Abstract:
A golf card game comprised of a plurality of playing cards, divided into a plurality of categories, devised to simulate the game of golf and the scoring associated with the game of golf as played on an actual golf course. The present invention is played with each player being dealt a specific number of cards per hole. Each player plays in turn as in the rules of actual golf till each player completes the hole. The game can be played hole by hole either real or imagined; players may play set of holes, as in 9 holes or 18 holes as in a round of real golf, with the particulars of each hole being created as you go, or by utilizing a score card from a specific golf course with the particulars of each hole providing the setting for the virtual game of golf.

Description:
BACKGROUND OF THE INVENTION  
       [0001]     The origins of the game of golf lead back to Roman times when the elite played a game using bent sticks and feather filled balls. The game evolved and was played in Scotland where it was known as Golfe, which is likely the direct ancestor of the modern game of golf. Practically every country plays golf and the popularity of the sport is growing each year. While golf used to be the exclusive province of the wealthy, the general public has become interested in the game no doubt due to some degree by the rise of popular superstar players.  
         [0002]     Over the years, there have been attempts by game designers to capture the pleasure of golf without the expense of green fees, or dependence upon daylight and weather conditions. In particular, it is known in the art to attempt to simulate the game of golf utilizing cards. One problem with this approach is that the card games rely on complicated mathematical calculations including the manipulation of positive and negative numbers, conversion charts to translate point values into score values, or “magic cubes” to simulate the game. This reliance on methods far removed from the actual experience of playing golf detracts from the enjoyment and avid golfers are not likely to view these games as any kind of substitute for a real game of golf.  
         [0003]     There is a need for a card game that recreates the stroke-by-stroke, hole-by-hole situational game that captures the strategy and feel of a “real” game of golf that can be played indoors.  
       SUMMARY OF THE INVENTION  
       [0004]     The present invention is a card game that virtually utilizes a stroke-by-stroke game play that does not require the use of conversion charts or complicated mathematical manipulations. The players utilize skill, strategy as well as chance to “hit” fairways, greens and make putts by selecting cards from their hands according to the rules of the game. Scoring is associated with the game of golf as played on an actual golf course.  
         [0005]     Other features and advantages of the instant invention will become apparent from the following description of the invention which refers to the accompanying drawings. 
     
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0006]      FIG. 1  is a plan view of a Hole/Eagle Card.  
         [0007]      FIG. 2  is a plan view of a black Tee-To-Green Card.  
         [0008]      FIG. 3  is a plan view of a Hole-in-One/Ace Card.  
         [0009]      FIG. 4  is a plan view of a Recovery Card.  
         [0010]      FIG. 5  is a plan view of a Hazard Card.  
         [0011]      FIG. 6  is a plan view of a Fairway Card.  
         [0012]      FIG. 7  is a plan view of a Mulligan Card.  
         [0013]      FIG. 8  is a plan view of a green Tee-To-Green Card.  
         [0014]      FIG. 9  is a plan view of Around-the-Green Cards.  
         [0015]      FIG. 10  is a plan view of Approach Cards.  
         [0016]      FIG. 11  is a plan view of a special play according to the present invention.  
         [0017]      FIG. 12  is a plan view of another special play according to the present invention.  
         [0018]      FIG. 13  is a plan view of yet another special play according to the present invention.  
         [0019]      FIG. 14  is a plan view of a further special play according to the present invention.  
         [0020]      FIG. 15  is a plan view of another special play according to the present invention.  
         [0021]      FIG. 16  is a plan view of yet another special play according to the present invention.  
         [0022]      FIG. 17  is a plan view of a further special play according to the present invention.  
         [0023]      FIG. 18  is a plan view of yet another special play according to the present invention.  
         [0024]      FIG. 19  is a plan view of a deck of Golf Card Game golf cards according to the present invention. 
