A beautiful drive down the fairway is a satisfying feeling. And yet, beyond the trees, you spy an alternative. A short-cut to the green. Do you take the chance? Hit off-course on purpose in this golf-themed board game for 1 to 5 players. With some clever thinking, you'll be able to turn bad luck into the perfect shot.
In 18 Holes, you'll design and build the course, you'll draft for clubs and you'll compete on course to win. Every hole is an opportunity to outplay your opponents and reach the green first. Play solo or with two to five players either around the table or remote using our companion app.
Every game of 18 Holes plays on a new course. Design it together or go online to the 18 Holes Clubhouse and play a course created by another player. With 49 different double-sided tiles, course-adjustment tiles and eight different game modes (including solo and two player). 18 Holes lets you tailor the playing experience to suit your crowd.
-description from designer
Images
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- for 18 holes from Seabrook studios you strive to hit the balls through different greens in different courses
- simultaneous action selection modular board and card drafting
- light complexity in 18 holes
- many different map layouts can play with or you can do random
- luck small random element you push the ball too far or wrong direction or score
- golf carts that you can use which gives asymmetric powers
- the card trap and play you need to look at the course at the start and try to time playing your cards right to be the most efficient
- the feeling of playing those in 18 holes
References (from this video)
- Light complexity
- Casual golf-themed play
- Asymmetric powers via golf carts
- Card trap strategy
- Contains some luck elements
- Obstacles like water can disadvantage players
- golf competition
- golf course
- explanatory, instructional
Mechanics (from transcript analysis)
- Asymmetric Player Powers — Golf carts grant asymmetric powers.
- Card Drafting — Draft cards for club selection and distances.
- Card trap strategy — Time playing cards effectively using the course at the start.
- Compound Scoring — If a player lands on a hole/green, they score.
- Distance from cards — The drawn card tells you how far the ball has gone.
- Drafting to five clubs — Start by drafting down to 5 Club cards.
- Golf carts with powers — Golf carts grant asymmetric powers.
- hazards and obstacles — Water hazards and grass start can affect turns.
- Modular Board — Board can be laid out in different map layouts.
- Scoring via holes — If a player lands on a hole/green, they score.
- Simultaneous action selection — Players choose actions simultaneously.
- Simultaneous Actions — Players choose actions simultaneously.
- Starting direction — Decide the starting direction after moves.
Video topics + discussion points
Quotes (from this video)
- for 18 holes from Seabrook studios you strive to hit the balls through different greens in different courses
- simultaneous action selection modular board and card drafting
- light complexity in 18 holes
- many different map layouts can play with or you can do random
- luck small random element you push the ball too far or wrong direction or score
- golf carts that you can use which gives asymmetric powers
- the card trap and play you need to look at the course at the start and try to time playing your cards right to be the most efficient
- the feeling of playing those in 18 holes