Ways to Speed Up Play:
- Have a circle in the middle of the fairway with a rope, if you land your drive in the circle you can move your ball directly to the next circle which is located near the green with no additional strokes.
- Fastest hole event – Time each group through the 18th hole. This clears the last hole and saves 15 minute a round for the public following the event.
- The Pro Drive – Have one of our Pro’s drive around and offer he tee shot to those who would like him to hit for them. They can pay $5-$10 for the drive. The pro should hit it out there a ways on the fairway. This raises money for charity and also speeds up play, as long as the Pro is playing well.
Just for Fun:
- Ball Toss – Number 100 range balls and sell them for $5.00 each. The golfers gather at the end of the outing at the 18th green and on the count of three they toss their balls onto the green’the nearest to the hole gets half the pot.
- Straightest Drive – Paint a line in the middle of one fairway, whoever comes closest to the line wins.
- Mini Putting – Set-up two holes on the putting green similar to miniature golf holes. You can use rope to define fairways, use small tree branches for trees/brushes, and put a few handfuls of sand in strategic spots. Make the two holes doglegs. Charge a fee to compete ($5) and pay 50% to the winner and the other 50% can be donated to charity. This is usually a lot of fun and sometimes the winner donates their party to charity too. This competition can be held before the outing starts or as they make the turn between nines.
- Have a competition for the longest drive of a marshmallow!
- A good idea for selling raffle tickets is to use a dart board, the number you hit is the number of tickets you get.
Low Ball Aggregate:
This is a four ball match. On each hole one point is given to the player with the lowest score and another point to the team with the lowest aggregate on the hole. If there are ties on either count, no points are awarded.
Mulligan or Kicker:
Competitors are allowed to replay shots without penalty. Once replayed however, the result of the new shots must stand. It is for the Committee to decide how many (ex. one a hole, one a nine) and where (ex. tee only; anywhere) re-plays or “mulligan’s” can be used.
If a tournament is allowing the use of mulligans, they are often “sold” for $1 to support the event. Common practice limits the buyer to one or two mulligan’s – one for the front and one for the back.
Players go out not knowing exactly what type of contest they are entering. After all scores have been posted the type of competition is disclosed.
Regardless of how a match is being played, Nassau scoring recognizes one point for the winner of the first nine holes; one point for the winner of the second nine; one point for the winner of the 18th hole match.
This game in reality provides three separate matches in a single round, and handicaps on the second nine holes are often changes in accordance with the results of the first nine. The Nassau system has the advantage of maintaining competitive interest longer when a player or team builds up a big lead from the start.
This is often a side game whereby prizes are awarded for the least number of putts on the putting surface regardless of the competitors overall score.
Red Ball is a 4 person team competition. One gross store of the foursome will be the Red Ball. On each tee you must declare whose gross score will count. Each person must have 4 gross scores count as a Red Ball score. If you lose the Red Ball you must add two additional strokes to your gross score.
To determine your team’s net score, add your 4 handicaps together, divide by 4 and that will give you a team handicap. Subtract your team handicap from your gross Red Ball score to determine your net score. Your card should have a score for each competitor and a Red Ball score for the team.
Suited to any type of draw or informal starting. Each competitor is given a string measuring his handicap in feet. During the round he may move his ball any direction from its resting place, subtracting the distance from his piece of string by cutting it and discarding the used portion. When the competitor is out of string he is on his own and no further movement of the ball is permitted. Player may move the ball forward into the cup so long as the distance is deducted from his string.
This game is played with teams of four players. All drive from each tee. The best drive is then selected and all team members play their second shots from there. The best second shot is then taken, with all the team playing their thirds from that position, and so on, until the ball is holed. At the end of the round the team score is totaled up and the team handicap deducted.
Usually the rule is that each team member’s drive must be used on at least four holes. This brings everybody into the game. Scrambles encourage bold shot making and are greatly enjoyed by those who believe they would score well if only they could drive like Jack Nicklaus.
There are two other versions of the scramble which are sometimes played. In a straight scramble all players play all the shots from the preferred positions. In a “handicap scramble” class A and B players play from the back tees and class C and D players from the forward tees.
Before play starts it is decided how many “worst holes” can be disregarded in reaching a player’s final score; it might be two, three or four and it may relate to handicap classes. At the end of the round the scores on the worst holes are subtracted, leaving the total net score on the round.
Bingo, Bango, Bongo:
This is a game with three points available on each hole. One point is won by the first player to put his or her ball on the green, one for the player with the ball nearest the hole when all balls are on the green and one for the first player to hole-out. (Strictly observing who is “away”) How many strokes have been taken on the way to each point is irrelevant.
In this game players can use their full handicaps in any way they wish. They can even take more than one stroke off their score on selected holes so long as the total taken off in the end matches their handicap. The strokes taken on the previous hole are announced before driving off the next tee.
The committee pre-selects designated holes which remains unknown to the competitors until play is completed. The competitor”s scores on these blind holes can be used in various ways. “Booby” prizes for high score if the two easiest par 3s were chosen; low gross on the odd holes; low net (less Â½ handicap) on the even holes; performance on the 5s or water holes or whatever. Also, blind hole totals could be deducted from the over all score. Also known as “sealed” or “hidden” holes.
Blind Partner Event:
Players are paired on paper but do not know who their allotted partner is. This is disclosed only when everyone is back in the clubhouse, when either the better ball or the two scores are totaled. Can also “relay”, using one front nine and the other’s back nine.
Blind Prophet’s Golf:
The player is asked to “prophesize” what handicap he will require to bring his score for the round between 70 and 80. After play has commenced the committee selects a score between these two figures. The Competitor closest is declared the winner.
An alternative that is less of a speculation is to ask a player what handicap he estimates he will require to bring his net score for the round to par; he then plays with this handicap. The player closest to par wins. In order to discourage high self handicapping, two stroke penalties are counted for each stroke the player”s net score is below par.