     
    
     DETAILED DESCRIPTION OF THE INVENTION  
       [0025]     Referring to the figures,  FIG. 19  shows a deck of Golf Card Game golf cards  1000 . A full deck  1000  contains fifty-four cards. The typical deck  1000  includes twenty-one Tee-to-Green Cards ( FIGS. 2 and 8 ), eight Fairway Cards ( FIG. 6 ), four Recovery Cards ( FIG. 4 ), eight Hazard Cards ( FIG. 5 ), four Around-the-Green Cards ( FIG. 9 ), two Hole/Eagle Cards ( FIG. 1 ), one Hole-In-One/Ace Card ( FIG. 3 ), two Mulligan Cards ( FIG. 7 ), and four Approach Cards ( FIG. 10 ).  FIGS. 1 through 10  illustrate the individual card types.  FIGS. 11 through 18  illustrate typical playing hands according to the present invention.  
         [0026]     Now referring to  FIG. 1 , the Hole/Eagle Card  10  is shown labeled Hole  3  on a center portion and Eagle  1  on opposing corners of the card  10 . Hole/Eagle Card  10  is used in conjunction with specially marked black Tee-to-Green Cards  20  ( FIG. 2 ). The special symbol  2  ( FIG. 1 ) is used in conjunction with special symbol  26  on black Tee-to-Green Cards ( FIG. 2 ). There are two Hole/Eagle Cards  10  in the deck  1000  ( FIG. 19 ).  
         [0027]     Referring now to  FIGS. 2 and 8 , a black Tee-to-Green Card is shown generally as  20  in  FIG. 2  and a green Tee-to-Green Card is represented as  80  in  FIG. 8 . There are eleven black Tee-to-Green Cards  20  and ten green Tee-to-Green Cards  80  in the deck  1000  ( FIG. 19 ). Black Tee-to-Green Cards  20  are marked Tee-to-Green  23  along opposing sides of the card  20  and are also known as Par Cards. Green Tee-to-Green Cards  80  are also marked Tee-to-Green  83  along opposing sides of the card  80  and are also known as Birdie Cards. A drive value  22  and  82  represents the distance of the drive in yards a virtual golf ball goes  
         [0028]     when this card is played. A Lay-up value  21  and  81  in yards indicates the distance from the green. The special mark  26  (appearing only on some black cards  20 ) is used in conjunction with either Hole/Eagle card  10  ( FIG. 1 ) or the Hole-In-One/Ace card  30  ( FIG. 3 ). A Feet-from-Pin value  24  and  84  indicates both the results of an approach and the distance from the hole when putting. All black Tee-to-Green cards  20  have a 2-Putt value  25  and all green Tee-to-Green Cards  80  have a 1-Putt value  85 . Some Tee-to-Green Cards  20  and  80  may indicate Fairway Hit, Green Hit or within a Tap-In instead of a putt value (not shown).  
         [0029]     Referring now to  FIG. 3 , a Hole-In-One card  30  also known as an Ace  31  can only be played with the black Tee-to-Green Card  20  ( FIG. 2 ) that has the special symbol  26  ( FIG. 2 ). There is only one Hole-In-One Card  30  in the deck  1000  ( FIG. 19 ).  
         [0030]      FIG. 4  shows Recovery Card  40  having a 2-Putt value  45 . There are two black Recovery Cards  40  and two green. The black Recovery Cards  40  always have a 2-Putt value  45  and the green Recovery Cards (not shown) always have a 1-Putt value (not shown). Recovery Cards  40  are identified by the word Recovery  43  marked on opposite edges of the Card  40 . When a player is in a fairway bunker, Rough or Trees, the Recovery Card  40  allows the player a shot to the green. Without a Recovery Card  40 , a player must lay-up using the Lay-Up Values ( 21 ,  61  or  81  in  FIGS. 2, 6  and  8  respectively) on any Tee-to-Green  20  and  80  ( FIGS. 2 and 8 ) or Fairway  60  ( FIG. 6 ) Cards. A Recovery Card  40  played around the green (unlike when played from a fairway which only allows the player a shot to the green), will get the player safely on the green. Only one Recovery Card  40  has the special symbol  46  ( FIG. 4 ) and is used for special plays. The Recovery Card  40  may also be used in regular play using Drive value  42 , Lay-Up value  4 , Approach value  44  or Putt value  45  ( FIG. 4 ).  
