Rules of Play
The original Doshboardgolf (TM) is a board game based on a mathematical model coupled with a novel board and course concept to create an experience the rivals the real thing. The winning player will be the one who manages the conditions in the most favorable way. Players will feel the joy of an excellent shot and the defeat of a poor decision. Doshboardgolf is all the strategy of golf on your table!
The object of Doshboardgolf is to move from Tee to Target while avoiding the board edge, water and trees. Basic golf jargon and rules apply. The winning player completes the nine-hole course in the fewest turns.
Read the rules then start playing with beginner rules. More experienced playing groups continue reading to use advanced and then the professional rules.
The board is comprised of Doshboard cells of various types. The otherwise hexagonal Doshboard cells have slight outward arcs on three sides and inward arcs on the other three. The Doshboard cell arcs are important when counting flight Outcomes. Each Doshboard “cell” has a center “dot” and is shaped in a way to make it all work.
Each of four players (yellow, red, blue, green) has two tokens. One token shows the previous board position (“lie”) and another token is used to count forward to the next lie before removing the previous token from the board. In this way, all players can see the accuracy of a move (“shot”).
Dice & Pawns
The dice and the orange pawns are shared by all players and are used to plan and execute each shot.
There are four sets of eight colored cards that match the colored tokens. Players use the same eight cards throughout the game; with amateur rules, the players share the same eight cards. Pro’s use colored card sets that match their tokens’ color.
The cards are the golf clubs.
Order Of Play
There are nine holes on the board. Notice the nine Tee cell and nine Target cell pairs labeled 1 through 9. The nine holes are played one after another as individual events. Players take turns planning (choosing flight path and card) and executing (rolling dice) shots toward landing on the Target cell and holing-out (“Hole-Out” is described below).
Players begin by collectively choosing their colors and the initial playing order, however thereafter, the player farthest away from the Target cell goes next, even if that means two or more consecutive shots. After all players have Holed-Out, the number of shots taken to complete the hole is scored, and all players place one of their tokens on the next Tee cell. The player with the lowest score on the previous hole, begins the next hole. After Hole 9 is completed, the final score is tallied. Lowest score wins.
A shot always starts and finishes on a Doshboard dot (the center of a Doshboard cell). There are 12 directions of flight to move from one Doshboard cell to another, as pictured in the clock image on the board. Each direction is denoted by a clock direction number 1 through 12. The distances, of the flight, are counted 1 for each Doshboard dot encountered for even flight directions (2, 4, 6, 8, 10, or 12) and counted 2 for each Doshboard dot encountered in odd flight directions (1, 3, 5, 7, 9, or 11). Refer to the clock image on the board to see this.
If a Distance count, in an odd flight direction, falls one count short of the next Doshboard dot, then the Doshboard cell that covers the last midpoint is the next correct position. Thus, the counting is rounded off slightly left or right of the planned flight direction. Refer to the arcs of the Doshboard cells. The resultant lie can be atop another player’s token.
Off The Board
Any count, that exceeds the limits of the board, is deemed out-ofbounds. Golf line-of-flight rule applies, so the next lie is the last Doshboard cell encountered in the flight. A one penalty is added
At any time, when counting goes off the playing surface, the flight is deemed out of-bounds. The last non-water cell touched is the resultant lie.
Distance & Hook
Each card has a blue section and red section that corresponds to the blue die and rec die respectively. For each turn, a player will choose a card and roll the blue and red dice. The blue die number is looked up on the blue section of the chosen card to find the Distance count. Similarly, the red die is looked up to find the Hook count.
Counting Distance & Hook
The blue Distance is counted off first and begins and ends on a Doshboard dot. Then the red Hook is counted off at a 90 degree angle, and also begins and ends on a Doshboard dot. Left or right Hook is indicated on the card. If the Distance count is 0, the Hook is still applied and moves essentially sideways from the starting lie.
Planning A Shot Direction
Each turn begins by choosing flight direction and card. First choose an intended flight direction by placing one orange pawn on a cell aligned in one of the 12 flight directions with the current lie. This orange pawn does not establish distance and it is only a directional marker, so it can be placed near or far.
Planning A Shot Card
Second, choose a card. So that all players can witness the choice, the card is placed face up in the middle of the board. Each turn, the player chooses a card that will most likely yield a favorable Distance and Hook for the intended flight. The Overall Rating on the card, is only used for easy card reference, and is the average of the twelve blue distances on the card.
Executing A Shot
To execute a shot, roll the blue and red dice. On the chosen card, look up the results of the blue die. Count off that many Doshboard dots in the intended flight direction. As the orange pawn is just a direction marker, counting up to or beyond it is normal, but the count stays in a straight line on the intended flight path. From the Distance resultant position, then look up and count off the Hook by similarly referencing the red die into the red section of the card. Remember that the Hook may be 90 degrees left or right and is based on the direction of travel at that moment.
Concluding A Shot
Place a token in the new Distance plus Hook resultant lie. All players examine the validity of the move. Remove the token that was marking the previous lie and the turn is concluded. Take the card back off the board and pass the dice and orange pawns to the next player.
A player is Holed-Out if (i) the resultant Distance plus Hook lie is on the Target cell and (ii) the Hook is in a green-box of the card’s red section. If the player has finished on the Target cell but has not Holed-Out, then add one stroke to the player’s score of the hole (because there is 100% chance that the player will Hole-Out on the next turn). The player has completed the hole and the player’s tokens are removed from the board until the next hole begins.
The planned flight direction is actually a bit more interesting. Two orange pawns are used. The first orange pawn of the intended flight is placed atop a Doshboard dot where an elbow is planned. As before, this pawn must be aligned along one of the twelve flight directions from the starting lie. The second orange pawn in placed at any further distance leading away from the elbow position.
More On Elbows
- An elbow may not exceed 90 degrees. An elbow cannot be placed off-the
board, but otherwise, any other cell on the board may be the elbow.
- Planning an elbow is not mandatory, so an intended flight path may be straight.
- A two elbow flight path is not allowed.
When counting a Distance past an elbow, the elbow is made during the Distance count. The Distance flight direction changes at the elbow if the Distance count is at least 1 past the elbow. Notice that the Distance direction changes after the elbow and a new Hook direction is thus established after passing the elbow. If the elbow is not reached, then the Hook is taken at 90 degrees from the first leg of the intended flight path.
General grass cells behave the same and nothing special happens when crossing them or landing on them. Tee cells behave the same way as grass cells. These cells are always a safe play (with the exception of a possible roll-away in professional rules).
Crossing Danger Cells
There are two kinds of water (water and waterfalls) and three kinds of trees (small, medium, and big). A flight count can always cross any of water, waterfall, or small tree cells. We will see below with the professional rules, that big trees, medium trees, and Targets can be hit (or missed) during a flight count.
Landing On Danger Cells
Water and waterfalls carry out-of-bounds line-off flight rules and a one penalty is applied. There is no penalty for landing on a tree cell, but with advanced rules, playing a shot out of a tree position can carry specific rules. With professional rules, landing off-the-board, water, waterfalls, big trees, and small trees may involve losing a card (described later).
Let’s Play Doshboardgolf!
Doshboardgolf is a registered trademark. All rights reserved. Copyright Kapalko Games 2014