SHARP PARK WOMEN’S GOLF CLUB GAMES
Beat the Captain
Medal Play to beat the captain.
Best Front or Back Nine
Total front nine or back nine. Use ½ handicap.
Best Nine Holes
Total three par 3s, three par 4s, & three par 5s. Use ½ handicap
Best Nine Odd or Even
Total only odd or even holes. Use ½ handicap.
Bingo, Bango, Bongo
Game score is one point each :
Bingo: 1st on the green/ Bango: closest to the hole/ Bongo: 1st to hole out. All players must play when it is their turn. Player who is farthest away is the first to play. Player with most points wins.
Chicago
Players start each round with a negative number of points based on their handicap. Scratch golfers start at -39 with each handicap stroke over scratch adding one point to the starting figure (i.e. 5 handicapper would start with -34, 8 handicapper -31, etc.). Golfers then try to get out of the hole by adding one point for a bogey, two points for par, four points per birdie, and eight points for an eagle. This fun format encourages players to take risks trying to score under par; especially considering a double bogey or worse is all worth zero points and doesn't bring down your score further. The player with the highest score (negative or not) wins.
Criers
Convert three holes back to par.
F & T
Total the nine holes beginning with the letters “F” and “T” (Holes: 2, 3, 4, 5, 10, 12, 13, 14, 15)
Use ½ handicap.
Flag Tournament
Flag indicates number of strokes allowed. Plant flag where ball lands when final stroke is used. If on green, measure distance from cup, write distance on flag and plant flag to side of green.
Garbage
Players receive points for various oddities assigned by the committee. Example: Drinking a screwdriver, bloody mary or mimosa before the round = 1 point. Hitting a tree and landing on the fairway side of the tree = 2 points. One putt = 3 points. Chip-in= 5 points. Others could include hole-in-one, threading the needle by hitting your ball between two trees into the fairway or green, wearing a certain color, etc.
Good, Fair and Ugly
Total NET score for the foursome comprised of
Three best Par 3’s (good)
Two best par 4’s (fair)
One worst par 5 (ugly)
Add the three columns for your total.
Ties will be broken by the total of our par 5’s.
Blind draw for incomplete foursomes.
High/Low Partners
A low and high Handicap will be partners. Use the best net ball of the partners.
Holly Golf Lightly
Bag limit: Six clubs and a putter.
Lagging
After everyone gets on the green and regardless of the number of strokes, the player closest to the hole gets 3 points, the next player closest to the hole gets 2 points, the next player closest to the hole gets 1 point and the player farthest from the hole gets 0 points. Total the points for all eighteen holes and pay the winner.
Lemon Drop
Drop 9 worst holes. Use ½ handicap.
Low Net Plus Putts
Keep score for each hole and keep track of all putts. At the end of play, subtract your handicap then add your putts to the net score. Low score wins.
Example: Two players each took 5 strokes to hole out (including putts). Player A one-putted and Player B two-putted. Player A’s score is 6 (5+1) and Player B’s score is 7 (5 + 2).
Lucky Seven
Each foursome consists of four card ranks – one Ace, one King, one Queen and one Jack. Ranks are assigned prior to start of play and each player remains that rank through all holes. Sixteen holes will be randomly assigned the rank of Ace, King, Queen or Jack and two holes will be randomly assigned as “lucky sevens."
The foursome checks the marker at the next tee upon completing each hole to determine which player’s score is to be used on the hole just completed. Use net strokes of the player whose rank matched the marker.
Use net best ball score for “lucky seven” holes. Apply handicap strokes as they fall (net strokes for each hole).
(Threesomes – blind draw for the missing rank, and net best ball for lucky sevens.)
Mutt & Jeff
Total two par 3s, four par 4s and three par 5s. Use ½ handicap.
NOSE
Total the nine holes that start with the letter “N”, “O”, “S” and “E” (Holes: 1, 6, 7, 8, 9, 11, 16, 17, 18).
