Mar-a-Lagoon Golf

The game of privilege.

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Pay to play

Back design on all cards.

 
 

Needed: a deck of cards

Players: 2-5

Object of the game: win the most holes

Do you like nepotism? Then Mar-a-Lagoon Golf is the game for you!

2-5 players. The game begins by shuffling a deck of playing cards and dealing nine cards face-down in the center of your playing surface. This is the front nine of the Mar-a-Lagoon Golf Course. Each player is dealt a hand. Hands vary with number of players:

  • 5 players = 3 cards/hand

  • 4 players = 3 cards/hand

  • 3 players = 4 cards/hand

  • 2 players = 5 cards/hand

Once each player is dealt a hand, the first hole may begin. The first face-down card in the center is turned face-up. Beginning with the dealer and proceeding clockwise, each player tries to match the number on the upturned card. Closest played number to the upturned number wins; however, Kings own the golf course, so they beat any cards played. Queens are family members, so they also beat any numbers played; however, Queens lose to Kings. In the event of a tie, a second card is played between the dueling players. All cards played are discarded at the end of each hole. When a hole is won, hands are replenished from the deck, and game proceeds to the next hole with the winner of the previous hole going first. When all nine hole have been played, all cards are collected, reshuffled, and redealt for the back nine. Players keep tally of the number of holes won for the full 18. The player that wins the most holes wins. In the event that multiple players tie at the end of 18, three hole playoffs ensue to decide a single victor.

  • Discarded cards may have to be reshuffled before reaching the end of nine hole in order to replenish the draw pile.

  • Aces can be high or low (player's discretion).

  • Jokers can be utilized, e.g. Muller discards all cards played during a hole and the hole is replayed without replenishing decks; Putin may name any number as a King during a hole.

  • Additional rules may be added, e.g. twos are sand traps and fours are water hazards and act as skips -- if a player flips a center card and a two or four is revealed, their turn is skipped. If a player plays a two or four the following player is skipped.