01SIX POSITIONS. THREE COLUMNS.
How do you deal the Golf card game?
Use a standard 52-card pack without jokers. Deal six cards to each player face down in two rows of three. Keep every card in its original position until it is replaced. The remainder is the stock; turn its top card face up beside it to start the discard pile.
Each player turns any two of their six cards face up before the first turn. Do not inspect the other four. At our table you choose your two opening cards, Robin starts with two exposed positions, and you take the first turn.
- Deal six cards each, arranged two by three.
- Turn one stock card over to start the discard.
- Choose two opening cards and reveal them.
- Keep the remaining cards hidden until the rules expose them.
02TAKE ONE. MAKE A CHOICE.
What can you do on a turn?
Take either the top face-down stock card or the top face-up discard. If you take the discard, you must use it to replace one of your six layout cards. You cannot take it and put it straight back.
A stock draw gives you a choice. Replace any one of your six cards with it, or discard the drawn card and end your turn. Rejecting a stock draw does not reveal an extra hidden layout card in this version.
The opponent then takes a turn. If the stock runs out, our table keeps the top discard in place and shuffles the rest to form a new stock. No other layout cards move.
03COMMIT BEFORE YOU LOOK.
How do replacement cards work?
Choose a layout position before seeing a hidden card there. Place your drawn card face up in that position, then expose and discard the old card. You may replace an already face-up card too.
All replacement cards stay face up. The cards beside them do not turn over automatically, and you cannot peek at a hidden card before deciding to replace it. Positions matter because each vertical column is scored separately.
01Take a visible ten.
You already have a ten at the top of the middle column.
02Replace its partner below.
The drawn ten goes face up; the previous bottom-middle card is discarded.
03Cancel that column.
Two matching tens in one column are worth zero together.
04Keep other columns separate.
A matching rank elsewhere does not cancel either card.
04LOWER IS BETTER.
How do you score Six-Card Golf?
An ace counts one, a two counts minus two, cards three to ten count face value, jacks and queens count ten, and kings count zero. Suits and colours do not change these values.
A1 point
2−2 points
3–10Face value
J / Q10 points
K0 points
Column pair0 together
If both cards in a vertical column have the same rank, that whole column scores zero. Two twos in the same column also score zero, not minus four. A jack and queen do not cancel: equal point values are not equal ranks.
For example, a column of two sevens scores zero, a king over an ace scores one, and a two over a nine scores seven. That layout totals eight. A negative final score is possible. The lower total wins; equal totals tie.
During play, a column containing a face-down card shows a question mark. The full running total is not shown until all six cards are known, so the interface does not reveal hidden values.
05ONE LAST TURN. THEN REVEAL.
When does a Golf hole end?
In our variation, exposing your sixth card triggers the opponent’s final turn. After that turn, reveal every remaining face-down card and score both layouts. The triggering player does not receive another turn.
Even if the opponent also exposes all six on that final turn, the hole ends immediately afterwards. There is no extra round of final turns. You cannot knock or voluntarily flip all your hidden cards at this table.
The playable table is one practice hole. A traditional match often adds scores over nine holes, sometimes eighteen. To play a longer match with physical cards, record each completed hole and compare cumulative totals at the agreed finish. The browser does not keep a match score.
06AGREE YOUR VERSION.
Which Golf rules vary?
Golf has four-card, six-card, eight-card and other layouts. Some finish immediately when a player’s final card is exposed; others give the remaining players a last turn, as we do here. Joker values, pairing rules and penalties also vary.
This page uses six cards, no jokers, matching ranks only within vertical columns, twos worth minus two, one opponent’s final turn and stock recycling. It does not use special powers, slapping, knocking or penalties for a caller. Do not carry rules from Cambio or four-card Golf into this version without agreement.
Robin uses its visible layout, the visible discard and its own new draw. Hidden layout values do not influence its choices. It is a simple practice opponent, not an optimal player. New hole replaces the current deal after confirmation. Switching tabs pauses the game; use Resume when you return. Reloading or leaving resets play.
References: Pagat’s Six Card Golf and Bicycle’s Six Card Golf guide. Our final-turn and recycling conventions are stated above. Original explanations and prepared teaching positions. Reviewed 29 October 2026.