ZEKKO Cards
Manage the live card deck — changes apply to all new deals
Master deck — deleting a card here removes it from EVERY deck permanently.
189 unique cards · 205 total copies in this deck
| Card ID | Title | Type | Category | Target | Copies | Decks | Description / Tier Effects | Actions | |
|---|---|---|---|---|---|---|---|---|---|
| ZEK-B-001 | New Kids on the Block | block | Block | Others | 5 | All decks | Block cards block any and all Jeopardy Cards | ||
| ZEK-R-001 | Castio Reverso | block | Reverse | Others | 5 | All decks | Reverse Jeopardy card back onto the casting player | ||
| ZEK-D-001 | Does what it says | block | Deflect | Others | 5 | All decks | Deflect Jeopardy card back onto different player | ||
| ZEK-DT-001 | GI Jokers | block | Deflect Team | Team | 5 | All decks | Deflect Jeopardy card just cast against all players | ||
| JNR-008 | Power Up | positive | Advance | Self | 1 | junior | Retake your last shot — play it again from the same position and keep the better of the two. | ||
| JNR-009 | Rescue Me | positive | Advance | Self | 1 | junior | Retake any one tee shot this hole that ended in a hazard or OOB — no penalty stroke. | ||
| JNR-013 | Lucky Stroke | positive | Advance | Self | 1 | junior | Remove 1 stroke from your score on this hole. Automatic -1 stroke. | ||
| JNR-014 | Stableford Surge | positive | Advance | Self | 1 | junior | Play this hole for double Stableford points. | ||
| JNR-029 | Gimmie Giver | positive | Advance | Self | 1 | junior | Any putt within 3 feet is automatically conceded for you on this hole. | ||
| JNR-030 | Mulligan Madness | positive | Advance | Self | 1 | junior | Take a free mulligan on any ONE shot this hole — no penalty. | ||
| JNR-034 | Zekko Junior Ace | positive | Advance | Self | 1 | junior | Hole this putt and score -1 on the hole. Hole it: -2 strokes. Miss: normal score. | ||
| ZEK-A-001 | The Mulligan Card | positive | Advance | Self | 1 | All decks | You can retake your last shot for free. T1: Retake last shot — free · T2: Retake last shot — free · T3: Retake last shot — free | ||
| ZEK-A-002 | The Tin Cup Card | positive | Advance | Self | 1 | All decks | You can retake your last shot up to 4 times. You may stop at any time if happy with the result, but on your fifth attempt you must take that ball regardless. T1: Retake up to 5 times — must take 5th ball if reached · T2: Retake up to 5 times — must take 5th ball if reached · T3: Retake up to 5 times — must take 5th ball if reached | ||
| ZEK-A-003 | Tax Rebate | positive | Advance | Self | 1 | All decks | You have had a rebate on your taxes. Deduct one shot from your gross score at the end of the hole. T1: Deduct 1 stroke from gross score · T2: Deduct 1 stroke from gross score · T3: Deduct 1 stroke from gross score | ||
| ZEK-A-004 | Free Relief | positive | Advance | Self | 1 | All decks | You can remove your ball from any fairway bunker to the fairway at the nearest point, or any greenside bunker to the green at the nearest point. T1: Free relief from any bunker · T2: Free relief from any bunker · T3: Free relief from any bunker | ||
| ZEK-A-005 | Hole Out Card | positive | Advance | Self | 1 | All decks | Once you are on the green you are now holed out for 1 additional stroke. T1: Hole out for 1 additional stroke · T2: Hole out for 1 additional stroke · T3: Hole out for 1 additional stroke | ||
| ZEK-A-006 | The Sprint Forward | positive | Advance | Self | 1 | All decks | Move your ball towards the green. T1: Move ball 15 yards towards the green · T2: Move ball 30 yards towards the green · T3: Move ball 50 yards towards the green | ||
| ZEK-A-007 | Free Drop — Fairway | positive | Advance | Self | 1 | All decks | Move your ball from the rough to the nearest point on the fairway with no penalty. T1: Free drop to fairway · T2: Free drop to fairway · T3: Free drop to fairway | ||
| ZEK-A-008 | Stroke Eraser | positive | Advance | Self | 1 | All decks | Remove strokes from your gross score for this hole. T1: Deduct 1 stroke from gross score · T2: Deduct 2 strokes from gross score · T3: Deduct 3 strokes from gross score | ||
| ZEK-A-009 | Gimme Putt | positive | Advance | Self | 1 | All decks | Any putt within a set distance is automatically conceded. T1: Any putt within 3 feet is conceded · T2: Any putt within 6 feet is conceded · T3: Any putt within 10 feet is conceded | ||
| ZEK-A-010 | The Returner | positive | Advance | Self | 1 | All decks | Reflect the last Jeopardy card cast against you back to the player who cast it. T1: Reflect last Jeopardy · T2: Reflect last Jeopardy · T3: Reflect last Jeopardy | ||
