01
Aim
Pick your target and line up your ruler.
Printable tabletop golf · Ages 6–11
A printable tabletop golf game played with a ruler, dice, and a little too much confidence.
Print at home · No screens · Made for families
One shot, from aim to landing
Pick your target, roll for distance, and live with where the ruler takes you.
01
Pick your target and line up your ruler.
02
Call the driver first if you want it, then roll.
03
Add your terrain bonus — or trouble.
04
Multiply by the driver, then measure. That is your shot.
The driver is a second die. Call it before you roll — it multiplies.
Two ways to play. Roll first and then aim, and it becomes a puzzle a six-year-old can win. Call your line first and it becomes a gamble. Same sheet, same six rules — worth about a stroke a hole, so you can mix ages at one table.
Read the six rulesFour people round one sheet, and somebody is always about to do something crazy.
Four people, one sheet, fifteen seconds
Call the driver and you might fly the whole lake. Or land in it. In front of everyone.
There is one shot every round that goes so wrong it becomes the story.
A gentler way to play lets everybody compete at the same table.
Six worlds. A hundred ways to the flag.
Every world is a new set of courses — and the kids will have a favourite within about a minute.
Woods, water and a windmill.
Ash flats and rivers of lava.
Dunes, gorse and a lighthouse.
Cacti and one risky waterhole.
Nougat, syrup and candy canes.
Boardwalks over a pirate lagoon.
The bit we do not announce at the table
They think they are playing golf. You know what else is happening.
Add and subtract terrain bonuses and penalties.
Double or triple the shot when the driver comes out.
Measure, compare, estimate, and build number sense.
Read the course, choose a line, and think ahead.
The honest version
Meadow · Candy Land · Pirate Lagoon
Print them, grab a ruler, and see which one they fight over.
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