THE GAMES WE PLAY
The Club Championship:
- Played over 2 days
- Scheduled as either a Sat & Sun weekend or 2 back to back Saturdays
- no cut(thank goodness)
- Scoring is cumulative
- Both days are added together to determine winner(s)
- We divide players into flights based on their index.
- Usually 4 flights, groupings vary based on signed up member counts and handicap distributions
- NOTE: The guidelines laid out below may change if we have a strange distribution signed up.
- Championship (aka 1st) flight:
- Only this top flight vies to become our club champion
- the player who's 2day total gross score is the lowest becomes our champion.
- To ensure hopes and dreams, usually this flight is slightly larger
- However we do impose an index cutoff
- These players follow Full RCGA rules of competition.
- Specifically that means No Gimmies, results in a disqualification.
- They all play off of the same Blue (and/or Black) teeboxes
- Along with a prize and trophy, that champion will represent the club at AGA events at end of year.
- Flights Two, Three and Higher...
- The competion in the higher flight is just as fierce, just the rules are a little gentler.
- These members will play from the White (and/or Blue) teeboxes as designated on the day's scorecard
- Club rule of "Gimmies under 18in" is in effect.
- Each flight is competing for Net prizes.
- The Club champion is ineligible for these Net prize distributions. (they have the gross prize)
- All flights have prize distributions related to the count of members allocated to the flight.
- Any required countback for ties is determined by our statistician.
The Ressler Cup:
- Designed after what was the PGA's FedEx cup, a season long points race ending in a final shootout
- Each week points are given out based on your net finish position.
- At the end of the sesaon the top 20 available points getters play in a one day winner take all net event.
Individual Matchplay (Loeuks and Fischer):
- We hold two elimination-ladder season long tournaments. One for index 15 and above(Loeucks) and one for 14.9 and below(Fischer).
- The ladders are both filled out from the people that sign up before our season starts (@AGM) based on their index at that time, you do not change ladders if your index raises/lowers
- Each week or two you are expected to complete a match from the ladder with the final matches playing out at end of season.
- Match play is conducted at the same time of one of our normal events( excl. ClubChampionship), so a seperate scorecard is maintained.
- Matchplay is measured hole by hole, whoever (net) wins the most holes.
- Handicap difference between the two players is given to the higher handicaper, and those strokes (ticks) are applied to the highest rated holes.
- Finer details are on the Conditions of Play section of the two match play pages.
Team Matchplay (Hacks vs Allstars):
- At the start of season we set up all members into two teams the Hacks and the Allstars
- Our Club Captain drafts the newly joined members into the two teams. These drafts are shared at the AGM.
- A few times a year we hold 'group matchplay' events.
- Each signed up Allstar will be paired up against a signed up Hack and the two will play a matchplay day.
- Matchplay is measured hole by hole, whoever (net) wins the most holes, wins the match.
- The results of all the individual matches, are then tallied by our statistician as a number of matches won by Hacks vs. number for Allstars.
- The count of matches won by each team is tracked over the multiple events, with the team having won the most matches at end of season taking the Honours.
Pink Ball:
- Pink Ball is a game where only one individual's (net) score counts as the team score for each hole.
- That individual is the player using the team's pink ball, which is sequentially passed between all four players, hole by hole.
- ie. hole1=player1, hole2=player2, hole3=player3, hole4=player4, hole5 back to player1 etc.etc. hole17=player1 and hole18=player2
- Each team is given an actual Pink Ball identified with their team #, it must be played and is used by the counting player for their hole
- The pink ball must be returned to qualify. So, if the counting player lost it or dunks it irretrievably into the water it is competition over for that team.
- Scoring is simple:
- Before your round, start by identifing the pink player rotation. Simplest is to just follow the scorecard order.
- As you play each hole, mark each players gross score as normal.
- Then check if the 'pink' player gets a handicap stroke on that hole (ticks) and then write their net score in the team score box.
- At the end of the round add up each players scores as normal, AND add up the team pinkball 18 scores.
Arizona Shuffle:
- The Arizona Shuffle is a game where a team of four is cooperating, the variant that we play Counts all 4 (net) scores on par3s, best 3 scores on par4s and best 2 scores on par 5s
- Scoring can be done as follows:
- Mark each players gross score as normal.
- Then find the best 2,3or4 (net) scores using handicap strokes assigned on that hole (ticks) and write the sum of the 2,3or4 net scores in the team score box.
For those that find this a bit challenging there is always a bench near some beer and someone who can help show the scoring at the end of the round.
Just mark down those individual gross scores as you play. Math can be done later on the bench.
WORK IN PROGRESS, MORE GAME DEFINITIONS TO COME...
- Let us know what you think and if there are games you want further defined
- 2-man Better Ball:
- Ghost players: