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KARGO (or "Card Golf")
by Pepys (Castell Brothers)

KARGO
(or "Card Golf")

represents a game of Golf played with a pack of cards.

No knowledge of Golf is necessary

The enclosed simple rules explain how to play.
Helpful hints are given on the top of the cards where necessary.

Distributors: CASTELL BROTHERS LTD. LONDON. Makers of Pepysstationery
World Dislributors: CASTELL BROTHERS LTD. LONDON.
Makers ofTelegrams and Cables: ••casteix brothers, london


The pack consists of 53 cards.

RULES

CARD GOLF is a game for two, three or four players, though interesting practise may be had by a single player.

HOW TO PLAY : Look at the form at the end of these rules to decide over which course you prefer to play.

Shuffle the pack and cut to decide who plays first ; the player cutting the card with the highest number deals and plays first.

Deal eight cards face down­wards to each player, if less than four. Six cards each when four players.

If four, each can play for themselves or arrange to play as partners. If playing as partners the four players may decide to play the cards as though playing singly—the first player to hole out winning for the partnership. Or two partners may play alternately as one hand until the hole is won by themselves or opponents. Every player has a turn in rotation.

Play each of the 18 holes of the selected course in succession—the dealer announcing the number of yards to the hole before each deal.

Numbers on cards denote yards. Scoring (or distance) cards during, play should be placed on the table so that the distance shows clearly.

Shuffle and deal before each hole is played. The winner of the previous hole plays first. Player on right of dealer should shuffle, and the one on dealer's left cut the cards. Play follows in turn— player on left of dealer being second. The one on right of the dealer always plays the last card. For example, if the dealer holes out, each of the other players has one turn and if anyone of them also holes out they halve the hole.

The game is to play Distance cards to reach the hole, or within 20 yards of it—whether beyond or short of distance. If the exact number is reached the player is "PIN-HIGH" and one "PUTT" card then holes out. When 10 or 20 yards away two "PUTT" cards played in due turn are necessary.

"SUNK PUTT" card holes out from anywhere on the green —i.e., within 20 yards of the hole.

Any player, in proper turn, may play a "MISSED PUTT" card on an ordinary "PUTT" card (which does not hole out) of the previous player, and this negatives such "PUTT."

There is only one "HOLED APPROACH" card in the pack. It can only be played with a card that exactly reaches the hole from a distance of more than 20 yards. It is the only occasion, with the exception of "STYMIE" when two cards may be played at once. This card holes out.

Any player, whenever in turn, if he has no useful card in his hand, may draw a card from the balance of the pack—which has been placed face downwards in the centre after dealing. This counts as a turn. No cards are discarded.

He may play a distance card towards the hole, or instead he may play a "HAZARD" (or penalty) card, such as "LOST BALL," upon an opponent's card. The play of a Hazard card upon an opponent's stack counts as a turn to the one playing the Hazard card.

If on the green the only Hazard cards that can be played on an opponent are "MISSED PUTT" or "STYMIE."

The above simple rules give all essential information for playing the game.

DESCRIPTION OF "KARGO" CARDS

STROKE (or DISTANCE) CARDS.

"DRIVE" can only be played off the tee and not at any later stage of the game. If a hazard card that negatives the stroke be played on a Drive Card, the player when next in turn can play a second Drive from the tee.
Although a Drive Card cannot be played except from the tee, it is not necessary to play such a card if in hand. The player can start to score with any stroke card he may hold. If not holding useful stroke cards, a player may draw from the pack—this counting as a turn—even before having played. "PUTT" and "SUNK PUTT" can only be played on the green. The other stroke cards can be played anywhere except on the green or from Hazards which require a particular type of stroke to continue.

Stroke (or distance) cards are placed on player's own stack and the distance printed on them counts towards the hole, unless opponent when next in turn plays a "LOST BALL" or "OUT OF BOUNDS" card on same. Either of these cards negative the distance and should be placed on top of the stroke card to cover up the number.

"SUNK PUTT" holes out from anywhere on the Green but cannot be played when "STYMIED."

