DICE Golf. Copyright 2009

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DICE Golf Copyright 2009 Introduction Welcome to the DICE Golf complete game. DICE Golf is more like two games in one and even comes complete with rules and charts for creating all of your own golfers and golf courses. DICE Golf can be played shot by shot using over 200 golfers from the 2008 season. You can also use the Quick Play Results from each golfer card to play holes quickly and accurately. Getting Started Let's get started with the simple basics. Grab a DICE Golf score sheet and take the golfers you would like to use. For all of my examples we will be using Fred Couples, the 118 th ranked golfer. After writing in the important info on the score sheet you are ready to begin. You should have two 10-sided dice with you. These dice should be different colors and you read them in the same order every time. For example, if you are using one red die and one white die, you should always read them as red first, then white. A red 3 and a white 7 would give you the result 37. A red 0 and a white 6 would give you the result 06, and so on. Make sure you also grab the golf course chart. Teeing Off Now we are ready to tee off. We need to check our golf course chart for the first hole. Looking at our chart, we see that Hole #1 is a par 4 and totals 354 yards (we are using the Turnberry Golf Course. Now under the 1ST Shot it tells us to use shot type A. We will talk about shot types below. Now we are ready to roll the dice. We roll a red 5 and a white 7. 57. Using Fred Couples and his A shot we see that a result of 57 says, on the fairway. This means that Fred Couples has made a good drive off the tee and is sitting on the fairway for his second shot. If you look at the golf course chart, you will see under 2ND Shot we are using the B column on Couples' card. This time we roll a red 1 and a white 0, for a result of 10. On Couples' card we see that a 10 result is 'On the Green'. This means that Couples' second shot has found the green. Couples can now attempt a putt. ****On Par 3 tee shots subtract -5 from On the Green from the B shot type column****. Putting Fred Couples has made the green in two shots and is now attempting a birdie putt. Looking on his card under the putting section we see C*, 1ST, 2ND, and 3RD. Since this is Couples' first putt attempt this hole, we will use the 1ST column. Couples rolls a red 8 and a white 3 for an 83. Under 1ST we see that an 83 gives us the result of No Good. So Fred Couples has missed his birdie putt and now will have to attempt a putt for par. Since this is his second putt attempt on this hole, we must the 2ND column. This time Couples rolls a red 7 and a white 3 for a 73 result. Under his 2ND putt attempt we see that a roll of a 73 gives us a Good result. So Couples has sunk the putt and has scored a par on this hole. Write the information on the score sheet and continue on to the next hole. Follow the same steps you did for the first hole. Special Note on putting. No matter how many attempts your golfer is making, after your second putt attempt use the 3RD putt attempt column. Only use the 3RD attempt column once. After that all putts use this range: 00-98 good, 99 no good. -1-

Shot Types Now that you have a basic understanding of how to play DICE Golf, let's get into the different Shot Types. Looking at Fred Couples' card you will see three different Shot Types labeled A, B, and C. The basic idea is that the farther you are away from the hole the earlier the letter. So an A shot indicates a farther shot than a C shot. You can also remember these by using the simple ABC method. Start with A and work your way to C. All Par 5 and Par 4 Tee shots are ALWAYS Shot Type A. All Par 3 Tee shots are ALWAYS Shot Type B. If you ever get confused by this, just refer to the golf course chart and it will tell you which shot type to use. Or you can look at the quick reference guide I have given you below Par 3: First shot: B Second shot: C All other shots: C Par 4: First shot: A Second shot: B Third shot: C All other shots: C Par 5: First shot: A Second shot: A Third shot: B Fourth shot: C All other shots: C ****important notes***** Once you are on the green, only use your putting section of the players' card. Once you start attempting C type shots, continue using the C type shot column until your ball is on the green. The result of your shot could produce the