Whether you learned golf as a card game at family game night or discovered it online, understanding the 6 card golf rules is the quickest way to improve your score and have more fun. This article walks through the standard play, scoring options, strategic ideas, and common house-rule variations so you can play confidently. For a quick reference or an app-based option to practice rounds, check this resource: keywords.
What is 6 card golf?
6 card golf is a casual, low-stakes card game where the goal is to finish with the fewest points. Each player receives six cards that they arrange in a two-by-three grid. Gameplay revolves around drawing, swapping, and discarding cards until the end of the hand, when players tally up their card values. The structure is straightforward, but small rule variations dramatically change strategy—so agree on which rules you’re using before you start.
Quick overview of basic 6 card golf rules
- Players: Typically 2–6 players (best with 3–5).
- Deck: Standard 52-card deck; include jokers only if agreed upon (they usually act as wilds or negative points).
- Deal: Each player gets six cards dealt face down, arranged in two rows of three in front of them.
- Initial peek: Commonly each player turns over any two cards of their choice to begin (some variants allow specific positions).
- Turns: On your turn you draw from the stock or discard, optionally swapping a card in your grid, then discard one card.
- Ending a hand: When a player “knocks” (or when the stock runs out), each other player gets one final turn before scores are counted.
- Goal: End with the lowest total card value after the agreed number of rounds (often 9 holes, but any number works).
Detailed step-by-step play
1. Setup
Shuffle and deal six cards to each player, face down. Players place cards in a 2x3 formation and may look at two of their cards to start (this common rule helps reduce randomness without removing the memory element). The remaining deck is placed in the center as a stock, and the top card is turned up beside it as the starter discard.
2. The turn
On each turn, a player either draws the top card from the stock or takes the top discard. If they draw from the stock, they may look at it and either swap it with one of their six cards (placing the swapped card face up on the discard pile) or discard it immediately. If they pick up the discard, they must swap it with one of their cards. Face-down cards swapped into the discard pile should be placed face up so opponents can see what was discarded.
3. Knocking and end-of-hand
When a player is satisfied with their grid, they may “knock” instead of taking a normal turn. Knocking signals that the player thinks they have a low score. After knocking, every other player gets one final turn. Then, all players reveal their cards and scores are calculated.
Scoring: standard conventions and common variations
Scoring is where house rules differ most, so decide in advance. Below are widely used options and how they affect strategy.
Standard card values (most common)
- Ace = 1 point
- 2–10 = face value (2 through 10 points)
- Jack, Queen, King = 10 points each
- Jokers (if used) = typically −2 or treated as wild with 0 points (agree beforehand)
Many groups treat face cards as 10 points, but some play face cards as 0 — in that version, pulling a King or Queen is extremely valuable and changes discard strategy dramatically.
Column-pair cancellation
A common and elegant rule variation: if both cards in a vertical column are the same rank (for example, a 7 over a 7), that column scores zero points. This creates a key strategic layer: players may accept a higher visible card to try and pair it later for cancellation.
Example scoring
Imagine a player’s revealed grid (left-to-right top row then bottom row): 5, K, 3 on top; 5, 9, A on bottom. Using standard values with K=10 and A=1:
- Column 1: 5 + 5 = 10
- Column 2: K + 9 = 10 + 9 = 19
- Column 3: 3 + A = 3 + 1 = 4
- Total = 10 + 19 + 4 = 33 points
If column-pair cancellation were in effect, Column 1 would score 0 instead of 10, dropping the total to 23.
Strategy and tactics for lower scores
Winning 6 card golf isn't just luck—memory, timing, and discard discipline matter.
- Memorize discards: Paying attention to the discard pile and what opponents pick up tells you which ranks are in play and which columns opponents may be trying to complete.
- Protect your low cards: If you reveal an ace or low number, try to keep it hidden until it’s unlikely to be stolen by someone taking from the discard pile.
- Delay knocking until you’re confident: Knocking too early can give opponents time to improve and beat you. But waiting too long wastes the advantage if you already have a low grid.
- Use column-cancellation strategy: If your top row has two matching cards and the bottom is high, it may be worth revealing the top to bait opponents into taking discards that let you complete a pair.
- Discard high cards when safe: If an opponent just revealed a discard you won't benefit from, leaving a high card in play can be costly later.
Personal anecdote: In a friendly tournament, I once held a column with two kings hidden. I risked revealing one to draw an opponent’s attention away from the discard pile. They later discarded a king, and on my final turn I completed the pair and scored zero for that column—turning a losing hand into a win. Timing and reading opponents’ intentions made all the difference.
Common house rules and tournament-style options
Because 6 card golf is often played informally, groups invent variations. Below are standardized options you might encounter and how they affect play:
- Initial peeks: Some rules allow each player to look at exactly two cards; other groups let you choose any two positions to view. Tournament play often fixes this to keep games consistent.
- Knock penalties: Some play that if the knocker doesn’t have the lowest score, they incur a predetermined penalty (e.g., +5 points).
- Joker rules: Include jokers as −2 points, 0 points, or wild; agree in advance because jokers heavily tilt strategy.
- Number of rounds: Casual games often play 6 or 9 “holes” (hands); tournaments might use aggregate scoring across many more.
- Card values: Face cards as 0 vs. 10 is a major variant—decide before play.
Etiquette, fairness, and mistakes
Respect at the table speeds up learning and keeps the focus on fun and skill.
- Call misdeals immediately: If cards were exposed in the deal or someone was dealt too many cards, stop play and reshuffle.
- No peeking other players’ face-down cards: This is generally cheating unless the group explicitly allows spying in certain variants.
- Be transparent about rule changes: Before the first hand, state which scoring and joker rules are active; changing mid-game creates disputes.
- Handle disputes with a quick re-deal or majority rule: For casual games, avoid long debates—reset and continue.
Frequently asked questions
How many players is best?
3–5 players is ideal. Two players feel too deterministic; more than six makes dealing and table time cumbersome.
Should I include jokers?
Only if everyone understands their effect. Jokers can create strong swings and are best used for casual, high-variance play.
What if the stock runs out?
Shuffle the discard (except the top card) to create a new stock and continue. In some house rules, running the deck triggers immediate scoring.
Resources and practice
To build speed and intuition, play frequent short sessions and test one rule variation at a time. If you want online practice or a community that plays variations of card-based golf, try these resources and practice apps — one convenient place to start is keywords.
Final thoughts
6 card golf rules offer a flexible framework that balances memory, probability, and psychological play. The best players pay attention to discards, manage risk when knocking, and adapt to the scoring variant in use. Before each session, confirm values for face cards, jokers, and cancellation rules so everyone shares the same expectations. With experience you’ll find patterns and strategies that consistently shave points from your score—turning casual rounds into satisfying victories.
Ready to play? Gather a small group, agree on the specific 6 card golf rules you’ll use, and treat the first few hands as practice to learn both the math and the table dynamics. Enjoy the game—and win a few rounds!