FORE!FEIT

Excite Your Golf Game

How It Works

FORE!FEIT is a card game played during your group's round of golf. Each card is tied to a common golfing event — when your golf shot triggers one of these events, you bare that card for each subsequent hole.

The only way to get rid of a card is for someone else to trigger the same event. The game rewards good play, punishes bad luck, and keeps every hole interesting.

The rules are intentionally open-ended as every group plays differently. Use the guidelines as a starting point and make the game your own.

Get In Touch

Want to place an order, have a question, or want to make a suggestion? Reach out — we'd love to hear from you.

073 319 5999
monrevwpersonal@gmail.com

Two Decks, Many Possibilities

FORE!FEIT comes in two decks — one for the bad moments and one for the good. Select a card below to enter its standalone detail page view.

Bunker Buster
Bunker Buster
Consequence
Splash Zone
Splash Zone
Consequence
Tree Hugger
Tree Hugger
Consequence
The Houdini
The Houdini
Consequence
Bush Whacker
Bush Whacker
Consequence
Fence Hopper
Fence Hopper
Consequence
Chip 'n Dip
Chip 'n Dip
Reward
Eager Eagle
Eager Eagle
Reward
Early Bird
Early Bird
Reward
Go Long
Go Long
Reward
Par Fection
Par Fection
Reward
The Ace
The Ace
Reward

Card Name

Tag
Card Display

Choosing Cards

Before teeing off, your group needs to decide which matches and dynamics you want to introduce to the course. Select either the Custom or Random configuration below to design your pool.

Build Your Own

Select your individual game components. Selected cards display a clean colorful highlight accent.

Consequence Cards
Reward Cards

Randomize the Game

Gameplay Flow

Once your pool or hand is decided, follow this operational workflow throughout your matching play:

Step 1: Draw and Unveil

Bring your compiled Custom or Random session printout/digital file to the first tee box. Ensure all players recognize the active event cards.

Step 2: Triggering an Event

As soon as a player hits a shot that matches an active card criteria (e.g., hitting a water hazard or landing a perfect chip), they instantly assume custody of that card.

Step 3: Carrying the Penalty/Reward

The card owner is bound by that action/condition for each subsequent hole until the condition is broken or transferred.

Step 4: Transference & Mitigation

To discard a card, another player in your group must trigger that exact same event context. The card then shifts over to the new player instantly.

Frequently Asked Questions

How many cards should we use?

Add as many as your group enjoys.

Can we create our own forfeits?

Absolutely.