What it is
Horror Mode is a 50-card tabletop overlay that runs on top of any group round (2+ players). Enable it during card setup and a full horror deck enters alongside your scorecard. Cards are drawn and played hole by hole — your group enforces the effects on the course.
Card types
The deck has four categories:
Haunt examples
Haunt cards are played on opponents before or after specific shots. A few from the deck:
- The Possession (before tee shot) — target throws their next shot with their non-dominant hand. Something else is in control now.
- Banshee Scream (after any shot) — target must re-throw their last shot from the same lie. The wail forces you to second-guess everything.
- Witch's Mark (anytime) — choose a hole; target scores that hole as double strokes. Marked. There's no escaping it.
- The Apparition (before tee shot) — target may only use a putter for the entire hole. You thought you saw it. You were right.
Spirit examples
Spirit cards help you. Play them on yourself at the right moment:
- Ghost Walk (after any shot) — mulligan. Re-throw from the same lie, no penalty. This moment gets a second chance.
- The Resurrection (after scoring) — subtract 1 stroke from your score on this hole. You came back. Somehow.
- Dark Vision (before tee shot) — throw twice on your drive and keep the better result. You see where it's going before it leaves your hand.
- The Veil (anytime) — you are immune to the next Haunt card played against you this round. They can't touch what they can't see.
Reckoning examples
Reckoning cards are held in your hand until Round Complete, then resolved in order:
- The Grimoire — subtract 2 strokes from your final score. Everything written here is true.
- The Last Rites — your single worst hole of the round is negated; score it as par instead. Even the damned get one mercy.
- The Harvest — for every skin you won, subtract 1 additional stroke from your final score. Winners take everything.
- Dark Pact — subtract 3 strokes from your final score, but give 2 of your skins to another player. Every deal has a cost.
Wild examples
Wild cards are flexible — declare how you're playing them before use:
- The Mirror (after a card is played on you) — reflect the card back at the player who played it. What you send out comes back.
- The Void (anytime) — cancel any card played by any player this hole. It goes to the bottom of the deck. Some things simply stop existing.
Drawing cards
Cards are drawn when you lose a hole. The worse the hole, the more cards enter play. Drawing is automatic — the game manages the deck.
Skins
Each hole has a skin worth 1 point. Lowest score on a hole wins the skin. Ties carry over — unclaimed skins stack until someone wins outright.
Round Complete with Horror Mode
All held Reckoning cards resolve. Skins are tallied. Final horror standings are calculated alongside standard disc golf scores. Two games, one round, one winner (maybe).