09 — Horror Mode

A card game.
On top of your round.

Horror Mode adds a 50-card game overlay to any multiplayer round. Haunt opponents, play cards on yourself, hold Reckoning cards until the final hole. Skins run alongside. The disc golf still counts.

Overview

Horror Mode is an optional card game that runs in parallel with a normal disc golf round. You still score every hole, the leaderboard still updates, GC Rating still gets calculated. Horror Mode adds a second layer on top of all of that — a deck of 50 cards that players draw from, play on each other, and hold until the end.

The goal isn't to replace disc golf. It's to make your playing partner throw a grenade shot on hole 7 when they're already two over.

2+ Players Required

Horror Mode requires at least two real players on the card. It cannot be enabled for solo rounds or rounds with only ghost opponents. The toggle won't appear in Setup until you have a second player on the card.

Enabling Horror Mode

In the Setup screen, once you have 2 or more players on the card, a Horror Mode toggle appears below the field difficulty selector. Tap it to enable. The toggle shows purple when active and displays "Card game active — 50-card horror deck" as confirmation.

The four card types

The 50-card deck is divided into four types. Each type has a distinct color, purpose, and timing. Cards are drawn automatically — you lose a hole, you draw a card.

Haunt
20
Played on opponents. Penalties, forced shots, stolen cards. Purple. The main weapon.
Spirit
15
Played on yourself. Mulligans, lie improvements, draw bonuses. Cyan. Self-preservation.
Reckoning
10
Held until the end of the round. Score adjustments that resolve at Round Complete. Gold. Delayed consequence.
Wild
5
Played anytime, any purpose. Mirror, cancel, copy, or amplify. Red. The chaos variable.

Haunt cards — played on opponents

Haunt cards are the offensive half of the deck. When you play a Haunt card on another player, they must comply before their next shot (or at the timing listed on the card). Examples from the deck:

👻
The Possession
Before tee shot
Target must throw their next shot with their non-dominant hand.
"Something else is in control now."
🌑
Dead of Night
Before putt within 25ft
Target must close their eyes for their next putt.
"You can't see what's waiting at the basket."
🔮
The Curse
Before tee shot
Target adds +1 stroke to this hole's score regardless of what they shoot.
"Some holes were never meant to be played."
🕸️
The Summoning
Before tee shot
Target must attempt a trick shot on their drive — between legs, behind back, etc.
"Something demanded it. You comply."

There are 20 Haunt cards total. Other notable entries include: Graveyard Shift (throw from 10 feet behind your lie), Shallow Grave (forced roller drive), The Apparition (putter only for the whole hole), Witch's Mark (double strokes on a chosen hole), and Séance (steal a random card from an opponent's hand).

Spirit cards — played on yourself

Spirit cards are defensive and advantageous. You play them on yourself to claw back strokes, improve your lie, or draw more cards. Examples:

👣
Ghost Walk
After any shot
Mulligan — re-throw your last shot from the same lie at 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."
🫧
The Veil
Anytime
You are immune to the next card played against you this round.
"They can't touch what they can't see."
🔄
Soul Swap
After drives
Trade lies with any other player on this hole.
"You wanted theirs. Now you have it."

There are 15 Spirit cards total. Others include: Spirit Guide (draw 2 extra cards immediately), Possessed (take the best lie on the hole), Dark Vision (throw twice on your drive, keep the better), Unholy Ground (throw from any tee on the course), and The Shield (negate a card played on you and return it to the deck).

Reckoning cards — held until round end

Reckoning cards are not played during the round. You hold them in your hand until Round Complete, where they resolve and adjust your final score. They don't interact with the live leaderboard during the round — they hit at the end.

📖
The Grimoire
End of round
Subtract 2 strokes from your final score.
"Everything written here is true."
🌕
Blood Moon
End of round
Subtract 1 stroke per eagle you scored during the round.
"The moon demands tribute. You paid in birdies."
⬆️
Risen
End of round
Replace your worst hole score with your best hole score.
"You came back stronger than you left."
🤝
Dark Pact
End of round
Subtract 3 strokes from your final score — but give 2 of your skins to another player.
"Every deal has a cost."

There are 10 Reckoning cards total. Others include: The Last Rites (your worst hole scores as par), The Harvest (subtract 1 stroke per skin won), Lich's Crown (subtract 2 if you won the most skins), Soul Ledger (subtract 1 stroke per Haunt card you played), and Midnight Bargain (subtract 1 per opponent you haunted this round).

Reckoning cards stay hidden

You can see your own Reckoning cards in your hand during the round, but their effects don't show on the live leaderboard. Everyone's final position can shift significantly at Round Complete when Reckoning cards resolve. Plan accordingly.

Wild cards — played anytime

There are 5 Wild cards in the deck. They are the most powerful and least predictable cards. They can function as either Haunt or Spirit, copy effects, cancel anything, or force everyone to draw.

🪞
The Mirror
After a card is played on you
Reflect the card played on you 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."
The Unknown
Anytime
Name any effect you've seen played this round. Play that effect now.
"It shifts. It adapts. It becomes what it needs to be."

The other Wild cards are Chaos Specter (declare Haunt or Spirit, play as either) and Coven (all players draw 1 card, you draw 2).

Skins

A skins game runs automatically alongside Horror Mode. Each hole has a skin worth 1 point. The player with the best score on that hole wins the skin. If two or more players tie, the skin carries over to the next hole — carryover skins are added to the pot and won by the next player who wins a hole outright.

SituationResult
One player has the best scoreThey win that hole's skin. Pot resets to 1.
Two or more players tieSkin carries over. Next hole pot is worth 2.
Carryover chainPot keeps accumulating until someone wins outright.
End of roundSkins leaderboard shown at Round Complete alongside Reckoning card results.

Skins are tracked in the Horror Panel during the round. You can see the live skins leaderboard at any time while playing. Several Reckoning cards — The Harvest, Lich's Crown, Dark Pact, and The Reckoning — interact directly with your skins total, so the skins game feeds into the final score resolution.

How a Horror Mode round works

Ghost opponents score normally in Horror Mode rounds but do not participate in the card game. They don't draw cards, can't be targeted by Haunt cards, and don't win skins. Their scores still affect the live leaderboard and GC Rating calculation.

Round Complete — Horror Mode results

When the final hole is scored, Round Complete displays a Horror Mode results section alongside the standard finish screen. This is where Reckoning cards resolve.