following results: On the Green, On the Fairway, In the Light Rough, In the Deep Rough, Special Shot X, Special Shot Y, or Special Shot Z. If you get the result 'On the Green' then go to the Putting section of the player and use that to determine the rest of the hole. If you get the result 'On the Fairway' then continue with your next Shot Type column making no adjustments. If you get the result 'In the Light Rough' you continue with your next shot but you must subtract -5 from the first result on the column. This may sound confusing at first but it is rather simple. If Fred Couples is on a par 5 and his first shot lands in the light rough, his second shot is also from column A but you must subtract -5 from the first listing. In this case that would be his fairway range. Instead of 00-57, you would change that to 00-52. This would also change the In the Light Rough numbers from 58-80 to 53-80. If we use the same example only Couples is on a Par 4, we are changing his shot B column by -5. His On the Green range would go from 00-70 to 00-65 and then the rest of the numbers would be added to the On the Fairway range. If you get the result 'In the Deep Rough' you do the same exact thing you would do for Light Rough, except, instead of subtracting -5, you would subtract -10. Never alter your C shot column regardless of your lie unless you are instructed to do so by way of the golf course chart. Follow the rules below instead. Type C Shots You should never alter your C shot column. Only do so if the golf course chart instructs you to do so. Type C shots are very close to the green. If your current lie is on the fairway and you are attempting a C shot and you land on the green, you then proceed to the first number in your C* putt attempt range. If you are currently in the Light Rough or in a bunker, you then proceed to the second number in your C* putt attempt range. If no good, then go to the 2ND attempt as per regular rules. If your ball currently lies in the Deep Rough, you then proceed to your 1ST putt attempt. These rules all come with the stipulation that your next shot is on the green. -2-

Special Shots There are three types of special shots; X, Y, and Z. As a good rule of thumb, X shots are bad, Y shots are bunkers, and Z shots are great. Whenever you roll one of these shots you must refer to the correct hole and shot # of the course you are playing on. Lets look at a couple of examples using Fred Couples. Fred Couples is on hole #7 shot #1. He rolls a 97 and comes up with shot type Z. We see that on hole #7, shot #1 we get a result of an 13. By checking the key code on the bottom of the golf course chart, we will see what #13 is. In this case the result is: You crushed it! Use B shot for your next shot. This is a great job for Couples. Since hole #7 is a par 5. Couples was supposed to use his A column again, but because of his great drive he can now use his B column and has a 71% of reaching the green in just two shots. Fred Couples is on hole #1 shot #1. He rolls a 93 and gets Special Shot X. Under hole #1 shot #1 we get the result of 1. Looking at the key code. It says that Bad shot!: Roll again; 00-49 ball OOB. Take 1 stroke penalty and hit again from A shot. 50-99 ball in a very bad lie. Use B shot but -10 to green range. Fred Couples is on hole #2 Shot #2. He rolls a 95 and gets Special Shot Y. Under hole #2 shot #2 we get the result of 9. Under the key code we see that 9 is: Ball Lands in Bunker. Use C shot. -5 to On the Green range. By now you should have the hang of it. Most of the game will be played straight from the golfers' individual cards, but you will need to refer to the golf course charts for all special shots. DICE Quick Play Golf DICE Golf is not just a shot by shot game. You can also use the Quick Play rules to complete entire rounds and tournaments and hardly anytime at all. If you look at the golfer cards you will see some Quick Play Results on the bottom left portion of the cards. This gives you the option of rolling one time to get a score on the current hole. For the most part this is very easy to read and understand. If we are using Fred Couples and we are on hole #1, just roll the dice. We roll a 45. A result of 45 gives us a Par. This means that Couples has scored a par on the first hole. Give Fred a 4 on the score sheet and move on. Each golfer has a chance for a really good hole or a bad hole. Follow the directions below. EAGLE* Whenever you roll a 00 you will get the eagle result. Just refer to the Eagle* Quick Play chart and continue. The same goes for the Bogie+ result. Whenever any of these results come up just go to the proper quick play chart and follow the instructions. You will have to roll multiple times to get your score in these situations. The Quick Play Game Charts are easy to read and understand and will guide you through until you have scored on a hole. -3-

