
- BGG rank
- BGG #790
- BGG rating
- 7.0
Formula D
- 2–10 players
- 60 min
- Complexity 2.0/5
- 2008

Rules assistance for Go For The Green
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Go For The Green is a board game released in 1973 for 1–4 players, 60 minutes per game, and ages 10 and up. Its main mechanics are Roll / Spin and Move.
A game of strategy using one hole from each of 18 famous courses to produce a golfer's dream course. The game lets you hit the ball like a pro but in order to score well you will have to plan your round hole by hole and shot by shot. You determine your direction of aim, then dice determine how far you hit it. A little luck and a little planning might lead to a low-scoring round. Course: Hole #1 Merion Golf Club Hole #2 Scioto Country Club Hole #3 Olympic COuntry Club Hole #4 Baltusrol Golf Club Hole #5 Colonial Country Club Hole #6 Seminole Golf Club Hole #7 Pine Valley Golf Club Hole #8 Prairie Dunes Country Club Hole #9 Champions Golf Club Hole #10 Winged Foot Golf Club Hole #11 Merion Golf Club Hole #12 Augusta Country Club Hole #13 Oak Hill Country Club Hole #14 Cherry Hills Country Club Hole #15 Oakmont Country Club Hole #16 Oakland Hills Country Club Hole #17 Quail Creek Country Club Hole #18 Pebble Beach Golf Links This is the third edition of SI Handicap Golf. The first rendition was the small green box format and included these holes with charts for "scratch" golfers, a range of charts for various handicap levels (men and women), and one "duffer" chart. That set was repackaged into a long box, still called "Sports Illustrated Handicap Golf." Finally, the excess charts were removed, leaving only Pro Men and Pro Women charts, a redesigned shot result system was implemented, and the game was retitled Go for the Green.
Go For The Green supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Go For The Green is 60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Go For The Green for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Go For The Green has a complexity rating of 1.6 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Go For The Green belongs to these categories: Sports. Its main mechanics are Roll / Spin and Move. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The catalogue lists Go For The Green as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.