         [0031]      FIG. 5  shows Hazard Card  50  with the kind of hazard identified, Bunker  51  for example, on opposite edges of card  50 . A circled number  52  indicates the distance in feet from the green. The word Hazard  53  appears in the center of the card  50  to identify the kind of card. In a typical deck  1000  ( FIG. 19 ), there are four Bunker Cards  51 , two Out-of-Bounds Cards (not shown) and two Water Hazard Cards (not shown).  
         [0032]     Now referring to  FIG. 6 , Fairway Card  60  is shown displaying the word Fairway  63  on opposite edges of the card  60 . There are two types of Fairway Cards  60 . There are four black and four green Fairway Cards  60 . All black Fairway Cards  60  have a 2-Putt value  68  and the green cards  60  have a 1-Putt value (not shown). Fairway Cards  60  are used to challenge an opponent&#39;s drive or can be used in regular play. The Fairway Card  60  indicates Trees  67  or Rough (not shown) offset to one side of the card  60  as well as abbreviated TS  66  or RH (abbreviation for rough—not shown) along opposing edges. The distance from the pin in feet or Approach value  64  is also displayed along opposing edges of the card  60  in the same manner as the Tee-to-Green Cards  20  and  80  ( FIGS. 2 and 8 ). Likewise, a drive value  62  and a lay-up value  61  appear along opposing edges of the card  60  as well.  
         [0033]     With reference to  FIG. 7 , two Mulligan Cards  70  are included in the deck  1000  ( FIG. 19 ) but are removed from the deck for Tournament Play. The Mulligan Card  70  is played when a player is Out-of-Bounds or in a Water Hazard to avoid a one-stroke penalty. The Mulligan Card  70  is identified by the word Mulligan  71  appearing on opposing edges of the card  70 .  
         [0034]      FIG. 9  shows the four Around-the-Green Cards generally as  90 . These cards  90  are identified by the words Around-the-Green  98  being centrally printed on the cards  90 . Each  
         [0035]     kind of play around the green is indicated on opposing sides of the cards  90 . Card  99  is a Hole from Rough  97 , Card  96  is a Hole form Bunker  95 , Card  93  is an Up and Down  94  and Card  91  is a Chip-In  92 . These Cards  90  are used when the player is playing around the green.  
         [0036]      FIG. 10  illustrates the four Approach Cards shown generally as  100 . Approach Cards  100  are used to challenge an opponent&#39;s approach to the green. A Fringe Card  101  is shown with a Pin Distance  114  labeled on opposing edges of card  101 . The Fringe Card  101  is identified by the Label  115  also appearing on opposite edges of the card  101 . The opponent may chip or putt from this distance  114 . A Second Cut Card  103  is shown with the Second Cut designation  104  appearing along opposing edges of the card  104  along with a distance from the green in feet  113 . The player must chip. A Rough Card  106  is likewise identified with the Rough designation  105  appearing along opposing edges of card  106 . The circled number  112  indicates distance from the green in feet. Additionally, when a Rough Card  106  is used, the player must add 10 feet to pin value on card (not shown) used to chip. A Deep Rough Card  109  is identified in a similar manner as the other Approach Cards  100  by a centrally disposed label  108  along with special instructions  110  (in the case of Deep Rough Card  109 —add 20 feet to Pin  110 ) and the specific kind of Approach Card  100  being displayed along opposing edges  107 . As with the other Approach Cards  100 , the number in the circle  111  indicates the distance from the green in feet when this card is used.  
         [0037]      FIGS. 11 through 18  are examples of Special Plays according to the present invention. Referring to  FIG. 11 , an example of the Special Play known as the Hole-In-One  200  is shown. This play requires two cards, a black Tee-To-Green Card  20  ( FIG. 2 ) with the special symbol  26  ( FIG. 2 ) printed on it and the Hole-in-One/Ace Card  30  ( FIG. 3 ). This play is equivalent to the Hole-In-One in the actual game of golf and is scored in the same manner.  
