The object of The Original Doshboardgolf (TM) is to move from tee to target (a golf hole) while avoiding the board edge, water and trees. You win by completing the nine-hole course in the fewest turns.
There are nine Tee and Target cell pairs labeled 1 through 9. The nine Holes are played in succession as individual events. Players take turns planning (choosing movement path and card) and executing (rolling dice and counting) from Tee toward Target cell.

The five dice, two Orange Pawns, two Arrow Tokens, Target Token, and big Reference Cards are shared by all players. Each player keeps a Colored Token and the eight Cards of matching color.


Start by placing the Target Token on Target cell 1 and a Colored Token for each player on Tee cell 1 (see image section 1). Discussed later, choose Wind and Tide settings for the game.
At Hole 1, players begin with an initial playing order. Thereafter, the player farthest away from the Target cell goes next, even if that means more turns. After all players have finished the Hole (see section -5 Hole Finish), the number of turns taken is tallied on the scorecard, and all players place their Colored Token on the next Tee cell. Move the Target Token to the next Target cell. Repeat.
The board is comprised of Doshboard cells (TM) of various types. Each cell has a center dot and is shaped in a way to make 12 directions possible. There are many types of Doshboard cells with varied characteristics (see Reference section 9). Not all cell types exist on all Doshboardgolf courses (sold separately).

DoshBoard Cells

Start your turn by choosing a strategic route from Tee to Target along the Doshboard dots with a single pivot no greater than 90 degrees (7 possible pivots). Display this by placing the Arrow Token on that cell pointed in the direction of your pivot. Choose your Card that best suits the route.

HookRoll the five dice. On the chosen Card, find the Distance and Hook count numbers (see 6-Card Lookup). These two counts combined with the Wind (see 14-Wind rules) make up the three counts of your turn’s Movement.


Move your Colored Token by counting (see 7- Movement rules) the number of Doshboard dots in a straight line towards the Arrow Token, then in a straight line in the direction of the arrow for remainder of the Distance. Then count the Hook left or right from the current movement direction. Then count Wind.


You Hole-Finish if your Movement result is atop the Target cell and the Hook is in a white-box of the Card’s red-section. If your Movement result is atop the Target cell and the Hook is not in a white-box, then add 1 to your score for the Hole. You completed the Hole.
Hole Finish

Hole Finish



Card lookup

Each Card has a blue-section and red-section that corresponds to the blue and red die. The blue die number is looked up on the blue- section of the chosen Card to find the Distance count. The red die is looked up on the red-section to find the left or right Hook count.


Each Movement is made up of three independent successive counts: Distance, Hook, and Wind. Each of these counts always starts and finishes on a Doshboard dot. The dots help the counting. There are 12 directions to move from a Doshboard cell. Each direction is denoted by a Doshboard clock (TM) direction number 1 through 12 (see clock image below).
The distances are counted 1 for each Doshboard dot encountered for even Movement directions (2, 4, 6, 8, 10, or 12) and counted 2 for each Doshboard dot encountered in odd directions (1, 3, 5, 7, 9, or 11).

Counting clock






If you are counting in an odd direction and fall one count short of the next Doshboard dot, then your position is the Doshboard cell on the inside of the rounded edge. Each of Distance, Hook, and Wind counting may get rounded off slightly left or right of the planned direction. Two or more players may occupy the same Doshboard cell.
Counting odd direction


Counting off board

For any count, that steps off-the- board, the Movement ceases. The next position is the last Doshboard cell encountered during Movement. A 1 Penalty is added to your score for the Hole (also see12 Possibly Lost).

You count the Distance first. Then you count the Hook at a 90 degree angle. Then you count Wind (see14 Wind rules). If the Distance count is zero, the Hook count still applies.Count order

Any Distance, Hook, or Wind count that crosses a hill-edge, going downhill, adds 1 to the current counting – the counting goes 1 further.
Any count that crosses a hill-edge, going uphill, subtracts 1 from the current counting – the counting is shortened by 1.
Uphill/DownhillA count of 2 is required to get up a hill- edge. In the case that you only have 1 count remaining, your position is the lower cell. This hill counting rule applies separately to each Distance, Hook, and Wind counting.

Hook Uphill Count

Rules Guidance
When you plan a Movement from any of three Trees or Mud cell position, the Card’s Distance is reduced (see Reference Card below). A count below zero results in zero. This count reduction only applies to the Distance and not the Hook count.
Leaving cell reference

On any turn, you may forfeit your roll and move to any even direction adjacent cell. This may be useful to get out of a Tree cell, or up and down a hill. There is no chance to Hole-Finish using this special rule.
Turn forfeit move

If your Distance, Hook, or Wind count crosses a Big Tree, Tree, or Target cell during Movement, there is a chance to Hit/Stop and counting ceases.