| ZEK-A-011 | Best Ball Bonus | positive | Advance | Self | 1 | All decks | Take your next shot twice and play from the better position. T1: Best ball — play from better position · T2: Best ball — play from better position · T3: Best ball — play from better position | ||
| ZEK-A-012 | The Bunker Buster | positive | Advance | Self | 1 | All decks | Remove your ball from any bunker to the nearest short grass with no penalty. T1: Bunker to short grass · T2: Bunker to short grass · T3: Bunker to short grass | ||
| ZEK-A-013 | The Eagle Wing | positive | Advance | Self | 1 | All decks | Move your ball towards the hole. T1: Move ball 15 yards towards the hole · T2: Move ball 30 yards towards the hole · T3: Move ball 50 yards towards the hole | ||
| ZEK-A-014 | The Par Protector | positive | Advance | Self | 1 | All decks | Your maximum score on this hole is par regardless of what you shoot. T1: Max score = par · T2: Max score = par · T3: Max score = par | ||
| ZEK-A-015 | Line of Sight | positive | Advance | Self | 1 | All decks | Your next putt is conceded as a gimme. T1: Any putt within 3 feet is conceded · T2: Any putt within 6 feet is conceded · T3: Any putt within 10 feet is conceded | ||
| ZEK-A-016 | The Birdie Bonus | positive | Advance | Self | 1 | All decks | If you score a net birdie or better on the next hole, deduct 1 extra stroke. T1: Net birdie = -1 extra stroke · T2: Net birdie = -1 extra stroke · T3: Net birdie = -1 extra stroke | ||
| ZEK-A-017 | The Eagle Eye | positive | Advance | Self | 1 | All decks | Your next approach shot is pre-marked on the green at the nearest point. T1: Approach marked on green · T2: Approach marked on green · T3: Approach marked on green | ||
| ZEK-A-018 | The Fairway Finder | positive | Advance | Self | 1 | All decks | Your next tee shot is automatically placed on the fairway. T1: Auto fairway from tee · T2: Auto fairway from tee · T3: Auto fairway from tee | ||
| ZEK-A-019 | The Albatross | positive | Advance | Self | 1 | All decks | Take this hole as a net Albatross regardless of your actual score. T1: Hole = Net Albatross · T2: Hole = Net Albatross · T3: Hole = Net Albatross | ||
| ZEK-A-020 | The Club of Choice | positive | Advance | Self | 1 | All decks | Play your next shot with any club — ignore card restrictions currently in play. T1: Ignore card club restrictions · T2: Ignore card club restrictions · T3: Ignore card club restrictions | ||
| ZEK-A-021 | The Double Eagle | positive | Advance | Self | 1 | All decks | Take this hole as a net Eagle regardless of your actual score. T1: Hole = Net Eagle · T2: Hole = Net Eagle · T3: Hole = Net Eagle | ||
| ZEK-A-022 | Power Surge | positive | Advance | Self | 1 | All decks | Your next drive is moved forward. T1: Move ball 15 yards towards the hole · T2: Move ball 30 yards towards the hole · T3: Move ball 50 yards towards the hole | ||
| ZEK-A-023 | The Assist | positive | Advance | Self | 1 | All decks | A playing partner of your choice takes your next shot. T1: Worst player in group takes shot for you · T2: Worst player in group takes shot for you · T3: Best player in group takes shot for you | ||
| ZEK-A-024 | Second Serve | positive | Advance | Self | 1 | All decks | Take your next shot twice and choose the better result. T1: Two attempts — keep better · T2: Two attempts — keep better · T3: Two attempts — keep better | ||
| ZEK-A-025 | The Wind Beater | positive | Advance | Self | 1 | All decks | Ignore wind effects for your next shot. T1: Ignore wind · T2: Ignore wind · T3: Ignore wind | ||
| ZEK-A-026 | The Sand Saver | positive | Advance | Self | 1 | All decks | Your next shot from the bunker is played as if from the fairway. T1: Bunker shot = fairway lie · T2: Bunker shot = fairway lie · T3: Bunker shot = fairway lie | ||
| ZEK-A-027 | The Chip Master | positive | Advance | Self | 1 | All decks | Your next chip is holed automatically. T1: Chip = holed · T2: Chip = holed · T3: Chip = holed | ||
| ZEK-A-028 | The Bounce Back | positive | Advance | Self | 1 | All decks | If you double bogeyed or worse the previous hole, deduct 1 stroke from this hole. T1: After double+ = -1 stroke · T2: After double+ = -1 stroke · T3: After double+ = -1 stroke | ||
| ZEK-A-029 | The Grand Slam Bonus | positive | Advance | Self | 1 | All decks | Deduct strokes from your score for this hole. T1: Deduct 1 stroke · T2: Deduct 2 strokes · T3: Deduct 3 strokes | ||