Use ½ handicap.
Odd or Even
Total only the odd numbered holes or even numbered holes. Use ½ handicap.
One Day Match
Apply handicap strokes as they fall. To the extent possible, handicap pairings will be within 5 strokes.
One, Two, Three BB
Apply handicap strokes as they fall (net strokes for each hole).
Score:
The one best ball on par 3's. Total of the two best balls par
4s; Total of the three best balls on par 5’s
Orange Ball+ 1 Best Ball
Team game. Each hole, score colored ball. Rotation of players
must remain the same. On ninth and eighteenth hole, play best ball.
Team is disqualified if colored ball is lost.
Partner Best Ball
Each partner drives. Select best drive and play alternately until ball is in the cup. Use ½ of combine handicap.
Point Par
Apply handicap strokes as they fall (net strokes for each hole).
Score:1 point for Bogie; 2 points for Par; 3 points for Birdie; 4 points for Eagle
Player with most points wins.
6-6-6
Apply handicap strokes as they fall (net strokes for each hole).
Score:
1st six holes: the 1 best ball
2nd six holes: total of the 2 best balls
3rd six holes: total of the 3 best balls
Scotch Twosome
Each partner drives. Select best drive and play alternately until ball is
in the cup. Use ½ of combined handicap.
SEN
Game score is total for the eight holes beginning with the letters “S”, “E” and “N”
(Holes: 6, 7, 8, 9, 11, 16, 17, 18) Use ½ handicap.
Stableford
Points are awarded for your net score on each hole. (Pop your card.) 1 point
for a bogey, 2 for a par, 3 for a birdie, 4 for an eagle and 5 if you bag an
albatross (fat chance). Anything worse than a bogey, players may pick up unless
they wish to post a score and be eligible for low putts. (Putting out not
required.)
Sucker Ball/Sucker in the Bucket
On 1st hole – score best ball of foursome
On 2nd hole – score best ball of remaining three players
On 3rd hole – score best ball of remaining two players
On 4th hole – score of remaining player
Repeat for next four holes.
On holes 9 & 18, score best ball of foursome.
Sweetheart Ball
Apply handicap strokes as they fall (net strokes for each hole). One player is chosen as the Sweetheart before play begins. The Sweetheart’s score is used on all holes. Score for each hole is the Sweetheart plus best ball of any other team member.
Tee to Green
Subtract Putts from total net score.
Three Blind Mice
Throw out three holes picked by Pro or Game Hostess
Three Club Monte
Players pick just three clubs to use during their round. All players are
allowed their putters in addition to the three other clubs they choose. The
choice of clubs can’t be changed during the round – once you’ve chosen a 3-wood,
5-iron and 9-iron, for example, those are the only clubs (other than putter) you
can use during the round.
Three Little Pigs
Throw out your three worst holes.
Three, Two, One Best Ball
Apply handicap strokes as they fall (net strokes for each hole).
Score:total of the three best balls on par 3s; total of the two best balls par 4s; the one best ball on par 5’s
Tri-fecta
1st six holes: Best ball
2nd six holes: Alternate shot
3rd six holes: Scramble
Turkey Shoot
Take Par plus your handicap to determine how many strokes you get for the course.
Winner is the person with the greatest number of strokes remaining at the end of the game. If nobody completes the course within their handicap total, winner is the person who finishes greatest number of tees, fairways or cups.
Two Best Ball
Use the two best balls of the foursome. First and 2nd best ball aggregate.
Apply handicap strokes as they fall (net strokes for each hole). 3rd best ball is the tie breaker.
Win, Place & Show
Golfers play with full handicap. Apply handicap strokes as they fall (net strokes for each hole). On each hole:
Low score– 3 points
Second lowest score – 2 points
Third lowest score – 1 point
Highest score – zero points.
Player with the most points at end of 18 is the winner.
Yellow Ball
Team game. Each hole, score yellow ball. Rotation of players must remain the same. On 9th and 18th hole, play best ball.Team is disqualified if yellow ball lost.