         [0038]     Referring now to  FIG. 12 , the Special Play known as an Eagle on a Par-4 is illustrated. In order to play this hand, all the Tee-to-Green Cards  20  ( FIG. 2 ) must be black and the cards used on the approach must have the special symbol  310  on it. The Hole/Eagle Card  10  ( FIG. 1 ) used in conjunction for an “eagle” as in the game of golf. In the example shown, the player drives three-hundred and fifty-five yards  308  with the first card  302  and then the second card  304  with the special symbol  310  is played along with the Hole/Eagle Card  306  to complete the “Eagle on a Par-4” play.  
         [0039]     With reference to  FIG. 13 , an Eagle on a Par-4 from Trouble  400  play is illustrated. In the example shown, play starts with a drive of three-hundred and fifty yards  410  using the first card  402 , a black Tee-to-Green Card. Next, an opponent plays the Fairway Card  404  showing the Trees  412 . The third card played is the Recovery Card  406  with the special symbol  414  on it along with the Hole/Eagle Card  408  to complete the “Eagle on a Par-4 from Trouble”  400 . The drive (first card  402 ) must be a black Tee-to-Green Card.  
         [0040]      FIG. 14  illustrates a “Reaching the Green in Two on a Par-5”  500  play according to the present invention. Both the drive card  502  and the approach to the green card  504  must be black Tee-to-Green Cards.  
         [0041]     Referring now to  FIG. 15 , the special play “Reaching the Green in Two on a Par-5 from Trouble”  600  using three cards. Again, the drive card  602  must be a black Tee-to-Green Card. In the example shown, the drive is three-hundred and twenty-five yards  608 . Next, an opponent plays second card  604 , a Fairway Card  60  ( FIG. 6 ) and in the example shown illustrates Rough  610  (but could be trees as noted in  FIG. 6 ). The third card played must be a black Recovery Card  606  with special symbol  612 .  
         [0042]      FIG. 16  is an example of the Special Play “Eagle on a Par-5”  700  according to the present invention. The play begins with a drive of three-hundred and fifty yards  710  as indicated on the black Tee-to-Green Card  702 . Next, a Lay-Up of sixty yards  712  from the green is played by using a black Tee-to-Green Card  704 . The third shot uses two cards, a black Tee-to-Green Card  706  with a special symbol  714  and a Hole/Eagle Card  708 . This combination of cards is scored as an “Eagle on a Par-5” hole.  
         [0043]     The play illustrated in  FIG. 17  is the “Double Eagle”  800  according to the present invention. Play begins in this example with black Tee-to-Green Card  802  showing a drive of three-hundred and fifty-six yards  810 . The second “shot” utilizes three cards,  804 ,  806  and  808  respectively. A black Tee-to-Green Card  804  has special symbol  814  and is played with two Hole/Eagle Cards  806  and  808 . This hand is scored as a “Double Eagle”  800 .  
         [0044]     Referring to  FIG. 18 , an example of the “Double Eagle from Trouble” play  900  according to the present invention is shown leading off with a drive of three-hundred and twenty-five  912  using a black Tee-to-Green Card  902 . Next, an opponent plays Fairway Card  904  that places the player in the Rough  914 . Player responds with three cards,  906 ,  908  and  910  respectively. Recovery Card  906  has special symbol  916  and then two Hole/Eagle Cards  908  and  910  are played to complete the “Double Eagle from Trouble”  900 .  
         [0045]     The previous examples are only a few of the many possible plays according to the present invention that change each time the game is played.  
         [0046]     Rules for GOLF CARD GAME—Tournament Edition  
         [0047]     Instructions for two and four players: Tournament play, (Mulligan cards are removed)  
         [0048]     Drives  
         [0049]     A score card from your favorite golf course may be used or players may create a course hole by hole as they play, in either case, players determine par of the holes and the particulars before dealing, such as out of bounds, water hazards and fairway bunkers on drives, water hazards on approach, etc. (Fairway rough and trees on drives and bunkers on approach are a given).  
