PARMAKER GAMES
spacer We know you will enjoy using your ParMaker. All of the great games appear simple at first but soon become addictively subtle. ParMaker is no exception. The more you use your ParMaker the more addictive it will become.

Like all games you have to have rules. Detailed rules for using Parmaker to play Strokeplay, Matchplay and Stableford are included with every ParMaker purchased, but to give you a flavour of the versatility we have highlighted below, just a few of the vide variety of other games you can play on your ParMaker mat.

play1 grid
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Lowest Score Fun for large numbers of players:
Each player takes six putts. Off the grid scores 8, hole-in-one scores 1. The Lowest total score for all six putts wins. Equal scores play off against each other.

Highest Score The reverse of above. Hole-in-one scores 8, off the grid scores 0.

For each of the above there is an option to leave the balls on the mat giving the opportunity to knock them on or off as in bowls.

Prediction Before play each player predicts what their score will be with 6 putts. The nearest is the winner. Off the grid counts as 0.

All in a bed Six putts each to see who can get the most balls in one area of the grid

Pontoon Each player putts up to 5 balls to get nearest to a score of 21 choosing to "stick" at any time. Over 21 is "bust". A hole-in-one counts as 10.

Tombola Raffle tickets are issued. Players record the numbers for 3 putts onto the grid such as 5-2-6 and win the corresponding prize. There are no penalties, they simply carry on putting until they get 3 balls on the grid.

Money play Coins or notes are placed on the grid. Players win the money in the square on the grid.

Round the clock Players take it in turns to land in the numbered grid from 6 to 2 finishing with the hole-in-one. The first player to achieve 6-5-4-3-2-1 wins.

Golf Bowls Players have up to 5 balls each to get closest to the spot. Previous balls are left in place and can be moved by subsequent putts.

Snooker Treat the "6" area of the grid as the red ball. After scoring a six the player can go for another number. Players take turns, continuing their "break" until they fail to land in the appropriate area of the grid
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