Two ordinary "PUTTS" (played separately) hole out from anywhere on the Green and one ordinary "PUTT" holes out from "PIN-HIGH" but the first ordinary "PUTT" can be negatived by opponent next in turn playing "MISSED PUTT." The "MISSED PUTT" card can be played on top of an ordinary "PUTT" card even if played to hole out when "PIN-HIGH."

"MISSED PUTT" cannot be played on a second "PUTT" card that holes out.

"HOLED APPROACH" played with a stroke card which makes up the exact distance of the hole (from a distance of more than 20 yards) holes out without use of "PUTT" card.

A stroke card may be played to take the ball past the hole if of advantage to do so. The extra distance is played back exactly as if approaching the hole in the ordinary way.

HAZARD CARDS.

"BAD BUNKER" requires the play of "NIBLICK" to continue ; a "MASHIE-NIBLICK" will not recover from a "BAD BUNKER."

"BUNKER" requires play of "MASHIE - NIBLICK" or "NIBLICK."

"SLICED TO ROUGH"— "PULLED TO ROUGH" require play of "MASHIE," "MASHIE-NIBLICK" or "NIBLICK."

"STREAM" imposes penalty of loss of 2 turns on the player penalised.

The penalties are clearly printed on all Hazard cards and the proper card to recover from a penalty is also clearly printed on the top of the cards.

Hazard cards are played upon the stack of the opponent on the right. "STYMIE," which can be played upon the stack of any of your opponents, is the only exception to this.

A second Hazard card cannot be played on an opponent's card until he has played once following the previous handicap.

The length of a shot that recovers from a Hazard counts towards the hole.

Although a "NIBLICK" card must be played to recover from a "BAD BUNKER" the "NIBLICK" or any other stroke card may be played at any time in turn until on the green.

NEGATIVE CARDS.

"LOST BALL" and "OUT OF BOUNDS" entail a penalty of loss of distance of the last card played. The last stroke of the player penalised is negatived by covering the card completely (or turning it face downwards) and he misses two turns.

"MISSED PUTT" means that opponent's "PUTT" is ineffective and the "PUTT" negatived is covered completely (or turned face downwards). "MISSED PUTT" does not negative "SUNK PUTT."

"STYMIE" can be played by a player who is on the Green in conjunction with an ordinary "PUTT" card which does not hole out. The "PUTT" card is placed on the player's own stack and "STYMIE" (played simultaneously) is placed on the stack of any of the opponents. "STYMIE" cannot, of course, be played on an opponent who has not reached the green. It takes one extra "PUTT" card to cancel "STYMIE." A "SUNK PUTT" card cannot be played until "STYMIE" has been removed by playing an ordinary "PUTT" card.

SCORING.

The number of cards played to win the full round of eighteen holes may be counted—player who takes the fewest strokes being the winner—or the number of holes won by each player can be counted.

TO GOLFERS.

While this game has been designed primarily for NON-GOLFERS, those who play the Royal and Ancient Game will find that "Kargo" is based on the rules of Golf. The principles of Golf can always be applied when playing "Kargo."


LENGTHS OF HOLES (to nearest 10 yards) at well-known Courses

Hole

No.

St. Andrews

Prestwick

Hoylake

Sandwich

Muirfield

Deal

Westward Ho.

Gleneagles


Own Course


1

370

340

410

440

450

330

450

370


2

400

130

370

370

350

380

420

400


3

360

500

480

240

380

480

440

390


4

430

380

160

460

190

150

350

480


5

530

200

420

450

510

470

140

170


6

370

360

380

190

460

290

410

470


7

350

430

200

490

160

380

370

450


8

150

440

480

180

450

140

200

170


9

310

460

390

400

490

480

470

370



 

 


 

 

 

 



10

310

470

410

380

480

370

330

460


11

160

190

190

380

360

440

370

190


12

310

500

400

340

380

470

420

400


13

410

460

160

440

150

420

410

460


14

530

380

510

520

460

190

180

280


15

410

330

440

450

390

420

400

460


16

350

290

530

160

190

480

140

150


17

470

380

390

420

510

370

550

390


18

360

280

410

440

430

420

420

470



"KARGO" DRIVES

Players of " Kargo" have arranged " Kargo" Drives as an alternative to Whist Drives.

These have proved to be a greatly appreciated innovation.

They are equally popular played as singles or for partnership scoring.