The mischievous house rules

Extreme Four Card Golf

The same low-score goal, with more ways to use a good memory. Powers, burns and steals reward remembering where cards are—not just what you first saw.

When a power works

Draw from the face-down deck, then discard that drawn card to activate its power. Taking a card from the discard pile does not activate a power: you must put that card into your hand. Replacing a card and discarding the old one does not activate that old card’s power either.

7 and 8: see your fate

Peek at one of your own hidden cards. It is a private look, not a permanent face-up card. Remember the position before it hides again. An unknown top-row card is often the most useful choice.

9 and 10: see a friend

Spy on one opponent’s card. Nobody else sees your private reveal. This information can help you judge a knock, remember a possible steal, or avoid giving away a low card in a later switch.

Jack and Queen: switch between

Choose one of your cards, then an opponent’s card. The two exchange positions face down. You do not get a free peek. Watch the dotted link and moving cards to follow the exchange; your memory needs to follow the card to its new seat.

You remember a 4
If the discard is any 4, your remembered bottom-left 4 is a possible burn. This diagram reveals it for teaching only.
A rival’s remembered 4
A spy might have shown this card earlier. You can attempt a steal only if you believe it still matches the current discard.

Burn your own matching card

At the start of your turn, before drawing, choose Burn / steal and tap a card you believe has the same rank as the top discard. A 4 matches any 4, regardless of suit. If correct, it leaves your hand and goes on the discard pile. Empty positions stay empty. You then continue your turn.

Steal using an opponent’s match

Choose Burn / steal, then their matching card. On a correct match, their card is discarded and you choose one of your own cards to give them face down. Your hand shrinks by one card; theirs ends with the same number it started with. This is not taking their low card for yourself.

Wrong match? One extra card

The attempted card stays in place and you gain a hidden card from the deck. A red outline marks penalty cards. Their actual values count at the end. You get at most one match attempt per turn; there is no rapid-fire matching on other players’ turns in this version.

Three decisions that matter

  1. Knowledge before confidence. Do not burn an unknown card just because the penalty looks small: it can be another 10.
  2. Follow switches. A remembered card can move to a different player. Once you lose track, treat that position as unknown.
  3. Compare points, not hand size. Two Queens are worse than four small cards. Fewer cards can help, but it does not guarantee a low score.

The same scoring and +10 failed-knock rule apply as in Classic. Use the downloadable rules and cheat sheets for the table. These are FourCardGolf.com house rules, not a claim that every Golf or Cabo variant plays this way.

Choose Extreme