| ZEK-A-030 | The Ace Card | positive | Advance | Self | 1 | All decks | On a par 3, your tee shot is holed for a hole-in-one. T1: Par 3 = Hole in One · T2: Par 3 = Hole in One · T3: Par 3 = Hole in One | ||
| ZEK-A-031 | The Shield | positive | Advance | Self | 1 | All decks | You are immune to all Jeopardy cards for the next hole. T1: Jeopardy immune for 1 hole · T2: Jeopardy immune for 1 hole · T3: Jeopardy immune for 1 hole | ||
| ZEK-A-032 | The Catapult | positive | Advance | Self | 1 | All decks | Launch your ball towards the green from anywhere. T1: Move ball 25 yards towards green · T2: Move ball 50 yards towards green · T3: Move ball 75 yards towards green | ||
| ZEK-A-033 | The Time Lord | positive | Advance | Self | 1 | All decks | Undo the last card cast against you and return it to your hand. T1: Undo last card cast on you · T2: Undo last card cast on you · T3: Undo last card cast on you | ||
| ZEK-A-034 | The Eagle Eye II | positive | Advance | Self | 1 | All decks | Your next putt is within gimme range. T1: Putts within 3ft conceded · T2: Putts within 6ft conceded · T3: Putts within 10ft conceded | ||
| ZEK-A-035 | The Score Saver | positive | Advance | Self | 1 | All decks | Remove your worst score on any completed hole and replace it with par. T1: Replace worst hole with par · T2: Replace worst hole with par · T3: Replace worst hole with par | ||
| ZEK-A-036 | The Chameleon | positive | Advance | Self | 1 | All decks | Copy any Advance card played by another player this round. T1: Copy another player's Advance card · T2: Copy another player's Advance card · T3: Copy another player's Advance card | ||
| ZEK-A-037 | The Fortune Teller | positive | Advance | Self | 1 | All decks | Look at the next Jeopardy card that will be cast on you and decide whether to accept it. T1: Preview next Jeopardy on you · T2: Preview next Jeopardy on you · T3: Preview next Jeopardy on you | ||
| ZEK-A-038 | The Grand Finale | positive | Advance | Self | 1 | All decks | Score this hole as a net Birdie regardless of what you shoot. T1: Hole = Net Birdie · T2: Hole = Net Birdie · T3: Hole = Net Birdie | ||
| JNR-031 | Nearest the Flag | positive | Group Advance | All Players | 1 | junior | From wherever you lie on your second shot (par 4 or 5), all group members play a nearest-the-flag competition. Closest takes -1 shot. | ||
| STG-041 | The Stag's Honour | positive | Group Advance | All Players | 1 | stag | If the Stag is in the group he may veto any one card drawn this hole and replace it with this: -1 stroke for him, +1 for the best man. | ||
| ZEK-GA-001 | Group Mulligan | positive | Group Advance | All Players | 1 | All decks | Every player in the group may retake their last shot for free. | ||
| ZEK-GA-002 | Group Sprint | positive | Group Advance | All Players | 1 | All decks | Every player in the group moves their ball forward towards the green by 50 yards. | ||
| ZEK-GA-003 | Best Ball Bonus | positive | Group Advance | All Players | 1 | All decks | Every player in the group takes their next shot twice and plays on from the better of the two positions. | ||
| ZEK-GA-004 | Stroke Wipe | positive | Group Advance | All Players | 1 | All decks | Every player deducts 2 strokes from their gross score for this hole. | ||
| ZEK-GA-005 | Group Gimme | positive | Group Advance | All Players | 1 | All decks | All players get gimmes within a set distance for the next hole. | ||
| ZEK-GA-006 | Group Relief | positive | Group Advance | All Players | 1 | All decks | Every player gets free relief from bunkers to short grass. | ||
| ZEK-GA-007 | Group Tax Rebate | positive | Group Advance | All Players | 1 | All decks | Every player deducts 1 stroke from their gross score for this hole. | ||
| JNR-001 | Draw Master | negative | Jeopardy | Self | 1 | junior | Hit a draw (right-to-left ball flight) on your next full shot. Must be judged by your playing partners. If successful: no penalty. If failed: +1 stroke added to hole score. | ||
| JNR-002 | Fade Away | negative | Jeopardy | Self | 1 | junior | Hit a fade (left-to-right ball flight) on your next full shot. Must be judged by your playing partners. If successful: no penalty. If failed: +1 stroke added to hole score. | ||
| JNR-003 | One Putt Hero | negative | Jeopardy | Self | 1 | junior | You must one-putt on this green. No practice strokes allowed. One-putt: deduct 1 stroke. 2+ putts: +1 stroke. | ||
| JNR-004 | Off The Deck | negative | Jeopardy | Self | 1 | junior | Your next tee shot must be played off the ground — no tee allowed. | ||