Medal Play to beat the captain.
Best Front or Back Nine
Total front nine or back nine. Use ½ handicap.
Best Nine Holes
Total three par 3s, three par 4s, & three par 5s. Use ½ handicap
Best Nine Odd or Even
Total only odd or even holes. Use ½ handicap.
Bingo, Bango, Bongo
Game score is one point each :
Bingo: 1st on the green/ Bango: closest to the hole/ Bongo: 1st to hole out. All players must play when it is their turn. Player who is farthest away is the first to play. Player with most points wins.
Chicago
Players start each round with a negative number of points based on their handicap. Scratch golfers start at -39 with each handicap stroke over scratch adding one point to the starting figure (i.e. 5 handicapper would start with -34, 8 handicapper -31, etc.). Golfers then try to get out of the hole by adding one point for a bogey, two points for par, four points per birdie, and eight points for an eagle. This fun format encourages players to take risks trying to score under par; especially considering a double bogey or worse is all worth zero points and doesn't bring down your score further. The player with the highest score (negative or not) wins.
Criers
Convert three holes back to par.
F & T
Total the nine holes beginning with the letters “F” and “T” (Holes: 2, 3, 4, 5, 10, 12, 13, 14, 15)
Use ½ handicap.
Flag Tournament
Flag indicates number of strokes allowed. Plant flag where ball lands when final stroke is used. If on green, measure distance from cup, write distance on flag and plant flag to side of green.
Garbage
Players receive points for various oddities assigned by the committee. Example: Drinking a screwdriver, bloody mary or mimosa before the round = 1 point. Hitting a tree and landing on the fairway side of the tree = 2 points. One putt = 3 points. Chip-in= 5 points. Others could include hole-in-one, threading the needle by hitting your ball between two trees into the fairway or green, wearing a certain color, etc.
Good, Fair and Ugly
Total NET score for the foursome comprised of
Three best Par 3’s (good)
Two best par 4’s (fair)
One worst par 5 (ugly)
Add the three columns for your total.
Ties will be broken by the total of our par 5’s.
Blind draw for incomplete foursomes.
High/Low Partners
A low and high Handicap will be partners. Use the best net ball of the partners.
Holly Golf Lightly
Bag limit: Six clubs and a putter.
Lagging
After everyone gets on the green and regardless of the number of strokes, the player closest to the hole gets 3 points, the next player closest to the hole gets 2 points, the next player closest to the hole gets 1 point and the player farthest from the hole gets 0 points. Total the points for all eighteen holes and pay the winner.
Lemon Drop
Drop 9 worst holes. Use ½ handicap.
Low Net Plus Putts
Keep score for each hole and keep track of all putts. At the end of play, subtract your handicap then add your putts to the net score. Low score wins.
Example: Two players each took 5 strokes to hole out (including putts). Player A one-putted and Player B two-putted. Player A’s score is 6 (5+1) and Player B’s score is 7 (5 + 2).
Lucky Seven
Each foursome consists of four card ranks – one Ace, one King, one Queen and one Jack. Ranks are assigned prior to start of play and each player remains that rank through all holes. Sixteen holes will be randomly assigned the rank of Ace, King, Queen or Jack and two holes will be randomly assigned as “lucky sevens."
The foursome checks the marker at the next tee upon completing each hole to determine which player’s score is to be used on the hole just completed. Use net strokes of the player whose rank matched the marker.
Use net best ball score for “lucky seven” holes. Apply handicap strokes as they fall (net strokes for each hole).
(Threesomes – blind draw for the missing rank, and net best ball for lucky sevens.)
Mutt & Jeff
Total two par 3s, four par 4s and three par 5s. Use ½ handicap.
NOSE
Total the nine holes that start with the letter “N”, “O”, “S” and “E” (Holes: 1, 6, 7, 8, 9, 11, 16, 17, 18).
Use ½ handicap.
