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.

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.

Roll 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.

- 6-Card Lookup
- 7-Movement - Counting
- 8-Counting up/down Hills
- 9-General Rules Guidance
- 10-Leaving a Tree - Reduce Distance

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 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).**

*Each Movement is made up of three independent successive counts: Distance, Hook, and Wind.*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).

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.

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 see12 Possibly Lost).

You count the Distance first. Then you count the Hook at a 90 degree angle. Then you count Wind (see14 Wind rules). If the Distance count is zero, the Hook count still applies.

Any count that crosses a hill-edge, going uphill, subtracts 1 from the current counting – the counting is shortened by 1.

A 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.

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.

- 11-Counting Over Cell
- 12-Landing on/Possibly Lost
- 13-Landing on/Roll-Aways
- 14-Wind the Third Count
- 15-Card Down & Card Up

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

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

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.

If 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.

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.

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.

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 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.

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

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. 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.