| JNR-005 | Bump & Run | negative | Jeopardy | Self | 1 | junior | Your next approach shot inside 50 yards must be a bump-and-run chip — no lofted pitch. Finish within 10 feet: -1 stroke. | ||
| JNR-006 | Eyes on the Prize | negative | Jeopardy | Self | 1 | junior | Putt your next putt with your eyes closed after lining it up. Hole it: -1 stroke. Miss: normal score. | ||
| JNR-007 | Double or Nothing | negative | Jeopardy | Self | 1 | junior | Choose to attempt to birdie this hole. Declare before teeing off. Birdie or better: -2 strokes. Bogey or worse: +2 strokes. | ||
| JNR-010 | Wind Assist | negative | Jeopardy | Self | 1 | junior | Your next shot must be played with one extra club (e.g. a 6-iron where you'd normally hit a 7). | ||
| JNR-011 | Club Down | negative | Jeopardy | Self | 1 | junior | Your next full shot must be played one club shorter than normal. | ||
| JNR-012 | Penalty Box | negative | Jeopardy | Self | 1 | junior | Add 1 stroke to your score on this hole right now. No way around it! | ||
| JNR-015 | Putting Master | negative | Jeopardy | Self | 1 | junior | You must hole out without using your putter — use any other club. Hole it: -1 stroke. | ||
| JNR-016 | Straight as an Arrow | negative | Jeopardy | Self | 1 | junior | Your next tee shot must finish in the fairway, judged by playing partners. Fairway: -1 stroke. Miss: +1 stroke. | ||
| JNR-017 | Two-Club Trick | negative | Jeopardy | Self | 1 | junior | You may only use 2 clubs for the remainder of this hole. Choose them now. | ||
| JNR-018 | Putt for Dough | negative | Jeopardy | Self | 1 | junior | You must hole a putt out at the first attempt. Hole it: -1 stroke. Miss: +1 stroke. | ||
| JNR-019 | Tee It High | negative | Jeopardy | Self | 1 | junior | You must tee your ball as high as possible on your next tee shot — use the full height of the tee. | ||
| JNR-021 | Approach Ace | negative | Jeopardy | Self | 1 | junior | Your next approach from inside 100 yards must finish within 15 feet of the pin. Within: -1 stroke. Outside: +1 stroke. | ||
| JNR-022 | Driver Off Deck | negative | Jeopardy | Self | 1 | junior | If you have a driver in your bag you must use it on your next fairway shot (not a tee shot). | ||
| JNR-024 | Banker's Choice | negative | Jeopardy | Others | 1 | junior | You may add 1 stroke to any other player's score on this hole right now. | ||
| JNR-025 | Pitch Perfect | negative | Jeopardy | Self | 1 | junior | Your next pitch shot (30–80 yards) must land and stop within 20 feet of the flag. Within 20 feet: -1 stroke. | ||
| JNR-026 | The Punisher | negative | Jeopardy | Self | 1 | junior | If you make a bogey or worse on this hole your score is doubled for this hole only. | ||
| JNR-027 | Swap Shop | negative | Jeopardy | Others | 1 | junior | Swap your shot with the best shot — each player takes the other's result for that shot. | ||
| JNR-028 | Three-Putt Terror | negative | Jeopardy | Self | 1 | junior | If you three-putt this hole you must add an extra +1 stroke on top of the three-putt score. | ||
| JNR-032 | Club Lottery | negative | Jeopardy | Others | 1 | junior | The player to your right picks which club you use for your next shot. | ||
| JNR-033 | Par 3 Perfection | negative | Jeopardy | Self | 1 | junior | On the next Par 3 you play you must hit the green in regulation or add a stroke. | ||
| STG-002 | Dizzy Bat | negative | Jeopardy | Self | 1 | stag | Place a club handle-down, press your forehead to the grip, spin around it 5 times, then attempt your tee shot. No mulligan. | ||
| STG-003 | Lady's Tee Shame | negative | Jeopardy | Self | 1 | stag | Your tee shot must carry past the forward tees. If it doesn't, you play the rest of the hole with your shorts around your ankles. | ||
| STG-004 | Happy Gilmore | negative | Jeopardy | Self | 1 | stag | Your next full shot must be played Happy Gilmore style — running start, full commitment, judged by the group out of 10. | ||
| STG-005 | Swipe Right | negative | Jeopardy | Others | 1 | stag | Take another player's NEXT shot for them. You play it as if it were your own — the result counts for THEIR score. | ||
| STG-006 | Eyes Wide Shut | negative | Jeopardy | Self | 1 | stag | Close your eyes to putt, from whatever distance. Hole it: everyone else adds +1 stroke. Miss: +1 to your score. | ||
| STG-009 | Ring of Fire Putt | negative | Jeopardy | Self | 1 | stag | If you three-putt this hole you must take a drink AND do a forfeit of the group's choosing before leaving the green. | ||