         [0050]     2. Shuffle the deck  1000  ( FIG. 19 ) (before each hole) and deal five cards to each player. (The deck  1000  ( FIG. 19 ) is placed face down in reach of all players to draw from).  
         [0051]     3. Each player may discard and draw up to three cards to build a hand. (The discarded cards placed face down are now out of play for the remainder of the hole). During play players draw cards to maintain a five card hand. Players may use a mix of black and green cards and use shot values found on any Tee-to-Green  20  or  80  ( FIGS. 2 and 8 ), Fairway  60  ( FIG. 6 ) or Recovery Cards  40  ( FIG. 4 ), but can only use certain cards for special plays (See “Special Plays”).  
         [0052]     4. A player may call a misdeal if he/she has only one or no cards with shot values.  
         [0053]     5. On the first hole determine who is away (a golf tee can be used). As in real golf, the players to the left go in turn to start the first hole. On the first drive, with four players, the first player away will have the advantage over the third, and the second player away will have the advantage over the fourth. (The first and third players and second and fourth players are seated across from each other as opponents). After the first drive players go in turn according to position and scoring as in real golf. An important and unique feature of the present invention is that it allows all players to know their exact positions on the course—yards off the tee, yards from the green, feet from the green, feet from the pin, etc. without calculations, and in this Golf Card Game position and scoring are what determine a player&#39;s advantage to challenge an opponent&#39;s shot.  
         [0054]     6. When a card is played, (like a drive), it is placed face up in front of the player. If that card is challenged, the challenging card is given to the player and placed face up on top of the challenged card so that both show.  
         [0055]     7. Players away first (on drives) have the advantage and can challenge by using a Hazard Card  50  ( FIG. 5 ), if it applies to the hole and only if they out-drive their opponents (when the Hazard Bunker Card  51  ( FIG. 5 ) is played on a fairway bunker disregard the circled feet-from-green number  52  ( FIG. 5 ) which is used only around the greens and use the yardage of the drive card played).  
         [0056]     8. Any player can challenge an opponent&#39;s drive with a Fairway Card  60  ( FIG. 6 ) placing the opposing player in the Trees  67  ( FIG. 6 ) or Rough (not shown). The challenging card must be the same color card played by his/her opponent. A Fairway Hit (indicated on one black and one green Tee-to-Green Cards  20  and  80   FIGS. 2 and 8 ) when played, cannot be challenged by Fairway Cards  60  ( FIG. 6 ) or Hazard Cards  50  ( FIG. 5 ). If a player challenges an opponent&#39;s drive with two Fairway Cards  60  ( FIG. 6 ) both being the same color of the opponent&#39;s drive card and both cards indicating Trees  67  ( FIG. 6 ), the ball&#39;s lie is rendered unplayable. The player takes an imaginary two-club length drop and a real one-stroke penalty and continues play. If this play is made with two Fairway Cards  60  ( FIG. 6 ) indicating Rough (not shown), there can be no recovery, and the player must lay-up (See rule 14).  
         [0057]     9. If the Fairway Card  60  ( FIG. 6 ) is your first card played challenging your opponent&#39;s drive, you may draw and replace it before your drive.  
         [0058]     10. Players who drove first (having the advantage) may not draw before challenging with a Fairway  60  ( FIG. 6 ) or a Hazard Card  50  ( FIG. 5 ), but may challenge from the Trees  67  ( FIG. 6 ) or rough (not shown).  
         [0059]     11. If a player is out of bounds or finds a water hazard on his/her drive, a one-stroke penalty is imposed. Player draws cards and must Tee-Off again. Player must still out-drive his/her opponent, to avoid another Hazard Card  50  ( FIG. 5 ) from challenging player, with respect to rule 10.  
         [0060]     On lateral hazards play continues from where the ball went out of play (this is determined by the drive value of the card played.)  