DICE Golf Optional Rules These following rules are completely optional. These rules are designed to show the toughness of each individual golf course. The game does not lose accuracy whether you use these rules or not other, than making the courses more true to real life. At the top of every golf course chart you will the name of the course followed by the location, the par, and then the toughness ranking. The lower the number the tougher the course. Turnberry is the 4 th toughest while Kapalua is the 50 th toughest. So your golfers should have better scores at Kapalua. Next to the toughness ranking is either a positive (+) or a negative (-) number. This number indicates what you will be adding or subtracting to every single shot other than C type shots and putts. Turnberry is a -9 while Kapalua is a +8. If you have a chance to reach the green, you use the modification number for the On the Green range and if you have no chance of reaching the green you use the modification number for the Fairway range. Here is a couple of examples using Fred Couples. If he is playing at Turnberry and he is using his A type shot, his normal range of 00-57 on the Fairway, now becomes a 00-48. Given the same set of circumstances, if Couples was at Kapalua that 00-57 range would increase to 00-65. So as you can tell, Couples will have a much better score at Kapalua than he will at Turnberry. Remember to use these number modifications for every single shot other than C type shots and putts. All A and B type shots should be modified. DICE Quick Play Golf Optional Rules Just like the full version of the game, the quick play game also has a built in optional course toughness rule. On every golf course chart right above the Key Code you will see a row for QP Adj: this stands for Quick Play Adjustment. These numbers range from a -9 to a +9 with no 0. Once again the bigger the the harder the hole. So a -9 would be more difficult than a -3. You will take this modifier and apply it to the golfers QP section. Use this basic rule. Add all + numbers to the golfers birdie range and all numbers get subtracted for the golfers Par range. Here is an example using Fred Couples. He is playing at Turnberry and he is on the toughest hole, #5. His QP Adj: is a -9. Couples is supposed to have a Par range of 21-84. But we are applying the -9 to his range. 84-9=75. Couples new Par range is 21-75 and his new Bogey range would be 76-97. If Couples was on the easiest hole, #16, he would be adding +9 to his birdie range. Couples normal birdie range is 1-20. 20+9=29. His new birdie range is now 1-29 and his new Par range would be 30-84. Weather Weather can also play a role in golf. If you would like to add the options of weather to your tournament, just find the weather chart and roll the dice and follow the instructions. Good weather could improve scores all around just like bad weather could hurt scores all around. Using weather is completely optional and won't hurt accuracy if you decide not to use it. -4-

Rules For Creating Your Own Golfers One of the best features of DICE Golf is the ability to create all of your own golfers easily and quickly. At first this process will seem difficult and time consuming, but once you get the hang of it, you will fly through the procedure. The chart included in your DICE Golf game will give you most of what you need. I will be using that chart and the rules right here and we will be creating a fictional golfer using some fictional stats. I will walk you through the process step by step to help you get started. Step 1: In DICE Golf rating golfers is based on two items; stats and rankings. You don't need a lot of stats and the ones you do need are very easy to find on the web. The only stats you must have for rating your own golfers are: Driving Accuracy, Greens In Regulation, and Putts per Hole OR Putts per round. ***If you can't find the Putts per Hole stat, just use Putts per Round and divide by 18. For example. If our golfer averages 28 putts per round, we get his putts per hole by dividing 28/18 = 1.56.