Hazards

Hazards are special cards that are named to replicate real hazards in golf. There are many different types of hazards, each with its own trick and strategies.

Water
Main Article: Water (hazard)

Water is the first hazard that you will see in the game, starting with Course 3 (Novice Bay). Water is a relatively easy hazard to pass. To clear the hazard, play all the Water Cards (blue colors with water effects) on the course, which will unlock special locked cards that can be played.

Rough
Main Article: Rough

Rough is the second hazard present in the game, starting with Course 5 (Coda Farms). When there are a large group of Rough cards covering a large amount of cards, Rough can cause trouble for you. Unlike normal cards, Rough Cards take two plays to remove from the board. However, if a Midas Club is used, the Midas Club will remove the Rough and the card in one shot, like a normal card.

A variant is the Deep Rough hazard, which is present later in the game.

Sand
Main Article: Sand

Sand is the third card present in the game, starting with Course 7 (Laffen Point). The difficulty of clearing the Sand Hazard depends on how many cards are locked. It is similar to the Water Cards, but unlike Water you have to find a special Sand Wedge card which will unlock the locked Sand cards. On some courses, the location of the Sand Wedge card is constant, but on some others, the Sand Wedge will always be the last available card to play before unlocking the hazard cards.

Sun Glare
Main Article: Sun Glare

Sun Glare is the fourth hazard present in the game, starting with Course 25 (Daylight Crest). Sun Glare can be annoying at times, but it will not be much of a problem unless there are many cards next to it. When a Sun Glare card is revealed (there are no more cards on top of it), all the nearby cards from a specific distance will be locked until the Sun Glare card is played.

Frost
Main Article: Frost

Frost is a recently added hazard, and is the fifth hazard introduced in the game, starting with Course 35 (Durian Resort). If not taken care of properly, Frost Cards can be very dangerous and will likely cause you to get a poor score on the hole. Frost Cards are special cards which will freeze over time when you use the draw pile. After 3 draws, Frost Cards will freeze over and you must match the suit of the card to break the ice. However, breaking the ice will not allow you to play the card, similarly to the Rough Hazard. Thankfully, Frost is not a common hazard and will appear occasionally every 10-20 courses.

Deep Rough
Main Article: Deep Rough

Deep Rough is a trickier variant of Rough and is the sixth hazard present in the game, starting with Course 56 (Willowwack Woods). Similarly to Frost, you must first match the suit of the card, which will turn the card into a regular rough card. This means you have to play the card three times to remove it. Like the Rough hazard, using a Midas Club can remove it in one shot like a regular card.

Rain
Main Article: Rain

Rain is the seventh and the last hazard to be introduced in the game, starting with Course 74 (Cloudburst Cliffs). Its difficulty depends on the amount of cloudy cards there are. To clear the hazard, find the umbrella card (which will always be face up) before you play too many cloudy cards. Each cloudy card you play will decrease the rain counter by one, and when it reaches zero, 2-6 water cards will rain down. If there is also a Water hazard on the same hole, the rained down water cards also must be removed for the water hazard to be cleared.