         [0061]     Play the Rip-It indicated black Tee-to-Green Card  20  ( FIG. 2 ) (not shown) to reach short Par-4&#39;s in one (on holes 360 yards or shorter). Otherwise use drive yardage indicated. This play may challenged by Fairway Cards  60  ( FIG. 6 ) using drive yardage indicated on card to determine where ball will be in play. Players may also challenge this play with Approach  100  ( FIG. 10 ) or Hazard Cards  50  ( FIG. 5 ), if the Hazard Card  50  ( FIG. 5 ) applies to the approach to the green.  
         [0062]     Lay-Ups &amp; Fairway Bunkers  
         [0063]     Play from fairway bunkers, rough or trees requires a Recovery Card  40  ( FIG. 4 ) to have a shot to the green and to be able to challenge on approach, or player must lay-up using lay-up values  21 ,  61 ,  81  and  41  ( FIGS. 2, 6 ,  8  and  4  respectively) found on any Tee-to-Green  20  or  80  ( FIGS. 2 and 8 ), Fairway  60  ( FIG. 6 ) or Recovery Cards  40  ( FIG. 4 ) if player chooses. Player may also play a Green Hit, indicated on one black and one green Tee-to-Green Cards  20  and  80  ( FIGS. 2 and 8 ). These cards are not challengeable, and may also be played from the fairway.  
         [0064]     15. You may not lay-up on Par-4&#39;s unless from trouble.  
         [0065]     16. Lay-ups on Par-4&#39;s and Par-5&#39;s are not challengeable. (Except for rule 17)  
         [0066]     17. When laying up, there are nine cards with lay-up values that fall within play of the four Around-the-Green Cards  90  ( FIG. 9 ). The four cards are: Chip-In  92 , Up-and-Down  94 , Hole-from-Bunker  95  and Hole-from-Rough  97 . The nine lay-up values ( 01 ), ( 02 ), ( 03 ), ( 04 ), ( 05 ), ( 06 ), ( 07 ), ( 08 ), and ( 09 ) are challengeable by Hazard  50  ( FIG. 5 ) and Approach Cards  100  ( FIG. 10 ) in that they are lay-ups in close proximity to the green.  
       EXAMPLE  
       [0067]     Your drive was challenged and you are in the trees; you do not have a Recovery Card  40  ( FIG. 4 ) and must lay-up. You have two choices: You can lay-up 50 yards from the green, try to reach the green in 3, and hopefully 1-putt to save par, but you choose, having a Chip-In  92 , Around-the-Green Card  90  ( FIG. 9 ) to lay-up 7 yards from the green, and chip-in for birdie! Even if your lay-up is challenged and you find the Fringe  115 , Second Cut  104 , Rough  105  or Deep Rough  107  ( FIG. 10 ), the Chip-In  92  ( FIG. 9 ) will still play. To no avail, you found the bunker, and a Chip-In  92  Card ( FIG. 9 ) will not play from a bunker.  
         [0068]     Approaching the Greens &amp; Par- 3 &#39;s  
         [0069]     18. Players in turn (shortest drives first, then longest lay-up values etc.) approach the green using the feet-from-pin values  24 ,  84 ,  44  and  64  ( FIGS. 2, 8 ,  4  and  6  respectively) found on any Tee-to-Green  20  and  80  ( FIGS. 2 and 8 ), Recovery  40  ( FIG. 4 ) or Fairway  60  ( FIG. 6 ) Cards. The player whose shot is closest to the pin will have the advantage and may challenge by playing an Approach  100  ( FIG. 10 ) or Hazard Card  50  ( FIG. 5 ) if it applies to the hole.  
       Example 1  
       [0070]     The player away draws cards and places his/her card face up showing the shot is 5-feet from the pin. The player&#39;s opponent, without drawing cards, now knows that he/she has the better hand, having a shot 3-feet from the pin; and challenges (without drawing cards) by playing an Approach Card  100  ( FIG. 10 )  109  indicating Deep Rough  107 , showing the true results of the shot. Then second player (again, without drawing cards) plays his/hers closer shot (at his/hers turn). (With four players there may be other players away before your shot)  
       Example 2  
       [0071]     Player away (draws cards) shoots and is 5-feet from the pin; the opponent now knows that he/she does not have a better shot, so there will be no challenge here. Player draws cards (at his/hers turn) and hopes to a least get closer to the pin so not to be challenged, but the shot will be 8-feet from the pin, nothing to do but let it fly and hope for the best while the first player waits on like the grim reaper.  