| STG-010 | Anchors Away | negative | Jeopardy | Self | 1 | stag | Your next chip or pitch must be played one-handed — either hand, no switching mid-swing. | ||
| STG-011 | Pub Quiz Putt | negative | Jeopardy | Self | 1 | stag | The group asks you a pub quiz question before you putt. Correct: normal putt. Wrong: putt with your non-dominant hand. | ||
| STG-012 | Bare Back Swing | negative | Jeopardy | Self | 1 | stag | Your next tee shot must be taken with your shirt off. Rain or shine. | ||
| STG-016 | Sand Trap Dare | negative | Jeopardy | Self | 1 | stag | If your ball finds a bunker this hole you must perform a group-chosen dare before playing the bunker shot. | ||
| STG-018 | Reverse Psychology | negative | Jeopardy | Self | 1 | stag | You must play your next full shot standing facing away from the target — swing backwards. | ||
| STG-021 | Karaoke Tee | negative | Jeopardy | Self | 1 | stag | Sing a group-chosen chorus before teeing off. Full commitment: -1 stroke. Refused or half-hearted: +1 stroke. | ||
| STG-022 | The Sniper | negative | Jeopardy | Others | 1 | stag | Pick any other player — you hit two balls and they take your second tee shot as their result. | ||
| STG-023 | Yard Sale | negative | Jeopardy | Self | 1 | stag | Leave 3 clubs at the tee box — you can't use them for the rest of the hole. | ||
| STG-025 | Trolley Boy | negative | Jeopardy | Self | 1 | stag | Push or pull the nearest other player's trolley for this entire hole while playing your own ball. | ||
| STG-026 | Don't Be So Pushy | negative | Jeopardy | Self | 1 | stag | Before your next putt do 10 push ups, then immediately attempt the putt — no pause. | ||
| STG-027 | Truth or Tee | negative | Jeopardy | Self | 1 | stag | Answer a truth question from the group before teeing off, or take a +1 stroke penalty. Group votes on the answer. | ||
| STG-028 | Club Roulette | negative | Jeopardy | Others | 1 | stag | The player to your right picks your club for your next tee shot. No driver on a par 3. | ||
| STG-030 | Slow Mo Shot | negative | Jeopardy | Self | 1 | stag | Your next full shot must be played in slow motion, setup to follow-through. Group counts to 5 during the swing. | ||
| STG-031 | Nemesis Hole | negative | Jeopardy | Others | 1 | stag | Pick your nemesis. For this hole you both bet 1 stroke — the higher score gives 1 stroke to the other. | ||
| STG-032 | Wobble Board | negative | Jeopardy | Self | 1 | stag | Your next putt must be taken standing on one leg. Foot down before contact: +1 stroke. | ||
| STG-035 | Air Guitar Tee | negative | Jeopardy | Self | 1 | stag | Perform a 10-second air guitar solo before teeing off. No air guitar: +1 stroke. | ||
| STG-036 | The Handicapper | negative | Jeopardy | Others | 1 | stag | Assign +1 stroke to any other player this hole — but they can challenge you to beat their score. If they win, the +1 transfers back. | ||
| STG-037 | Chug & Chip | negative | Jeopardy | Self | 1 | stag | From within 30 yards, chip your next shot immediately after finishing a drink. No pause between sip and swing. | ||
| STG-039 | Walk of Shame | negative | Jeopardy | Self | 1 | stag | Go OOB or into water this hole and you walk to the next tee doing a chicken impression. Group votes on who you impersonate. | ||
| STG-042 | Grip It and Rip It | negative | Jeopardy | Self | 1 | stag | No practice swings for the rest of this hole. Step up and hit — no waggle, no preview. | ||
| STG-043 | The Human Caddie | negative | Jeopardy | Self | 1 | stag | Give a shot-by-shot running commentary of your own round — in third person — for the entire hole. First slip up: +1 stroke. | ||
| ZEK-J-001 | Reverse Mulligan | negative | Jeopardy | Self | 1 | All decks | Retake your last shot — but you MUST take the new shot. T1: Retake the shot — must take new ball · T2: Retake the shot — must take new ball · T3: Retake the shot — must take new ball | ||
| ZEK-J-002 | This Vehicle is Reversing | negative | Jeopardy | Self | 1 | All decks | Take your ball back towards the tee. T1: 50 yards back · T2: 30 yards back · T3: 15 yards back | ||
| ZEK-J-003 | The Drunken Sailor | negative | Jeopardy | Self | 1 | All decks | Before your next shot stand a club vertical and spin around it. T1: Spin 15 times · T2: Spin 10 times · T3: Spin 5 times | ||
| ZEK-J-004 | Little Hangover | negative | Jeopardy | Self | 1 | All decks | Remove your ball from the fairway to the nearest first cut of rough. | ||
| ZEK-J-005 | Major Hangover | negative | Jeopardy | Self | 1 | All decks | Remove your ball to the nearest second cut of rough (deep rough). | ||
