Pencil Links
The original. Four classic courses, from a gentle parkland stroll to a desert that eats golf balls.
Buy Book 1 on AmazonRoll the die, draw your shot across the map, dodge the trees and the water, and sink your putt. Every book has four 18-hole courses, from a gentle stroll to a brutal finish.
The original. Four classic courses, from a gentle parkland stroll to a desert that eats golf balls.
Buy Book 1 on Amazon
The fantasy spin-off. Four magical courses with a few new tiles. You don't need Book 1 to play.
Buy Book 2 on AmazonHear about new Pencil Links books and free courses first.
Pick where your ball is sitting and tap Shot. The full roller has a bigger die for the table, and there's a themed die for every course.
You need a book, a pencil and one six-sided die.
Roll the die. Every roll is one stroke. From sand, take 2 off the roll. Once per hole you can re-roll your tee shot, but you must keep the second roll.
Move exactly that many squares, or one fewer, in a straight line: up, down, left, right or diagonally. Dot where the ball stops.
On the green an odd roll moves 1 square and an even roll moves 2. Land on the cup and write your score in the box.
Every hole was generated, then played thousands of times by computer to set a fair par. In each book the courses get harder as you go, and every course is par 72.
Wide fairways, lazy ponds and oak trees that mostly mind their own business.
A salty seaside course. The ocean hugs the fairways and pot bunkers hide in the dunes.
Narrow corridors through ancient pines, sharp doglegs and a wandering creek.
Waste sand everywhere, broken fairways and island greens. Only legends finish under par.
A journey from the round doors of Hollowhill to the Fire Mountain. A small gold ring hides on every hole.
An old school of magic by a lake. Get past the Grumpy Willow and stay out of the dark forest.
A dusty spaceport under two suns. The dunes swallow short shots, so keep away from the Pit.
A park on a jungle island. Get through the stampede and back to the helipad before dark.
Play a course solo, add up your strokes and try to beat par. Then try to beat yourself.
Pass the book round with a different coloured pencil each. Win a hole by taking the fewest strokes.
No dice needed. Pick a club every shot and move exactly that far.
Spin your pencil at the tee for direction, roll for strength. A breeze pushes every shot 1 square downwind, a gale 2.
Use the scorecard in the book, or the online scorecard for up to four players.
Draw lightly and every map rubs out. Each course scorecard has room for four rounds.
Paint your own hole, get a fair par and download it as a free printable PDF.
Build a hole