Ok, a long time ago when I first blogged about zombie wargaming I made mention of 'zombie golf'. Now seems a good time to revisit the idea - this way I can play some casual rounds of golf while building scenery needed for my campaign.
Each hole has a Par rating. To score par for the hole, you need to kill as many zombies equal to the par for that hole. Killing more than the par rating gives you a better score.
Example: a par 4 hole means you have to kill 4 zombies to reach par. If you kill 5 zombies you are 1 under par. If you only kill 3, then you are 1 over par.
Once you have taken a shot at a zombie then you must continue to play that zombie until it is killed or you are chased off the hole.
Killing a zombie in a bunker or the rough adds one to your score (deduct one from your score; thus a 2 over par becomes a 3 over par).
The Golf Course
To make it easy I suggest using your favorite local golf course as a guide, or 'google' golf courses to find out what the par for each hole is.
For example, the Royal Melbourne Golf Club has a few courses on their web site, and lists each hole:
Royal Melbourne GC
By looking at this, I see the first hole is a Par 4, the second a Par 5 and so on.
Determine the Zombie Threat Level: I suggest using the rating of the golf course: a 5 star rating = 5 ZTL.
There are web sites that give star ratings for course. This site lists the Royal Melbourne as a 5 star course.
Place your teeing area, putting green and any hazards or features that you feel would enhance the hole.
Put your players on the tee. A gentleman's agreement should suffice to determine who will tee off first, but failing that roll a dice and the highest roll wins (re-roll ties).
Playing a hole
Roll to determine the initial number of zombies vs the ZTL as per the zombie game you are using. These zombies are place of the far edge of the putting green facing the 'golfers'.
Players now take it in turns to shoot at, and hopefully kill, the zombies on the hole.
Once all players have taken a shot move the zombies towards the golfer.
This completes one turn.
Remember to roll the basic ZTL plus an extra die for each shot taken during a turn. These zombies are ones that come on at the same spawn point as the initial zombies.
Should no zombies be in play at any stage roll to spawn zombies until some appear.
Play on the hole continues until the best score for the hole is achieved or both players agree to abandon the hole (zombies are too close and will be in melee).
A golfer that is killed playing a hole automatically concedes the game to any surviving players.
Edit: thanks to a question in the comments, the following rules have been added:
playing a zombie in a water hazard adds one to your shot. It is only a 1 penalty because the zombie wont remain in the water... unless you kill it.
The players can move off the tee, but as soon as they come into contact with the zombies (i.e. melee) they must stop play on the hole.
The players may not move any further away from the zombies than the rear of the teeing off area.