Explanation of Games Aces: Your NET score less all aces (one putts). Beat the Club Champion: All net scores lower than the champions net, WIN. Baker's Dozen: Select 13 best holes (minus 1/2 Beat the Pro: Gross score of Pro, your net. Best Ball Twosome: Best ball of twosome. Handicap as it falls on card. Choose your own partner. (max 8 stroke difference) Better Nine: Front or back nine. (minus ½ Black Marks: One black mark for every ball in water, sand trap, lateral hazard, OB and three putts. Add to net score. Blind Nine: Nine holes selected by Pro after players have teed off. (minus ½ Bye Bye Birdie: Subtract all Birdies from your NET score. Combined Tin Whistle: Combine Tin Whistle scores; either 2 or 4 players. See Tin Whistle for explanation. Criers: Subtract six worst holes from gross. (minus full Criss Cross: Select the better hole of 1 or 10, 2 or 11, etc. (minus ½ 39
Cross Country: Select the better hole of 1 or 18; 2 or 17, etc. (minus ½ Dice/Scramble: Each foursome begins with one die. After all players have teed off, roll the die. The die must show a 1, 2, 3 or 4. (If a 5 or 6 are rolled, re-roll) Depending on whether a 1, 2, 3, or 4 are rolled, using the order in which players teed off, use the player s tee shot whose number came up. Other players pick up their ball and all hit from chosen tee shot. The die is only used on the tee shot. The better of the second shots is then chosen, and all play their third shot from that location, and so on until the ball is holed. One score is recorded per team on each hole. Two tournament score cards are turned in for each team. No handicap is considered. No handicap or ringer card is required. Dis and Dat: Net less total of 1 worst and 1 best holes. Dr. Pepper: subtract holes 10, 2 and 4 from your net score. Duffer s Delight: Deduct holes 5 and 13 from your net score. Eclectic: Post first round score; next play day, record score on any hole you improved. In case of President s Eclectic, three rounds are played. The best 18 holes are used, minus full handicap. Even Holes: Total of all even holes 2, 4, 6 etc. (minus ½. Field Shots: Total gross score, minus putts. (no Four/Five: Total of the first four holes and last five holes. (minus ½ Full House: Player s choice of five par threes and four par fours, minus ½. Front or Back: Choose front or back nine before you play. (minus ½ Golfer s Revenge: Net score less total of all Par 5 s Ham or Turkey Shoot: Low nets. (by flights) Hate em: Before teeing off, circle 2 holes that you absolutely hate! Subtract the score on those 2 holes from your total. If: Throw out the one worst hole. (minus full 40
Least Putts: Count only strokes made on the putting surface. No handicap. Low Gross: Low gross by flights. (no Low Net: Total score, minus handicap. Low Net Plus Putts: Keep putts and add to your NET score. Middle Nine: Holes 6 through 14. (minus ½ Most Pars: Taking strokes where they fall. Add up number of holes on which you score par or better. Mutt & Jeff: Five longest and four shortest. (minus ½ Odd Fellows: Subtract worst par 3, worst par and worst par 5 from NET score. Odd Holes: Total all odd holes 1, 3, 5 etc. (minus ½ O.N.E.S.: Use total of scores on holes starting with letters O.N.E.S. Example 1, 6, 8, 9 etc. (minus ½ Par Fours: Total all par fours, minus ½ handicap. Partner Relay: One partner selects better front nine of her score; other partner selects her back nine for the combined score, minus ½ combined handicaps. (limit 8 strokes difference) Point Par: Score one point for par, two for birdies, three for eagle. Poker: Low net plus five best gross holes. President s Cup / President s Eclectic: See Tournament Rules. Sands of Dime: Total of holes 1 thru 10, plus add another 10 for every bunker you land in (minus ½. 41
Scramble (Foursome): Each player tees off on each hole. The best of the tee shots is selected and all players play their second shots from that spot. The best of the second shots is determined, then all play their third shots from that spot, and so on until the ball is holed. Two tournament score cards are turned in for each team. Handicaps not considered. No handicap or ringer card is required. Selective Nine: Any nine holes. (minus ½ Player selects and circles holes before play. Start Well - End Well: Total first five and last four holes (minus 1/2 Sucker in the Bucket: Use net strokes as they fall on card. Best ball of foursome on first hole. Best ball of remaining 3 players on the second hole. Best ball of remaining 2 players on the third hole. Use the last player s ball (Sucker) on fourth hole. Repeat through 18 holes. T s & F s: Holes starting with T and F. Example 2, 3, 4 etc. (minus ½ Three Blind Mice: Three holes thrown out blind. The three holes will be revealed after play. (minus full Three Par Misery: NET score PLUS total of all Par 3 s. Thrive: Your NET score plus total of all par 3 s and your one best par 5. 3-2-1 (Foursome): Use net strokes as they fall on card. 3 best balls on hole #1, 2 best balls on hole #2, 1 best ball on hole #3, 3 best balls on hole #4, 2 best ball on hole #5, 1 best ball on hole, #6 etc. Throw Out: Circle three worst holes, deduct from gross score. (No Tin Whistle: Use net strokes as they fall on card. Count one point for bogie, two points for par, three points for birdie, and four points for an eagle. Game score is total points. 42
T.O.E.: Holes starting with letters T.O.E. Example 1, 2, 8 etc. (minus ½ Tri-Mutuals: Best three net scores of foursome on each hole. Use handicap as it falls on card. Two Best Ball Foursome: Two best ball scores of foursome. Use handicap as it falls on card. Route 666 or Waltz (Foursome): One best ball on first 6 holes. Two best balls on the next 6 holes. Three best balls on last 6 holes. Use strokes as they fall on card. 2 Par 4 s: Deduct two worst Par 4 s from your net score. 3 Par Delight: Deduct all Par 3 s from net score 43