| ZEK-J-006 | The Driver's Sick Day | negative | Jeopardy | Self | 1 | All decks | You cannot use your driver on the next hole. | ||
| ZEK-J-007 | The Putter's Sick Day | negative | Jeopardy | Self | 1 | All decks | You cannot use your putter on the next hole. | ||
| ZEK-J-008 | The Divot Card | negative | Jeopardy | Self | 1 | All decks | With all playing partners agreeing on the location, place your ball in the nearest divot. | ||
| ZEK-J-009 | The Sand Trap | negative | Jeopardy | Self | 1 | All decks | Remove your ball from the green to the nearest greenside bunker. | ||
| ZEK-J-010 | The Run Up | negative | Jeopardy | Self | 1 | All decks | You must take a run up to hit your ball. | ||
| ZEK-J-011 | Lucky Number 7 | negative | Jeopardy | Self | 1 | All decks | You must use only your 7 iron for the next hole. | ||
| ZEK-J-012 | Pay Your Taxes | negative | Jeopardy | Self | 1 | All decks | Add strokes to your next hole. T1: Add 2 strokes to next hole · T2: Add 2 strokes to next hole · T3: Add 1 stroke to next hole | ||
| ZEK-J-013 | Heads or Tails | negative | Jeopardy | Self | 1 | All decks | At the end of the hole do heads or tails — win and your current score stands, lose and you add 1 stroke. | ||
| ZEK-J-014 | All or Nothing | negative | Jeopardy | Self | 1 | All decks | On the next hole you must score a net Birdie or you get nothing (net +2 or 0 points stableford). | ||
| ZEK-J-015 | Odds On | negative | Jeopardy | Self | 1 | All decks | You cannot use your irons with even numbers on the next hole. | ||
| ZEK-J-016 | Even Steven | negative | Jeopardy | Self | 1 | All decks | You cannot use irons with odd numbers on the next hole. | ||
| ZEK-J-017 | On the Edge | negative | Jeopardy | Self | 1 | All decks | On the green move your ball to the edge of the green furthest from the hole. | ||
| ZEK-J-018 | Par 3 Double Take | negative | Jeopardy | Self | 1 | All decks | On the next par 3 take your tee shot twice; the casting player chooses which ball you continue with. | ||
| ZEK-J-019 | Approach Double Take | negative | Jeopardy | Self | 1 | All decks | For your next regulation shot into the green take your approach twice. The casting player will decide which ball you continue with. | ||
| ZEK-J-020 | Driver Double Take | negative | Jeopardy | Self | 1 | All decks | The next time you hit driver you are to take the shot twice. The casting player will then decide which ball you continue with. | ||
| ZEK-J-021 | In the Woods | negative | Jeopardy | Self | 1 | All decks | You must only use your woods for the next hole, until you reach the green then you can use your putter. | ||
| ZEK-J-022 | Wedges MIA | negative | Jeopardy | Self | 1 | All decks | For the next hole you cannot use your wedges. (Only Driver to 9 iron and Putter) | ||
| ZEK-J-023 | Short Side | negative | Jeopardy | Self | 1 | All decks | From where you are on the green remove your ball to the short side and continue the hole. Maximum 10 yards off the green. | ||
| ZEK-J-024 | The Stacker | negative | Jeopardy | Self | 1 | All decks | Add penalty strokes to your score for this hole. T1: Add 3 strokes · T2: Add 2 strokes · T3: Add 1 stroke | ||
| ZEK-J-025 | Blindfold | negative | Jeopardy | Self | 1 | All decks | Close your eyes for your next shot. | ||
| ZEK-J-026 | The Hacker | negative | Jeopardy | Self | 1 | All decks | Your ball is moved backwards from its current position. T1: 30 yards back · T2: 20 yards back · T3: 10 yards back | ||
| ZEK-J-027 | Fairway Saver | negative | Jeopardy | Self | 1 | All decks | You cannot play from the fairway at all on the next hole. Should your ball find the fairway remove it and take a drop in the rough. | ||
| ZEK-J-028 | Worst Ball | negative | Jeopardy | Self | 1 | All decks | Take your next shot twice and continue the hole with the ball in the worst position. | ||
| ZEK-J-029 | Bunker Bound | negative | Jeopardy | Self | 1 | All decks | Your next shot must be played from the nearest bunker regardless of where your ball currently lies. | ||
| ZEK-J-030 | Club Confiscation | negative | Jeopardy | Self | 1 | All decks | Your playing partners choose one club you cannot use for the next hole. | ||
| ZEK-J-031 | Rough Justice | negative | Jeopardy | Self | 1 | All decks | Your ball is moved into the rough regardless of where it lies. T1: Move to deepest rough on the hole · T2: Move to nearest rough · T3: Move to edge of rough — within 2 yards of fairway | ||
