Hi there! Welcome to Paper Apps™ GOLF.
It’s a beautiful, sunny morning at [Insert Randomly Generated Golf
Course Name] and you’re ready to hit the links. I’ll give you all the
tips and tricks you need to become a GOLF legend.
First of all, let me explain a little bit about your GOLF notebook.
Each notebook contains 3 randomly generated courses, each with 18
holes. And yes, every single notebook has different courses and
holes. Pretty neat, eh?

Your Goal

→
This should go without saying, but just to be clear: your job is to
get the ball in the hole. Just like normal golf–but how you get there
is up to you!
There are 2 ways to play Paper Apps™ GOLF: with or without a die. If
you have a d6 handy, I deﬁnitely recommend that route since the
random element mimics the vicissitudes of golf. However, if you’re
looking for a quick GOLF ﬁx and don’t want to be rolling your Pencil
Dice or other d6 around, you can try Speed Golf instead!

Dice GOLF
Roll your d6 to determine how far you’ll hit the ball.
Add 1 to your roll if you are hitting from the fairway.
Subtract 1 from your roll if you’re hitting from a sand trap.

Pick a direction for your hit. You may move in one of the 8
orthogonal or diagonal directions. You may go back in the opposite
direction of the previous hit if necessary.
Check your landing spot and make sure your path is clear. You may
only go through trees if you are hitting from the fairway (see
Terrain section for more info).
Once you’ve decided your path, draw a straight line to your new
destination. Then draw a small circle to indicate the new ball
position.
NOTE: For an added challenge, you may pick your direction before
hitting. Be “fore”-warned, this may require taking lots of Mulligans.
Especially if your hit lands in the trees … or in the drink!
Re-rolling:
When teeing off, if you don’t like your roll, you may re-roll once.
You must use the second roll amount. The same goes for Mulligans.
You have 6 “Mulligans” per course that can be used to re-roll any
time. Mark off each Mulligan used on the title page for the course.
Putting:
You may always choose to putt [move 1 space] on your turn. You may
even roll the die and instead choose to putt instead of move the
indicated number of spaces.

Speed GOLF
In this version, you choose to move 6, 3, or 1 spaces with each hit.
DRIVER [Move 6 spaces]: May only be used from the fairway. Drives can
go over trees.

IRON [Move 3 spaces]: Use anytime. Only move 2 from sand. Can’t go
over trees.
PUTTER [Move 1 space]: You may always putt.
Overshooting the hole:
If you cross over the hole in the course of your movement path, the
ball doesn’t necessarily “go in” the cup. However, you may overshoot
the hole by 1 space in this case and count the ball as going in.
Otherwise, the ball goes “over” the hole.
Scoring:
Add up your hits by counting the line segments you’ve drawn. The par
on each hole is 6. Sometimes you’ll go over, sometimes you’ll go
under. Don’t sweat it too much.

Terrain
Let’s review the types of terrain you’ll encounter and what effects
they have on your GOLF experience.
Rough: This makes up the majority of the terrain on each hole. In
Dice GOLF, it means you move the exact amount you roll. In Speed
GOLF, it means you move by 3. You may also putt in the Rough.
Fairway: It’s good to try to stay on the fairway. This gives +1
to your roll in Dice GOLF and allows you to move 6 spaces in
Speed GOLF. You can hit the ball over trees only when hitting from
the fairway. You may also putt on the Fairway (it also makes up the
area typically known as the green.)

Sand trap: Sand traps lessen your ability to move. In Dice GOLF,
subtract 1 from your roll. In Speed GOLF, you may move 2 spaces.
You may also putt to move 1 space in sand.
Water hazard: You may not land in water. Your hit may travel over
water though.
Trees: You may not land on trees. Your hit may not travel
over trees, except when hitting from the fairway.
Slopes: Arrows indicate a slope. If you land on one, your ball
rolls 1 space in that direction. Move your line that direction
and then draw a circle to indicate your ball’s position.
NOTES ON SLOPES: If the new space is also an arrow, your ball keeps
rolling until it comes to a space without an arrow. Rarely, a slope
may point towards water. In this case, ignore the slope. In the
unlikely case that two arrows point directly at one another, stop the
ball after the ﬁrst arrow movement.

Multiplayer
You may ﬁnd it enjoyable to play GOLF with 2 or more people. In this
case, it is best to use different colored pencils or pens. Dice GOLF
works best for this scenario.
Decide amongst yourselves what order you will tee off in. From that
point onward, decide the turn order by distance from the hole
(measured using a ruler). The player furthest from the hole always
goes next.
Thank you for playing Paper Apps™ GOLF! If you have unanswered
questions, or wish to shower us with praise, please contact us at
hey.gladden@gmail.com.

Course #1

Great
River

Hole 2

Strokes:

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Total:

Hole 1

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Hole 3

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Hole 4

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Hole 5

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Hole 6

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Hole 7

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Hole 8

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Hole 9

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Hole 10

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Hole 11

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Hole 12

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Hole 13

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Hole 14

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Hole 15

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Hole 16

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Hole 18

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Hole 17

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Course #2

Silver
Forest

Hole 2

Strokes:

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Total:

Hole 1

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Hole 3

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Hole 4

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Hole 5

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Hole 6

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Hole 7

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Hole 8

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Hole 9

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Hole 10

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Hole 11

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Hole 12

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Hole 13

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Hole 14

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Hole 15

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Hole 16

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Hole 18

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Hole 17

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Course #3

Royal
Mountain

Hole 2

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Hole 1

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Hole 3

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Hole 4

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Hole 5

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Hole 6

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Hole 7

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Hole 8

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Hole 9

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Hole 10

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Hole 11

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Hole 12

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Hole 13

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Hole 14

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Hole 15

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Hole 16

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Hole 18

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Hole 17

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