
The Rules
Objective
Golf’s a ripper of a game, but let’s be honest, it’s missing a bit of chaos. That’s where Hazardous Fore™ comes in! You’ll be using Core Cards and Chaos Cards to either help yourself or absolutely stitch up your mates. Whether you’re setting up the perfect shot or turning someone’s round into a complete shitshow, one thing’s for sure. This ain’t your nanna’s Sunday comp.
Players
2 to 4 golfers who love a laugh and aren’t afraid to have their round go to absolute shit. If you’re the type to crack the shits over a lost ball, maybe stick to mini golf.
Game Setup
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For a quick 9 hole game, each player is dealt 3 Core Cards and 5 Chaos Cards. Same chaos, shorter round.
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If you’re in for the full 18, each player is dealt 5 Core Cards and 8 Chaos Cards. Because golf should never be a stress free experience.
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Flip a tee to see who goes first. After that, play order follows the results of the previous hole. Winner first, then second, third and fourth.
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Once a card is played, it’s gone, like your last shred of dignity after an air swing.
How to Play
Each hole, up to two Core Cards can be played in total before anyone tees off, with a maximum of one per player. After tee shots, each player can play one Chaos Card during the hole.
Core Cards set the tone. Use ’em wisely, legend. Chaos Cards? Well, they’re here to keep things interesting… and probably make things worse.
Can be played with either Match Play or Stroke Play rules.
Core Cards
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Core Cards must be played before anyone takes their first shot. Once the hole starts, they’re locked out, so don’t sit on your hands.
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Players take turns in the order they finished the previous hole. On your turn, you can play one Core Card or pass.
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If the first two players both play a Core Card, that’s it. Everyone else misses out. If they pass or have run out, the next players get their chance, in order. Nobody has to play a card.
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Once two Core Cards have been played or everyone has passed, Core Cards are locked for the hole.
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Group Cards are any Core Card that messes with everyone, like Scramble or Shambles. Only one Group Card can be played per hole, and it counts towards the two Core Card limit. Never stack them.
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If a Core Card already limits clubs, that’s enough. Don’t be a dick and try to pile on another.
Chaos Cards
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After tee shots, it’s Chaos Card time. Each player can use one Chaos Card per hole, before the shot it affects. No double stitch ups!
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No counter Chaos. If you get stitched up, tough shit, you wear it.
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Most cards target one player unless the card says otherwise. Pick your victim, sit back and enjoy the show.
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Core Card restrictions ALWAYS override conflicting Chaos Cards. Cores always win if there’s a punch on.
Common Sense
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If a Chaos Card can’t logically apply due to a Core Card, pick another target or save it for later. Don’t be a wanker.
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Avoid directly contradictory Core Cards, such as “Best Lie Bonus” and “Worst Lie Wins”, on the same hole. If a clash seems obvious, sort it out like grown ups and pick a different bloody card.
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Don’t double up Group Cards or stack club restrictions.
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If you sense bullshit, call it out. Sort it quick, keep the game rolling and get on with the stitch ups.
Two Player Mode
Play it just like a four player game, with 5 Core Cards and 8 Chaos Cards each for 18 holes, or 3 Core Cards and 5 Chaos Cards each for 9.
Flip a tee to start. After that, the winner of the previous hole goes first. Same rules for Core and Chaos, just fewer victims.
Or mix it up. Just Chaos, just Core, deal more cards, deal less. Whatever works for you and your mate.
Alternative Play & Custom Rules
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Hole by Hole Draw: Instead of dealing cards upfront, flip one random card at each tee box and play whatever comes up. Remove any unplayable cards before you start.
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Mixed Madness: Randomly shuffle all the Core and Chaos Cards together, then deal them out. You’ll be left with a beautifully fucked mismatch of Core and Chaos Cards.
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Core or Chaos Only: Play with either Core or Chaos Cards. You decide how you wish to use the deck.
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Deck Your Way: 15 Chaos Cards and 2 Core Cards? All good. Deal more, deal less, do what you want.
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Make Your Own Rules: Play the game however the fuck you want. Play it as a 2v2 scramble or just make shit up as you go. Whatever works for you and your mates. Who cares? Who follows rules anyway? Just make sure everyone’s in on it before you start changing them, you sneaky bastard.
Safety Clause
If a card cannot be completed safely, skip it. Use common sense, play responsibly and never attempt anything that could cause injury, damage or disruption to others.
Final Reminder
Golf’s already a cruel, heartless bastard of a sport, so why not toss in a few extra stitch ups for good measure? Plan your shots, embrace the chaos and remember, at the end of the day, it’s just a game.
Shuffle the deck, deal the cards and brace yourself for absolute fuckery. Play it smart, play it dumb, play it however the fuck you like, just as long as you’re playing Hazardous FORE the Card Game!

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