Counting Over reference

The green die determines if a Hit/Stop has occurred (see Reference Card below) and is rolled again for each successive occurrence.

Counting through tree

A Movement can always count over a Small Tree cell and, in an odd direction, can travel cleanly between two adjacent Tree cells.

If the result of your Movement is atop Water, Waterfall, or Ocean Surf cell, a 1 Penalty is added to your score for the Hole. The next position is the last dry cell encountered in the Movement and counting ceases. The white die determines whether or not the Card is Lost (see Reference Card below). A Lost Card cannot be used for the remainder of the game.
Water landing

The Card Lost can also happen when your Movement result is atop a Tree cell (with one exception, see 13- Roll-Away rules). If you start in and do not escape a Tree cell, there is no (new) chance of Card Lost.Landing reference Tree Landing

If your Movement result is atop a cell adjacent to a downhill-edge and you did not get there from a 1 Penalty, the black die determines if a Roll-Away occurs as an extension of your Movement. A Roll-Away will occur if the black die number matches the Doshboard clock direction of the downhill-edge, resulting in your position being downhill in that direction.
Roll AwayIf your next position after a Roll-Away is adjacent to another downhill-edge, then this process repeats with another roll of the black die. Roll-Away cannot occur when Hole-Finished.
If your Movement result is atop a Tree cell, and adjacent to a downhill- edge, Roll-Away rules apply before Card Lost rules. A Roll-Away is always the adjacent cell and does not include another 1 count because of moving downhill.
Landing on
By rolling the white and black dice once at the beginning
of the game, the Wind strength and direction is determined.
The white die number is Wind strength: 1 is No Wind, 2-4 is
Low, 5-8 is Medium, 9-11 is High, and 12 is Storm Wind.

Wind Strength Reference

Wind Direction

The black die number, in reference to the Doshboard clock, is Wind direction. Place an Arrow Token anywhere on the board as a constant reminder of the Wind direction fixed throughout the game.

Finish Distance and Hook counts first, then count in the direction of the Wind. The Wind count is proportional to the Distance and is rounded down to a whole number. In Low Wind, add 1 Wind count for every 6 Distance. In Med Wind, add 1 Wind count for every 4 Distance. In High Wind, add 1 Wind count for every 3 Distance. In Storm Wind, add 1 Wind count for every 2 Distance.
Count Order

Hole-Finished can apply after either Hook or Wind count. If Hole-Finished after Hook count, Wind count does not occur. If you are leaving a Tree cell, only the Distance traveled beyond the Tree applies to the Wind count calculation.

Card Down/Up Setting

Card-Down and Card-Up is a way you can change the Distances of the chosen Card. For every turn, during planning, you place an Orange Pawn on the Doshboardgolf board side atop one of the five markers (-2), (-1), (0), (+1), or (+2).

Card-Down reduces all Distances of the chosen Card by one (-1)
or two (-2) and nothing else is affected. Distances that end up below
zero are taken as zero. The Card Hook remains unchanged. Card-Down and Card-Up rules change the Distance which then affects Wind count too.

Card-Up increases all Distances of the chosen Card by one (+1) or two (+2). If you choose Card-Up, every Distance is taken to be 1 (or 2) more. You also agree to adjust the Card’s Hook in two ways.
First, the number of white-boxes is diminished, on both the left and
right side, by 1 (or 2). The possibility of Hole-Finish may disappear completely. Second, every Hook in the red-boxes has one (+1) or (+2) added to it.
Card Up 1

Card Up 2

Hole Finish Setting
You may choose to forego the selected Card’s white-boxes Hole-Finish and choose any single number to be the white-box replacement.
During planning, you place an Orange Pawn on the Doshboardgolf board side atop a marker 1 through 12. This number now becomes the single red die Hook/Hole-Finish possibility. If all Hole-Finish white-boxes are foregone due to Card-Up, then choosing a Hole-Finish is no longer possible.

Example Hole-in-One
Hole in One

Tide Setting Reference

Tides apply to the Doshboardgolf courses with Mud and Sand cells. There are three Tide levels. At Low Tide, the course plays as drawn. At High Tide, Mud cells play as though there were Water cells. At Storm Tide, both Mud and Sand cells play as though they were Water cells.High Tide  At the beginning of the game, roll a single die to determine the Tide level. A roll of 1-8 is Low, 9-11 is High, and 12 is Storm level. Tide remains constant throughout the game.

Storm Tide

You may be familiar with a range of alternate golf formats that can apply to this game. Consider playing skins, doubles, or match play; different approaches to the starting Card sets; choosing alternate Tee and Target locations; artificial mandatory dog-legs or additional out-of-bounds for any hole; etc.Logo For tournaments, consider a one minute limit for the planning and execution of turns. The Wind or Tide can change between rounds or even holes, but should be applied consistently for all players.