Odd or Even
Total only the odd numbered holes or even numbered holes. Use ½ handicap.
One Day Match
Apply handicap strokes as they fall. To the extent possible, handicap pairings will be within 5 strokes.
One, Two, Three BB
Apply handicap strokes as they fall (net strokes for each hole).
Score:
The one best ball on par 3's. Total of the two best balls par
4s; Total of the three best balls on par 5’s
Orange Ball+ 1 Best Ball
Team game. Each hole, score colored ball. Rotation of players
must remain the same. On ninth and eighteenth hole, play best ball.
Team is disqualified if colored ball is lost.
Partner Best Ball
Each partner drives. Select best drive and play alternately until ball is in the cup. Use ½ of combine handicap.
Point Par
Apply handicap strokes as they fall (net strokes for each hole).
Score:1 point for Bogie; 2 points for Par; 3 points for Birdie; 4 points for Eagle
Player with most points wins.
6-6-6
Apply handicap strokes as they fall (net strokes for each hole).
Score:
1st six holes: the 1 best ball
2nd six holes: total of the 2 best balls
3rd six holes: total of the 3 best balls
Scotch Twosome
Each partner drives. Select best drive and play alternately until ball is
in the cup. Use ½ of combined handicap.
SEN
Game score is total for the eight holes beginning with the letters “S”, “E” and “N”
(Holes: 6, 7, 8, 9, 11, 16, 17, 18) Use ½ handicap.
Stableford
Points are awarded for your net score on each hole. (Pop your card.) 1 point
for a bogey, 2 for a par, 3 for a birdie, 4 for an eagle and 5 if you bag an
albatross (fat chance). Anything worse than a bogey, players may pick up unless
they wish to post a score and be eligible for low putts. (Putting out not
required.)
Sucker Ball/Sucker in the Bucket
On 1st hole – score best ball of foursome
On 2nd hole – score best ball of remaining three players
On 3rd hole – score best ball of remaining two players
On 4th hole – score of remaining player
Repeat for next four holes.
On holes 9 & 18, score best ball of foursome.
Sweetheart Ball
Apply handicap strokes as they fall (net strokes for each hole). One player is chosen as the Sweetheart before play begins. The Sweetheart’s score is used on all holes. Score for each hole is the Sweetheart plus best ball of any other team member.
Tee to Green
Subtract Putts from total net score.
Three Blind Mice
Throw out three holes picked by Pro or Game Hostess
Three Club Monte
Players pick just three clubs to use during their round. All players are
allowed their putters in addition to the three other clubs they choose. The
choice of clubs can’t be changed during the round – once you’ve chosen a 3-wood,
5-iron and 9-iron, for example, those are the only clubs (other than putter) you
can use during the round.
Three Little Pigs
Throw out your three worst holes.
Three, Two, One Best Ball
Apply handicap strokes as they fall (net strokes for each hole).
Score:total of the three best balls on par 3s; total of the two best balls par 4s; the one best ball on par 5’s
Tri-fecta
1st six holes: Best ball
2nd six holes: Alternate shot
3rd six holes: Scramble
Turkey Shoot
Take Par plus your handicap to determine how many strokes you get for the course.
Winner is the person with the greatest number of strokes remaining at the end of the game. If nobody completes the course within their handicap total, winner is the person who finishes greatest number of tees, fairways or cups.
Two Best Ball
Use the two best balls of the foursome. First and 2nd best ball aggregate.
Apply handicap strokes as they fall (net strokes for each hole). 3rd best ball is the tie breaker.
Win, Place & Show
Golfers play with full handicap. Apply handicap strokes as they fall (net strokes for each hole). On each hole:
Low score– 3 points
Second lowest score – 2 points
Third lowest score – 1 point
Highest score – zero points.
Player with the most points at end of 18 is the winner.
Yellow Ball
Team game. Each hole, score yellow ball. Rotation of players must remain the same. On 9th and 18th hole, play best ball.Team is disqualified if yellow ball lost.