Difference between revisions of "International Golf Proxy"

From Ludocity
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== The Game ==
 
== The Game ==
  
IGP fuses the warmer,colder game with poker style betting under the umbrella of golf. The aim of the game is to score points by getting your imaginary ball closer to the imaginary hole than your fellow players and maximising your score by using the appropriate imaginary clubs.  
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IGP fuses the warmer/colder game with poker style betting under a golf umbrella. The aim of the game is to score points by getting your imaginary ball closer to the imaginary hole than your fellow players and maximising your score by using the appropriate imaginary clubs.  
  
There's a course of imaginary holes and tee off points spread around the southbank/National . Each hole has a par which actually translates as the shots you have to get your imaginary ball in the imaginary hole and is a rough indicator of how far away the hole is (i.e. how difficult it is to find - holes could be inside dustbins, upstairs etc). Each team takes a shot by showing where the ball has gone (maybe little flags or something). I then rank the teams in order of who is closest the hole; each team is allowed to ask the rank of a certain number of the other teams (this will vary according to the number of teams playing). Between shots each team gets to chose clubs which acts like doubling dice raising the stakes - (eg using a putter means that you think you're very close to the hole so points are tripled ). At the end of the hole ± points are awarded according to who was actually closest to the hole multiplied by the chosen clubs. Between 3 & 5 holes per game. Teams are 1 or 2 depending on signup. Where there are teams of two, roles are strictly divided between caddy and golfer.
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== How to Play ==
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Players either play in two's (Caddy and Golfer) or individually depending on how many players there are.
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Choose a club:
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Players have a choice of four clubs, Wood, 9 Iron, Wedge, and Putter.
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Each hole has a par which actually translates as the shots you have to get your imaginary ball in the imaginary hole and is a rough indicator of how far away the hole is (i.e. how difficult it is to find - holes could be inside dustbins, upstairs etc). Each team takes a shot by showing where the ball has gone (maybe little flags or something). I then rank the teams in order of who is closest the hole; each team is allowed to ask the rank of a certain number of the other teams (this will vary according to the number of teams playing). Between shots each team gets to chose clubs which acts like doubling dice raising the stakes - (eg using a putter means that you think you're very close to the hole so points are tripled ). At the end of the hole ± points are awarded according to who was actually closest to the hole multiplied by the chosen clubs. Between 3 & 5 holes per game. Teams are 1 or 2 depending on signup. Where there are teams of two, roles are strictly divided between caddy and golfer.

Revision as of 21:29, 28 March 2010

International Golf Proxy
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Designer: Simon Katan
Year: unknown
Players: 4-12
Stuff required: a clipboard and coloured/numbered golf ball for every team, game runners score sheet, caddy scoring sheets for each team, pens.
Crew required: One.
Preparation: 5 minutes
Time required: Thirty minutes.
Place required: somewhere quite open with long lines of sight
Activities: Deduction, betting.
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This is an untested game. Its rules are written, but it hasn't been tested out yet.
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This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?)

Like golf minus the ball and the clubs.

The Game

IGP fuses the warmer/colder game with poker style betting under a golf umbrella. The aim of the game is to score points by getting your imaginary ball closer to the imaginary hole than your fellow players and maximising your score by using the appropriate imaginary clubs.


How to Play

Players either play in two's (Caddy and Golfer) or individually depending on how many players there are.

Choose a club:

Players have a choice of four clubs, Wood, 9 Iron, Wedge, and Putter.


Each hole has a par which actually translates as the shots you have to get your imaginary ball in the imaginary hole and is a rough indicator of how far away the hole is (i.e. how difficult it is to find - holes could be inside dustbins, upstairs etc). Each team takes a shot by showing where the ball has gone (maybe little flags or something). I then rank the teams in order of who is closest the hole; each team is allowed to ask the rank of a certain number of the other teams (this will vary according to the number of teams playing). Between shots each team gets to chose clubs which acts like doubling dice raising the stakes - (eg using a putter means that you think you're very close to the hole so points are tripled ). At the end of the hole ± points are awarded according to who was actually closest to the hole multiplied by the chosen clubs. Between 3 & 5 holes per game. Teams are 1 or 2 depending on signup. Where there are teams of two, roles are strictly divided between caddy and golfer.