Hole in One
Phase 1
Available Clubs
- The distance to the hole is determined by rolling 450+50 at the beginning of the game.
- The host will .pick players each round, and the players will choose a club to use in order to take a shot at the hole.
Available Clubs
Phase 2
Finals
Modifications
Bunker Hazard: Located at 30 to 40 spaces away from the hole, in both directions. Eg: hole at 350 means bunkers at 310-320 and 380-390. Can only use the Wedge club here
Water Hazard: Located before 0 and after 501. Teleport to 0 (if less than 0 hazard) or 501 (if more than 501 hazard). Miss 2 turns
Wind: At the start of each round, roll for wind direction : !pick forward, backward, still. If the shot is in the direction of the wind, add wind to the rolls, subtract wind for the opposite direction
!roll 300±100
!roll 100±30
!roll 30±10
!roll 10±3
!roll 3±1
- Players start at position 0, at the tee.
- The players can hit the ball forward or backward.
- The first player to strike the ball into the hole wins. (Hosts should complete the entire round)
Finals
- To get the second position, players roll battle with roll power = distance from hole - Golf mod (Lower roll wins). So any one who is 1 unit away from the hole automatically wins second place. If multiple players make the hole in the same round or tie for second, roll battle 100 with golf rules.
Modifications
Bunker Hazard: Located at 30 to 40 spaces away from the hole, in both directions. Eg: hole at 350 means bunkers at 310-320 and 380-390. Can only use the Wedge club here
Water Hazard: Located before 0 and after 501. Teleport to 0 (if less than 0 hazard) or 501 (if more than 501 hazard). Miss 2 turns
Wind: At the start of each round, roll for wind direction : !pick forward, backward, still. If the shot is in the direction of the wind, add wind to the rolls, subtract wind for the opposite direction
!roll 300±100
!roll 100±30
!roll 30±10
!roll 10±3
!roll 3±1
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