         [0072]     19. Some Approach  100  ( FIG. 10 ) and all Hazard Cards  50  ( FIG. 5 ) have a circled number  111 ,  112  and  113  ( FIG. 10 ) and  52  ( FIG. 5 ) respectively indicating feet-from-green except the Approach Fringe Card  101  ( FIG. 10 ) which indicates feet-from-pin. As long as the feet-from-green is closer to the green (advancing the ball); a player can play a Hazard  50  ( FIG. 5 ) or Approach Card  100  ( FIG. 10 ) over another on an opponent.  
         [0073]     20. A Recovery Card  40  ( FIG. 4 ) played around the green (unlike played from a fairway bunker, rough or tree, which only allows a player a shot to the green) will get a player safely on the green as will a Green Hit indicated card.  
         [0074]     21. Disregard the penalty on Approach Cards  100  Rough  105  ( FIG. 10 ) and Deep Rough  107  ( FIG. 10 ) when using Recovery Cards  40  ( FIG. 4 ), Green Hit or (within) Tap-In indicated cards when chipping onto a green.  
         [0075]     22. A player approaching the green from a lay-up position after opponent has already reached the green before the players lay-up, must come closer to the pin then his/her opponent, so not to be challenged again.  
         [0076]     23. When both opponents have missed the green, the player chipping closest to the pin has the advantage and may challenge the other.  
         [0077]     24. When playing a Hole/Eagle Card  10  ( FIG. 1 ), or a Hole in One/Ace Card  30  ( FIG. 3 ), successfully (see “Special Plays”), and when playing a Chip-In  91  ( FIG. 9 ), Up-and-Down  94  ( FIG. 9 ), Hole-from-Bunker  93  ( FIG. 9 ) or a Hole-from-Rough Card  97  ( FIG. 9 ), player may continue challenging his/her opponent but may not draw cards.  
         [0078]     25. If a player has no cards with shot values to continue play, it&#39;s considered a lost ball, a one-stroke penalty is imposed and player must draw five new cards and go back and replay the shot (on drives) or take a drop around the green (on approaches).  
         [0079]     Putting  
         [0080]     26. Putting begins when all players are on the green.  
         [0081]     27. Putting is based on a 24-foot break point.  
         [0082]     28. In putting a player may draw cards after challenging to finish his/her turn.  
         [0083]     29. Player closest to pin has the advantage to challenge first.  
       Example 1  
       [0084]     Player away draws cards and at any distance from the pin may play a 2-Putt value card  25 ,  45 ,  68 , ( FIGS. 2, 4  and  6  respectively) to finish the hole unchallenged. The opponent (at his/her turn) draws cards (because there will be no challenge) and may also play a 2-Putt value card  25 ,  45 ,  68 , ( FIGS. 2, 4 ,  6  respectively) to finish the hole also unchallenged.  
       Example 2  
       [0085]     When player away after drawing cards plays a 1-Putt value Card  85  ( FIG. 8 ) 23-feet from the pin or less, opponent (without drawing cards) can play an additional 1-Putt value card  85  ( FIG. 8 ) on first player to total a 2-Putt finish. Then second player may draw cards at his/her turn and first player (without drawing cards) may also challenge second players putt in the same manner if second player is also putting from 23-feet or less.  
       Example 3  
       [0086]     When player away after drawing cards plays a 1-Putt value card  85  ( FIG. 8 ) 24-feet from the pin or greater, opponent (without drawing cards) may play a 2-Putt value card  25 ,  45 ,  68 , ( FIGS. 2, 4  and  6  respectively) on first player to total a 3-Putt finish on the hole. Again second player draws cards at his/her turn and first player (without drawing cards) may also challenge second players putt in the same manner or as in example 2, whichever applies to the putt.  
