Shuffling…
Seven short columns and a single waste pile. Each card must sit one rank above or below the last, and the stock never comes back — quick rounds, and no way to stall.
ObjectiveClear all thirty-five cards from the seven columns onto a single waste pile.
Golf deals thirty-five cards face up into seven columns of five and turns one stock card over as the waste. Play any exposed column card that sits one rank above or below the waste card, and it becomes the new waste. When nothing fits, turn the stock — and there is no redeal, so the seventeen stock cards are your entire budget for the hole.
Clear all thirty-five column cards and the hole is finished. Like its namesake, the game is quick, the score follows you, and most of the skill is invisible until two players compare cards after the same round.

Golf is the only game here designed to be played as a series rather than a single deal. The traditional round is nine holes, or eighteen, and your score is the total of the cards left standing at the end of each — so a hole where you clear thirty-one of thirty-five cards is a good hole, not a loss.
That framing changes how you play the endgame. Once a full clear is clearly out of reach, the goal shifts from finishing to minimising: take the cards you can reach rather than holding out for the chain that would have cleared the board. Four cards saved on a bad hole is worth as much as four cards saved on a good one.
In the default rules an Ace connects only upward to a Two and a King only downward to a Queen. Those cards are the hazards on the course, and a King buried under four cards marks a column you will be clearing last, if at all.
A greedy first card frequently strands a column that a slightly different order would have emptied. Two runs of six clear more than three runs of four from the same cards, and the difference is decided before the first move.
A tall column left for later is the one still standing when the stock runs out. Spreading your clearing evenly means the endgame has options in every column rather than a wall in one.
A column headed by a Nine when every Eight and Ten is already played is finished, and knowing that early changes every chain you plan afterwards. Late discovery of a dead column is how a promising hole collapses.
Golf deals at random here, and the page says so plainly: some deals will not clear no matter how well you read them. That is true to the game's pen-and-paper origins, where the score across nine or eighteen holes is the real measure rather than any single board.
If you would rather have the friendlier version, Settings can turn on wrapping, which lets a King meet an Ace and softens every corner of the deal. For a chain game with verified-clearable deals instead, TriPeaks is the closest relative on the site.