*** Step 2: The second item we need is a ranking system to rank your pool of golfers. You can choose to rank golfers anyway you want to but it is important to remain consistent. In the 2008 golfers set that comes with your game, the ranking system used was based on points earned during the PGA tour 2008 season. You can choose to rank golfers however you wish though. You can rank them based on money, wins, or your personal knowledge. Step 3: Game designer George Nebesnik will be our fictional golfer and here are his stats. Driving Accuracy: 64% Greens In Regulation: 67% Putts Per Round: 29.37 (comes to 1.63 putts per hole) Grab a blank golf card and fill in the year on the top, 2009. The the name. Then under that his rank. We will say he is a golf legend and has a ranking of #6. First we will focus on the Shot Type section of the card. Under Shot Type A, there is no 'On The Green' range. So skip that and we start with 'On The Fairway'. Step 4: Driving Accuracy is what we use for Shot Type A 'On The Fairway' range. Since George has a 64% driving accuracy, his range should be 00-63, which is 64 total numbers, or 64%. Step 5: Now before we finish the rest of Shot Type A, lets go to our chart and take care of the other numbers to help us out. Let's fill in our Special Shots X, Y, and Z. Here is where we need George's ranking. He is a ranking of 6 so under 1-10 we see that his Special Shot X is a 91, his Special Shot Y is a 92-94, and his Special Shot Z is a 95-99. So we can go ahead and fill these in on George's card. Step 6: Now let's get his Deep Rough numbers. Once again looking on our chart we see a section called 'Deep Rough Shot A & B'. We see that a ranking of 1-10 gets just 1 number here. So under Type A and Type B write the number 90 under Deep Rough (-10). Now on George's card the numbers 90-99 should all be filled out for shot Types A and B. Step 7: Now we can finish our Shot Type A. Just write in the remaining numbers for Light Rough (- 5). In this case, George has a 00-63 'On The Fairway' and a 90 Deep Rough, so, his Light Rough numbers would be 64-89. -5-

Step 8: Now we are making some real progress. Let's move on to Shot Type B. Here we need an 'On The Green' range. Here is where we need the 'Greens In Regulation' stat. George has a 67% GIR number. That equals a range of 00-66, BUT, here we need to add +5 numbers to the range. So a 00-66 now becomes a 00-71. Step 9: We now need to figure out his 'On The Fairway' and 'Light Rough (-5)' ranges. To do this we need to go back to our chart. Under 'Fairway Shot B' on the chart we will see a list of percentages. For golfers ranked 1-10, the number is 70%. This means that out of all of our remaining possible numbers, 70% of them will be 'Fairway' numbers. Take the last number George has for 'On The Green' (71) and subtract that to his 'Deep Rough (-10)' first number (90). 90-71 = 19. So we have 19 total numbers. Out of those 19 numbers we know that 70% of them are for the fairway range. Take 19 * 70% and we get 13.3. Since 72 is the first fairway number, take 72 + 13.3 and we get 85.3. Round the fractions up to get 86. George now has a fairway range of 72-86. The remaining numbers of 87-89 go under the Light rough section of the card. Step 10: We are almost done with the top section of the card. For Shot Type C, we only use the chart. Using the chart, simply fill in the the numbers based on the golfers rank. If we use the chart we see that for a golfer ranked #1-10, he gets a 00-87 'On The Green' range, an 88 for 'On The Fairway', an 89 for light rough and a 90 for deep rough. Step 11: OK we are ready for putting. We already calculated that George's putts per hole are 1.63. Take this number and refer it to the chart and we see that George has a C* range of 72/62, a 1ST ATT range of 00-41, 2ND ATT range of 00-90, and a 3RD ATT range of 00-94. So far our created golfer card should look like this: 2009 George Nebesnik Rank # 6 Shot Type Shot Result A B C On the Green 00-71 00-87 On the Fairw ay 00-63 72-86 88 Light Rough (-5) 64-89 87-89 89 Deep Rough (-10) 90 90 90 Special Shot X 91 Special Shot Y 92-94 Special Shot Z 95-99 Putting Putt Result C* 1ST 2ND 3RD Good 72/62 00-41 00-90 00-94 No Good 73-99 42-99 91-99 95-99 Quick Play Results 2008 Stats Eagle* Events Birdie Top 10 Par Wins Bogie Bogie+ DICE Golf -6- Driv Acc. G In Reg.

