Showing posts with label zombie golf. Show all posts
Showing posts with label zombie golf. Show all posts

Zombie Golf - the rules

Ok, a long time ago when I first blogged about zombie wargaming I made mention of 'zombie golf'. Now seems a good time to revisit the idea - this way I can play some casual rounds of golf while building scenery needed for my campaign.

Basic Rules





 Each hole has a Par rating. To score par for the hole, you need to kill as many zombies equal to the par for that hole. Killing more than the par rating gives you a better score.
 Example: a par 4 hole means you have to kill 4 zombies to reach par. If you kill 5 zombies you are 1 under par. If you only kill 3, then you are 1 over par.

Once you have taken a shot at a zombie then you must continue to play that zombie until it is killed or you are chased off the hole.

 Killing a zombie in a bunker or the rough adds one to your score (deduct one from your score; thus a 2 over par becomes a 3 over par).


Set Up

The Golf Course

  To make it easy I suggest using your favorite local golf course as a guide, or 'google' golf courses to find out what the par for each hole is.

 For example, the Royal Melbourne Golf Club has a few courses on their web site, and lists each hole:
Royal Melbourne GC

 By looking at this, I see the first hole is a Par 4, the second a Par 5 and so on.

 Determine the Zombie Threat Level: I suggest using the rating of the golf course: a 5 star rating = 5 ZTL.
 There are web sites that give star ratings for course. This site lists the Royal Melbourne as a 5 star course.

 Place your teeing area, putting green and any hazards or features that you feel would enhance the hole.



 Put your players on the tee. A gentleman's agreement should suffice to determine who will tee off first, but failing that roll a dice and the highest roll wins (re-roll ties).

Playing a hole

Roll to determine the initial number of zombies vs the ZTL as per the zombie game you are using. These zombies are place of the far edge of the putting green facing the 'golfers'.



 Players now take it in turns to shoot at, and hopefully kill, the zombies on the hole.

 Once all players have taken a shot move the zombies towards the golfer.

 This completes one turn.

 Remember to roll the basic ZTL plus an extra die for each shot taken during a turn. These zombies are ones that come on at the same spawn point as the initial zombies.

 Should no zombies be in play at any stage roll to spawn zombies until some appear.

 Play on the hole continues until the best score for the hole is achieved or both players agree to abandon the hole (zombies are too close and will be in melee).

 A golfer that is killed playing a hole automatically concedes the game to any surviving players.

Edit: thanks to a question in the comments, the following rules have been added:


playing a zombie in a water hazard adds one to your shot. It is only a 1 penalty because the zombie wont remain in the water... unless you kill it.

 The players can move off the tee, but as soon as they come into contact with the zombies (i.e. melee) they must stop play on the hole.

 The players may not move any further away from the zombies than the rear of the teeing off area.


Zombie Golf

I had an idea for a bit of fun for a zombie hunt scenario - Zombie Golf.

I am using All Thing Zombie as the base set of rules, and all the rules are used with the exception of any text in the "golf rules".


Zombie Golf
Step 1

Determine if you are playing 9 or 18 holes.

Step 2

Work out the par for each hole being played. (Hint – use your local golf course or your favourite one to determine the course). Holes must be either par 3, 4 or 5 unless you are basing your course on an actual course, in which case a par 6 may be played.

Step 3

Prepare your scenery: 1 Tee, 1 Green plus flag, some hazards (bunkers or water traps), and the fairway. Areas not the tee etc are considered to be the rough.

You may want to have some fences or other scenery which is marked as “out of bounds”.

Step 4

For each hole you need a number of zombies equal to 2 times the par for the hole for each player. Example: a par 3 will need 6 zombies per player.

Randomly place the zombies along each hole. They can be placed anywhere except the tees, and must be placed no closer than 12” from the golfers.

Zombies in an out of bounds area may not be “played”.

Step 5

Tee off. “Golfers” must shoot to kill (OD) Zombies on each hole as they play.

Each turn the zombies will move towards the tee and the “golfers”.

Play continues until each player either scores the best round for that hole (3 under par) or decides to concede the hole with what ever score that golfer has. Conceding is a nice way to phrase “let’s move on from this hole before we are killed”.

Do not roll for any new zombies to appear whilst playing the course.

Players MAY NOT "play" a zombie that someone else has "played" - i.e. once a player has shot at a zombie that is his "ball" until that particular zombie has been killed.



Step 6

Continue to play each hole in the round to the agreed amount (9 or 18 holes).


Scoring

Each zombie killed (OD) is considered to be a stroke.

A par 3 hole means you need to OD 3 zombies to score par.

For every zombie over the 3 you score one shot under par up to a maximum of 3 under.

The worst you can score on a hole is a Triple Bogey, which is 3 shots over par.

Scores you can get:

Albatross: Three zombie kills more than par (3 under par)

Eagle: Two zombie kills more than par (2 under par)

Birdie: One zombie kill more than par (1 under par)

Par: an equal number of zombie kills equal to the par of the hole being played. (par)

Bogey: One less zombie kill than par (1 over par)

Double bogey: Two less zombie kills than par (2 over par)

Triple bogey: Three less zombie kills than par (3 over par)

Once all holes have been played the winner is the player with the best score.

One thing that will be fun for this game is making the scenery.

What would be even better is some figures of Zombie Golfers for the hunters to "play golf with".

I have edited the scoring at the end of the article to help clear up this part of the rules.