         [0087]     30. The challenging player may ONLY play a 2-Putt value card  25 ,  45 ,  68 , ( FIGS. 2, 4  and  6  respectively) on his/her opponent when his/her opponent is 1-putting from 24 feet or greater, and ONLY a 1-Putt value card when his/her opponent is 1-putting from 23 feet or less.  
         [0088]     31. The Tee-to-Green Card  20  ( FIG. 2 ) that indicates (within) a Tap-In (not shown) does not require any other putt value card be played.  
         [0089]     32. If a player reaches the green and has no cards with a putt value after drawing, the player must take a 3-Putt on the hole.  
         [0090]     Special Plays  
         [0091]     Special Plays include: Hole-in-One&#39;s, Eagles holed from the fairway on Par-4&#39;s, Eagles holed from trouble (fairway bunkers, rough or trees) on Par-4&#39;s, Double Eagles, Double Eagles from trouble, third shot Eagles, reaching the green in two and reaching the green in two from trouble on Par-5&#39;s.  
         [0092]     33. All Special Plays are always challengeable, and players may draw cards immediately after challenging any Special Play.  
         [0093]     34. There are four black Tee-to-Green  20  ( FIG. 2 ) Cards and one black Recovery Card  40  ( FIG. 4 ) that include a special symbol  26  and  46  ( FIGS. 2 and 4  respectively) next to the feet-from-pin  24  and  44  ( FIGS. 2 and 4  respectively) location, also there is one Hole-in-One/Ace Card  30  ( FIG. 3 ), and two Hole/Eagle Cards  10  ( FIG. 1 ) that also have this special symbol  2  and  32  ( FIGS. 1 and 3  respectively).  
         [0094]     35. Match a black Tee-to-Green card  20  ( FIG. 2 ) with a special symbol  26  ( FIG. 2 ) with the Hole-in-One Card  30  ( FIG. 3 ) for a shot at a Hole-in-One on par-3&#39;s.  
         [0095]     36. Match a black Tee-to-Green card  20  ( FIG. 2 ) with a special symbol  26  ( FIG. 2 ) with the Eagle/Hole Card  10  ( FIG. 1 ) on your approach, to hole for an eagle on par-4&#39;s, or on your third shot on Par-5&#39;s.  
         [0096]     37. Match a black Tee-to-Green Card  20  ( FIG. 2 ) with a special symbol  26  ( FIG. 2 ) together with the two Eagle/Hole Cards  10  ( FIG. 1 ) on approach for a double-eagle on Par-5&#39;s.  
         [0097]     38. Play any two black Tee-to-Green Cards  20  ( FIG. 2 ) to reach a Par-5 in two (playing one card for your drive and one for your approach.)  
         [0098]     39. The drive card (and lay-up on Par-5&#39;s) played before any Special Play approach must also be a black Tee-to-Green Card  20  ( FIG. 2 ), but does not need to have the special symbol  26  ( FIG. 2 ).  
         [0099]     40. The black Recovery Card  40  ( FIG. 4 ) with the special symbol  46  ( FIG. 4 ) can be used for Special Plays from trouble (fairway bunkers, rough or trees), and to reach par-5&#39;s in two from trouble, but not from fairways.  
         [0100]     41. Special play cards are played together as one. (See rules 35, 36 and 37)  
         [0101]     Milligan&#39;s Golf  
         [0102]     42. The Mulligan Cards  70  ( FIG. 7 ) are utilized in the deck  1000  ( FIG. 19 ).  
         [0103]     43. A Mulligan Card  70  ( FIG. 7 ) can be used anytime except when putting.  
         [0104]     44. Where a lost ball would apply there is no stroke penalty. Player just draws five new cards and continues.  
         [0105]     45. Where a player would have a 3-Putt penalty for not having a putt value card on the green, he/she draws till the first putt value card is found.  
         [0106]     Although the instant invention has been described in relation to particular embodiments thereof, many other variations and modifications and other uses will become apparent to those skilled in the art.