| ZEK-J-032 | Three-Putt Guarantee | negative | Jeopardy | Self | 1 | All decks | You must take at least 3 putts on this green before holing out. | ||
| ZEK-J-033 | Three Off the Tee | negative | Jeopardy | Self | 1 | All decks | Count your tee shot on the next hole as the third shot. | ||
| ZEK-J-034 | The Tree Hugger | negative | Jeopardy | Self | 1 | All decks | Place your ball at the base of the nearest tree and play from there. | ||
| ZEK-J-035 | Backward Step | negative | Jeopardy | Self | 1 | All decks | Take your ball back towards the tee. T1: 40 yards back · T2: 25 yards back · T3: 10 yards back | ||
| ZEK-J-036 | The Yips | negative | Jeopardy | Self | 1 | All decks | You must use a different putting grip on the next green. | ||
| ZEK-J-037 | The Penalty Box | negative | Jeopardy | Self | 1 | All decks | Add penalty strokes to your score for this hole. T1: Add 2 strokes · T2: Add 2 strokes · T3: Add 1 stroke | ||
| ZEK-J-038 | The Surrender | negative | Jeopardy | Self | 1 | All decks | You must concede your next putt to your opponent. T1: Concede putt to opponent · T2: Concede putt to opponent · T3: Concede putt to opponent | ||
| ZEK-J-039 | The Wind Up | negative | Jeopardy | Self | 1 | All decks | You must play your next shot one-handed. | ||
| ZEK-J-040 | The Shadow | negative | Jeopardy | Self | 1 | All decks | Your opponent stands directly behind you for the next shot. | ||
| ZEK-J-041 | The Caddy Swap | negative | Jeopardy | Self | 1 | All decks | You must ask a different playing partner for club advice on the next hole. | ||
| ZEK-J-042 | The Time Penalty | negative | Jeopardy | Self | 1 | All decks | Add strokes if you take more than a set time to play your next shot. T1: 30 sec limit; fail = +2 · T2: 45 sec limit; fail = +2 · T3: 60 sec limit; fail = +1 | ||
| ZEK-J-043 | The Hazards Card | negative | Jeopardy | Self | 1 | All decks | For the next hole all hazards (bunkers, water) are treated as out of bounds. | ||
| ZEK-J-044 | The Broken Tee | negative | Jeopardy | Self | 1 | All decks | You must tee off using only a broken tee (or no tee at all). | ||
| ZEK-J-045 | The Blind Shot | negative | Jeopardy | Self | 1 | All decks | Your playing partners decide where you aim your next shot. | ||
| ZEK-J-046 | The Commissioner | negative | Jeopardy | Self | 1 | All decks | Your playing partners collectively agree on your club selection. T1: Partners choose clubs for next 3 shots · T2: Partners choose clubs for next 2 shots · T3: Partners choose club for next shot | ||
| ZEK-J-047 | Putt from the Fringe | negative | Jeopardy | Self | 1 | All decks | If your ball is on the green move it to the fringe at the nearest point. T1: Move to fringe furthest from hole · T2: Move to fringe furthest from hole · T3: Move to fringe furthest from hole | ||
| ZEK-J-048 | The Gauntlet | negative | Jeopardy | Self | 1 | All decks | You must make a set score or better on the next hole or add penalty strokes. T1: Make eagle or better; fail = +2 strokes · T2: Make birdie or better; fail = +1 stroke · T3: Make par or better; fail = +1 stroke | ||
| ZEK-J-049 | The Handicap Hunter | negative | Jeopardy | Self | 1 | All decks | Your handicap is halved for the next hole (rounded down). | ||
| ZEK-J-050 | The Grand Shank | negative | Jeopardy | Self | 1 | All decks | Your next shot is a shank — move the ball to a terrible position. | ||
| JNR-020 | The Gauntlet | negative | Group Jeopardy | All Players | 1 | junior | Each player in the group adds +1 stroke to their score on this hole. No exceptions! | ||
| JNR-023 | Speed Golf | negative | Group Jeopardy | All Players | 1 | junior | The whole group must play the next hole in speed golf — no practice swings, walk or jog continuously. | ||
| STG-001 | Shots Before Tees | negative | Group Jeopardy | All Players | 1 | stag | Everyone in the group takes a shot (of their chosen drink) before anyone tees off on this hole. Last one to drink tees off first. | ||
| STG-007 | Alien Clubs | negative | Group Jeopardy | All Players | 1 | stag | Play this entire hole with a random partner's bag — you swap completely. No cherry picking clubs. | ||
| STG-008 | Sober Caddie | negative | Group Jeopardy | All Players | 1 | stag | The lowest scorer so far must caddie for the highest scorer this hole — bag, yardages and club advice. | ||
| STG-013 | Wheel of Misfortune | negative | Group Jeopardy | All Players | 1 | stag | The group nominates a forfeit (drink, piggyback to the next tee, sing a song). You must comply — no vetoes. | ||
