Z O T C: Ed in NE HE Ourse
Z O T C: Ed in NE HE Ourse
Z O T C: Ed in NE HE Ourse
When you are 5” or closer to the hole, you are on the green.
How far from the hole are you exactly? Here’s how we do it:
• Consult the How Far Out Table.
KEEPING SCORE
• Go down the left-hand column to the appropriate row
In the rear of the rules is a sheet with three scorecards on it.
for the actual distance the ball is from the hole.
Going from left to right, here's how to fill it out.
• Go across to see the distance in feet. You will be
required to add 1d6 in feet to the result. • Hole – This is the number of the hole.
• Distance – Write in distance in inches that the hole is
HOW FAR OUT from the tee to the cup.
• 1st Shot – Subtract the distance of your first shot
INCHES FROM DISTANCE IN FEET from the distance of the hole. This is how far the ball
1 0 + 1d6 feet. is from the cup. Place this number in this box.
2 6 + 1d6 feet. • 2nd Shot – Subtract the distance of your second shot
3 12 + 1d6 feet. from the distance in the box immediately to the left
4 18 + 1d6 feet. (the result of the 1st shot). This is how far the ball is
5 24 + 1d6 feet. from the cup. Place this in this box.
When this occurs go to the How Far Out Table to determine
HOW TO PUTT the actual location of the ball. Putt from there adding strokes
to your current total until you sink the putt. No need to track
Now that you know how far in feet you are from the hole, it’s the distance when putting, just write a “P” in the stroke box.
time to putt. Here’s how we do it:
• Total Strokes – Put in the total number of strokes it
• Players can choose to use Skill up to their Rep. took you to complete the hole in this box.
• Roll the Skill diced used, add them together and • Score – Add the total strokes from all the holes. This
move the ball that many feet towards the hole. is your final score. Place this in this box.
One of four things will happen after Putting: • Player Signature – Be sure to sign your card.
ADDING ZEDS
All ATZ rules apply with the following clarifications:
LOCALE
This particular course is considered to be a rural area. Players
can choose to play on courses in urban or suburban areas if
desired.
GENERATING ZEDS
Zeds are generated in the following two ways:
• When a player reaches any tee roll 1/2d6. This is the
number of Zeds that are generated and placed 24"
from that player.
• When a shot is fired roll 1d6.
• For each result of "6" a Zombie is generated and
placed 12" from where the shot was fired. If
playing in the Suburbs, it’s a 5 or 6 and if an
Urban area, 4, 5 or 6.
GOLF CART
There is a chance (1) that there may be one (1 – 4) or two (5 –
6) functioning golf carts at the course. Golf carts do not
provide cover for the user, are subject to most normal vehicle
rules except for the "The Car Won’t Start!" rule, and has a top
speed of 12" per turn.
Golf carts do not generate Zombies as vehicles normally
would.
HOLE DISTANCE 1ST SHOT 2ND SHOT 3RD SHOT 4TH SHOT 5TH SHOT 6TH SHOT TOTAL STROKES
1
2
3
4
5
6
7
8
9
Score
Player Signature
HOLE DISTANCE 1ST SHOT 2ND SHOT 3RD SHOT 4TH SHOT 5TH SHOT 6TH SHOT TOTAL STROKES
1
2
3
4
5
6
7
8
9
Score
Player Signature
HOLE DISTANCE 1ST SHOT 2ND SHOT 3RD SHOT 4TH SHOT 5TH SHOT 6TH SHOT TOTAL STROKES
1
2
3
4
5
6
7
8
9
Score
Player Signature
#D6 RESULT
PASSED
2 DRIVING
2 Miss the hole, but tap it in. Count two stokes.
(Taken vs. Power) 1 On the lip!
#D6 RESULT • Roll 1d6:
PASSED • (1 – 3) Ball drops in. Count one
stroke.
2 Good one! • (4 – 6) Hangs on the lip, but can
• Move the ball 5 x the Power used, in inches. tap it in. Count two strokes.
• Roll the Skill diced used, add them together 0 “It’s in the Hole! Count one stroke.
and add that distance to the distance the ball
has traveled.
1 Yikes!
• Move the ball 5 x the Power used, in inches.
• Roll 1d6 and add that many inches to the
distance the ball has traveled.
• Roll the Skill diced used, add them together
and add that distance to the total distance
the ball has traveled.
0 Crap!
• Move the ball 5 x the Power used, in inches.
• Roll 1d6 and subtract that many inches to
the distance the ball has traveled.
• Roll the Skill diced used, add them together
and add that distance to the total distance
the ball has traveled.
ZED IN ONE
QRS
© 2018 Ed Teixeira – Two Hour Wargames 4/17/2018
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