Now lets give our golfer a Quick Play Results section. Every golfer regardless of rank or stats gets a 00 for Eagle* and a 98-99 for Bogie+. We can go ahead and fill these in now. Step 12: Here we will need some more stats. The stats we need are: Total Holes, Total Birdies, Pars, and Bogies. For this purpose we will say that George had 1421 holes, 295 birdies, 925 pars, and 201 bogies. This next step is nothing more than figuring out percentages. Birdies: 295 of 1421 holes were birdies. 295/1421 =.207 or 20.7% round to 21% Pars: 925 of 1421 holes were pars. 925/1421 =.650 or 65.0% round to 65% Bogies: 201 of 1421 holes were bogies. 201/1421 =.141 or 14.1% round to 14% Now just add these numbers to the card: Eagle* 00 Birdie: 1-21 Par: 22-86 Bogie: 87-97 Bogie+: 98-99 We have now just completed our first golfer. Just continue the above steps and you will be quickly rating many golfers in no time. Your game comes with a lot of blank golfer cards allowing you to rate many golfers. Rules For Creating Your Own Golf Courses The rules for creating your own golf courses are really easy and simple. Grab your Turnberry Golf Club course chart for an example of what to do. Step 1: Figure our the Par of your course, the course ranking, and what modifier you would like to give it. A number is hard and a + number is easier. Turnberry is a Par 70 course with a ranking of the 4 th toughest and a -9 modifier. Modifiers range from -10 (hardest) to +10 (easiest). Step 2: Now we need to go hole by hole and figure out what the par is going to be (3, 4, or 5), the amount of yards to the pin, and we need to give each hole a toughness rating of 1-18. Turnberry for example, the first hole is a Par 4, 354 yards, and is the 15 th toughest hole on the course. Step 3: Let's take care of the 1ST, 2ND, 3RD, 4+ Shots types. Use this rule: Par 3: B, C, C, C. Par 4: A, B, C, C. Par 5: A, A, B, C. If you get confused just look at the Turnberry course and see the shot types. Step 4: Here is where your own flavor comes out in each course. The 'Key Code'. In DICE Golf the Key Codes are very basic and easy to understand. 1-2-3 are for tee shots and long shots on Par 4 and Par 5s. These are bad shots that typically end up out of bounds. 4-5-6 are for C type shots where bad things happen but not too bad because of how close to the green you are. 7-8-9 are all bunker shots. If you have a possibility of landing in a bunker than you would use one of these numbers. If there is no bunker on the hole you wouldn't use these numbers, but would use 10-11-12. These aren't horrible shots but are challenging. -7-

13-14 are great tee shots from par 4 and 5s. 15 is a great tee shot from a par 3 or a great long shot from a par 4 or 5. 16-17-18 are great shots that reach the green for different places on the course other than the tee box. When creating your own courses you can use this simple key code or you can completely design and use your own. It's your course, design it however you wish to. Step 5: Now we need to add the QP ADJ: for each hole. This is for the Quick Play Results portion of the game. Starting with the easiest hole (the one ranked 18) give it a +9 and continue down until you get to +1. Then with the 9 th ranked hole give it a -1 and head towards -9 with the #1 toughest ranked hole. By the time you get done each hole should have a rating between +9 and -9 with no 0s. DICE Golf Career Mode In DICE Golf there is a complete career mode letting you build a golfer from the bottom up. You start as a young rookie just trying to make the tour and you try to establish yourself as a golf legend. You start with 1,500 points to spend and as you accomplish things on the course, you earn more points to improve your golfer. Can you one day challenge the top golfers in the game??? Just grab your career chart and get started on your DICE Golf career TODAY! You now should be all set. You should have the ability to play complete tournaments using the full shot by shot game or the Quick Play Game, or a combination of the two. You should easily be able to create all of your own golfers and golf courses. If you should have any questions or need any more assistance please contact me at george@gen1400.com Thank you for purchasing DICE Golf and I hope you get a lot of enjoyment out of this game. -8-