLE, or take a chance FROM DISTANCE. The HOLE cards can be arranged in different LAYOUTS - the entire course, stacked in order, shuffled, or in lines as mega holes.
DISC CARDS: DISC cards are played first and must match the FLIGHT GRID pattern for a specific destination GRID. DISC cards include DRIVER, MID-RANGE, and PUTTER cards, each specific to Forehand or Backhand. The ARROW on the FLIGHT GRID signifies the current position, with GRIDS above the card indicating DISTANCE, [+] FADE allows addition, and [-] FADE moves in the opposite direction. Some DISCS are also immune to BUSHES, ROLLS, SKIPS or WIND.
ACTION CARDS: ACTION cards initiate the THROW and change a DISC FLIGHT. SKILL cards are used before a THROW. DEVIATION and CALL cards are drawn and used during a THROW. LUCK can be used after a THROW to adjust a FLIGHT or cancel a DEVIATION or CALL. SYMBOLS on certain cards indicate when they can be used. Some cannot be used during PUTTING, some can only be used when PUTTING, and some can be used instantly if drawn during a THROW.