Before we start the game, we need to setup the scorecard. This video presumes no knowledge of the game and uses the Quick Start attributes to fill in the score card.
We go over the basic ideas of rolling and moving as well as a couple of other fun and interesting points about the game. A great primer for the game.
In this video, we play a hole utilizing three Players' Abilities. Paying attention to what your player can do well will lower your score and should adjust your strategy.
In this video, we combine Skill Chips with Player Abilities. Use your Skill Chips wisely, they are a very limited resource.
We review the parts of the Karma Cards as well as review the various types of cards that are in the Base and Advanced decks.
We play three players with Karma Cards, Skill Chips, and Player Abilities. Karma Cards in action.
In this video, we review the ways to utilize the Go For It and Safe Shot chips. They are often the little difference that is needed to push you to victory (or secure your decent drive so others cannot catch you).
The Warm Up Zone is a critical part of the game once you understand the importance of Distance, Karma, Skill Chips and Player Abilities. We recommend playing the game once thru with the basic rules and then using the Warm Up Zone to juice up the strategy and fun.
+1d6 means only 6-sided dice may be added. This applies to many characters and Karma Cards. Sawyer the Streak, Monocle Mack, Putta Parker, et al
+1d means either 6, 10 or 20-sided dice may be added.
No. In all cases but the Determination Rolls, you need to roll 1d20, but Determination Rolls are not actual play, they are resolutions of play, 1d20 and NO CHIP can be nor should be used.
To play and enjoy the game, no. To get some of the inside jokes and perhaps have some of the strategy be intuitive, cursory knowledge of the sport will help.
Karma Cards that say ALL Tee Shots apply only to the tee shots taken on the hole on which the card is played. Most ALL Tee Shots cards can be played before any tee shot and they will apply to that tee shot and all tee shots after that tee shot.
You can use them anytime. You can use only one per shot. You only get three per round, whether that is 9 or 18 holes.
The disadvantages to going pro are that you lose a warm-up round, but as each player picks last at least once, there is usually going to be a round when going pro is advantageous because you gain skills and maybe Distance and/or Karma as well.
After every three holes, each player discards all but one card left in their hand and receives the number of Karma cards that is written down on the score pad (original number plus cards earned in the warmup round).
For speed of play, once you reach the green, go ahead and putt out. After you putt out, move your disc to the scoring circles to indicate (and help you remember) the score you got on the hole.
There is no limit. As long as they are played at the appropriate time, they can be played.
For speed of play, the top person on the disc stack goes next. There is a good chance that they are holding the dice and we just let them keep on going.
+2d means that they can add two dice (2d6, 2d10 or 2d20) to shots in spaces of those colors.
No. Skill Chips are not reset, Skill Chips are added. Specifically, the numbers on your player card are added to what you have left after nine holes.
You simply don't want to miss out on this new Disc Golf board game. There's still some minor tweaks and changes happening but we played the most up to date version. BIRDIE! disc golf is one of the most exciting games I've ever played. It might take a bit to fully understand all the cards and rules but it's totally worth the time and effort. I can only highly recommend supporting this project and grabbing your game now. The Kickstarter runs until Christmas!
Our original Kickstarter video. The Kickstarter went live Thanksgiving Day, 2019.
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