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Pocket Pro Golf box art
2010 Ranked #14,569

Pocket Pro Golf

Players assemble courses and choose clubs, aim, and swing tempo to guide their ball around each hole. Faster swings gain distance but add dice-driven drift from wind and slopes, making control the central tension.

Dice Print & Play Modular Board Dice Rolling

Players

1-4

Play time

Not listed

Age

10+

Complexity

2/5

Rating

6.56

Harder to teach Low interaction Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.4/5

Low interaction

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Tee up for the opening drive! Pocket Pro Golf™ brings you the best aspects of real golf--club selection, careful aim, and shot consideration--in a pocket sized game that will fit in any golf bag.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Tee up for the opening drive! Pocket Pro Golf™ brings you the best aspects of real golf--club selection, careful aim, and shot consideration--in a pocket sized game that will fit in any golf bag. One to four players can play anywhere from a single hole to a full round of 18 holes. Unlike many other golf games, Pocket Pro Golf™ shows you the "narrative" of each shot as it works its way down the fairway. Watch as your ball comes perilously close to each hazard. Did you plan the shot well enough to keep your ball on course? Each hole is created using a series of modular game cards. Hazards and features can be set up at random or arranged to resemble any hole from any golf course in the world. Once the hole is assembled, players must choose the right club, aim carefully (taking wind into account) and hit the ball with the right swing tempo. Too fast and you'll lose control of the ball. Too slow and your ball won't go far enough. The core of the game uses a clever movement mechanic that combines loss of control with distance. You use a number of dice to represent swing tempo (one two or three for slow, moderate and fast). Doubles and triples represent the effects of wind and slope, causing your ball to make semi-random deviations from a straight shot. Roll more dice and you're more likely to lose control and have your ball drift off course!

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
1–4
Best with
1–4
Play time
30 min
Age
10+
Complexity
2.0/5
Credits and catalog connections

Credits

Designers

1
Steve Sisk

Publishers

3
(Web published) Access Games Print & Play Productions

Linked items

No published linked games yet.