| STG-014 | Speed Round | negative | Group Jeopardy | All Players | 1 | stag | The whole group plays this hole speed golf: continuous play, no practice swings, jog between shots. Last to hole out buys the next round. | ||
| STG-015 | Drink for Distance | negative | Group Jeopardy | All Players | 1 | stag | For every 10 yards you are short of the group's longest tee shot, take one sip. Longest hitter stays dry. | ||
| STG-017 | The Caddy Shack | negative | Group Jeopardy | All Players | 1 | stag | Do your best Bill Murray impression while announcing your next shot. Best impression wins a free retake later; worst: +1 stroke. | ||
| STG-019 | The Gauntlet | negative | Group Jeopardy | All Players | 1 | stag | Every player declares a score target before teeing off. Miss your target by 2+ strokes: take a drink. | ||
| STG-020 | Piggyback to the Tee | negative | Group Jeopardy | All Players | 1 | stag | The two worst scorers so far play this hole's tee shot while being piggybacked. Group decides the pairs. | ||
| STG-024 | Social Handicap | negative | Group Jeopardy | All Players | 1 | stag | The player who has drunk the most today gets -1 stroke this hole. The most sober player gets +1. Group votes. | ||
| STG-029 | Bunker Party | negative | Group Jeopardy | All Players | 1 | stag | If anyone in the group finds a bunker this hole, everyone takes a drink. Each bunker = 1 drink for all. | ||
| STG-033 | Round of Applause | negative | Group Jeopardy | All Players | 1 | stag | Par or better: the group slow claps you off the green. Bogey or worse: forfeit of the group's choosing. | ||
| STG-034 | Double Down | negative | Group Jeopardy | All Players | 1 | stag | All scores on this hole are doubled. Good news or bad news — you'll find out on the green. | ||
| STG-038 | Forfeit Ladder | negative | Group Jeopardy | All Players | 1 | stag | Each player writes a forfeit and draws one at random. Whatever you pull, you do — right now, on this hole. | ||
| STG-040 | The Commentator | negative | Group Jeopardy | All Players | 1 | stag | One group-chosen player commentates out loud on every shot this hole, TV golf style. Most dramatic commentary: -1 stroke by group vote. | ||
| STG-044 | Last Man Standing | negative | Group Jeopardy | All Players | 1 | stag | The player who takes the most shots on this hole performs an end-of-hole forfeit chosen by the group before scores are recorded. | ||
| ZEK-GJ-001 | The Ball Swap | negative | Group Jeopardy | All Players | 1 | All decks | Every player in the group switches balls with a random player and finishes each others hole. | ||
| ZEK-GJ-002 | The Bag Raid | negative | Group Jeopardy | All Players | 1 | All decks | Every player in the group switches clubs with a random player and finishes each others clubs. | ||
| ZEK-GJ-003 | Worst Ball Hole | negative | Group Jeopardy | All Players | 1 | All decks | Every player in the group must play this hole in worst ball format. | ||
| ZEK-GJ-004 | The Scorecard Swap | negative | Group Jeopardy | All Players | 1 | All decks | All players swap scorecards with another random player for the rest of the hole. | ||
| ZEK-GJ-005 | The Group Penalty | negative | Group Jeopardy | All Players | 1 | All decks | Every player adds penalty strokes to their score for this hole. T1: All add 2 strokes · T2: All add 2 strokes · T3: All add 1 stroke | ||
| ZEK-GJ-006 | Reverse Handicap | negative | Group Jeopardy | All Players | 1 | All decks | For the next hole the lowest handicap player uses the highest player's handicap and vice versa. | ||
| ZEK-GJ-007 | The Driver Duel | negative | Group Jeopardy | All Players | 1 | All decks | All players must use driver for every shot on the next hole (except on the green). | ||
| ZEK-GJ-008 | The Putter Pro | negative | Group Jeopardy | All Players | 1 | All decks | All players must use ONLY their putter for the next hole. | ||
| ZEK-GJ-009 | The Sand Trap Hole | negative | Group Jeopardy | All Players | 1 | All decks | All players must play their next shot from the nearest bunker. | ||
| ZEK-GJ-010 | Group Blindfold | negative | Group Jeopardy | All Players | 1 | All decks | All players must close their eyes for their next shot. | ||
| ZEK-GJ-011 | The Iron Curtain | negative | Group Jeopardy | All Players | 1 | All decks | All players may only use irons for the next hole. | ||
| ZEK-GJ-012 | The Gauntlet Hole | negative | Group Jeopardy | All Players | 1 | All decks | All players must score a net par or better or add 2 strokes. T1: Must net birdie or +2 · T2: Must net par or +2 · T3: Must net bogey or +1 |

