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Diagram 1 is an example of a game card with the fiction golfer Fairway Freddy named at the top of the card and the rules for mulligan and/or automatic shot play below.
Diagram 2 is an example of a game card with the fiction golfer Sand Wedge Sandy named at the top of the card and the rules for mulligan and/or automatic shot play below.
Diagram 3 is an example of a game card with the fiction golfer Putting Peter named at the top of the card and the rules for mulligan and/or automatic shot play below.
Diagram 4 is an example of a game card with the fiction golfer Scramblin Eggy named at the top of the card and the rules for mulligan and/or automatic shot play below.
General Statement About The Game: U-DA-MAN is the ability transformation golf game that transforms a player's skills to mimic the skills of the real or fictional player identified on the U-DA-MAN card. The game can be played in skins or scoring play in two-some to four-some, multi-groups and outings. You can even become a collector of U-DA-MAN cards and play in official U-DA-MAN tournament or in your own U-DA-MAN collectors' tournaments with friends.
Card Selection: Every U-DA-MAN card is numbered with a 1,2,3, or 4 in its top right corner. Except for in U-DA-MAN Collectors' Tournaments, to select a card for members of a 2 to 4-some, just flip a tee or perform whatever ritual is needed to determine the order the group will tee off. Whoever tees off first gets the card numbered 1, the second person gets the card numbered 2, and so forth. If there are less than four persons, follow the same procedure and ignore the left over cards (i.e. only use the cards numbered 1 and 2 for a 2-some). The extra cards are given to the person who wins the skins or scoring match (players decide which before teeing off).
Alternatively, each player in the group buys their own pack of U-DA-MAN cards and selects the card from their packet with which they would like to play. This alternative method assures that everyone gets a card that is most helpful for a particular golf course. After all, having a card that makes you a sand specialist on a course with little or no sand bunkers is not that helpful. Conversely, if you are playing on a course lined with regular sand bunker, pot bunkers, and waste sand bunkers, the sand specialist card might be golden.
Card Selection is accomplished differently in a collectors' match. A collectors' match is when the individuals playing in a match or tournament brings four of their own U-DA-MAN Cards that they have collected. Each card in the person collection must still be numbered 1 thru 4. Determine the Order of each group teeing off by flipping a tee. Each person selects the card in their personal collection which matches the order in which they tee off of the first tee.
When to Play U-DA-MAN Cards: U-DA-MAN Cards can only be used when one of the circumstances spelled out on the cards come into existence. Furthermore, each numbered situational mulligan or automatic shot on a particular U-DA-MAN card can only be used once per nine holes. Otherwise, the special rules for use of a U-DA-MAN card are specific to the type of golf match being played.
Ball Placement: When using a U-DA-MAN card, a situational mulligan must be played from the same circumstances from which your original shot was played. Accordingly, when the original ball is in the hazard, in a waste area, in an environmental area, in the rough, on the first cut of the green, on the green, or in the fairway, the U-DA-MAN ball must be played from the same place, respectively. Further, for all U-DA-MAN balls played anywhere other than on the green, the U-DA-MAN ball can be no more than one club length from the placement of the original ball. Balls already on the green must be played from the same spot as the original ball. Otherwise, the U-DA-MAN ball can be hand placed or otherwise placed as desired in a proper position by the U-DA-MAN player.