The Nassau Captain, J B Coles Tappan, so the story goes, therefore devised a format whose most decisive possible result could not be reported as any worse than a defeat. But with the addition of the gambling element, the Nassau format nevertheless remains hugely popular for bragging rights.
This allows a player or team that is two or more holes down during a nine-hole segment to press — that is to start a new bet of the same value as the original. Essentially, the bet doubles. If the press is accepted, and they win the new bet, they will wipe out the potential loss arising from the front 9 matches. But of course, if they lose the new bet, they will double their overall loss.
Remember that if the team that was leading finds itself behind in the press bet, and if enough holes remain, it may demand a new press of its own. In some golfing circles, it is regarded almost as an element of correct etiquette for the leading team to accept a press. But this may be made either mandatory or optional as the participants wish, or pressing may be excluded from the game altogether. All that really matters for the sake of harmony is that the rules are discussed and agreed by all the players before the match begins.
Between and an unofficial televised skins game was recognized by the PGA and played by four invited tour pros, most recently at the Indian Wells club in California, for mind-boggling sums of money. No such sums are remotely available to the average amateur, of course, but an informal skins game can still add a frisson of financial excitement to an otherwise routine round of golf. One of the beauties of skins is its great flexibility as long as you have someone to keep track of it all.
It can be played by any number of individuals or teams; or even by a whole group outing or tournament. First, a point or dollar value of the skin is assigned for how much each hole is worth.
This may be the same for each hole or, to liven things up, even more, values can gradually increase as the round progresses.
If values are to be the same throughout, each player will contribute a set amount for each hole. If they are to vary, the contribution will be calculated simply by dividing the total points to be played for by the number of players or teams participating. Generally, the format is match play and the player or team with the lowest score for a hole will win the points or dollars allocated to that hole. The more participants there are, the more likely it is that nobody will win a hole outright.
But the pot also gets bigger so if you win one hole you can win a lot of money! In other words, someone has to win the hole outright and the player with the high score for the hole does not necessarily lose it. When a hole is tied in this way, its value is generally carried over to the next hole, but this is something that needs to be agreed between all the players before the game begins.
Again, for the avoidance of perhaps heated debate, this is something that needs to be clearly established before the game begins. Extra excitement can be generated by the introduction of side Skin prizes for birdies, longest drives, par saves and almost any other eventuality that golf offers.
All Skins are then calculated and paid out at the end of the round. The beauty in Skins is that one good hole could take all the money. As the name suggests, Vegas is a game strictly for those comfortable with the idea of risk and losing more than just golf balls. It is a game for teams of two players which has a unique and ingenious scoring system. Handicaps could be considered but only if everyone is happy that the handicaps being used are fair for all players.
For maximum enjoyment, games should be simple to understand, require no extra equipment, and start with a low initial bet. Aces and Dueces - or Acey Ducey, is a bet in which there is a winner, two modest losers, and one big loser on each hole.
It's a game for groups of four, obviously. The low scorer on each hole wins a certain amount from each of the other three players; while the high scorer on each holes owes each of the other three. Arnies - are side bets whose value should be determined prior to the round. They are won automatically by any golfer who makes a par without having managed to get his ball into the fairway.
Named in honor of Arnold Palmer, who made quite a few "Arnies" in his time. Barkies - sometimes called Woodies or Seves as in Seve Ballesteros , are paid automatically to any player who makes par on a hole on which he hit a tree. The value of a Barkie is determined before the round. Bingo Bango Bongo - awards points throughout the round for three different accomplishments. One point for hitting the green first, one for being closest to the hole, and one for being the first to hole out provided the player with the longest putt is always the one putting; tap-ins out of turn don't count At the end of the round, points are totaled and the differences are paid out.
Clubs - The lowest score on a hole takes one of the players clubs until they win it back. It's a pretty fun game, especially when you get your hands on their putter and driver. Completist Golf - requires you to play every club in your bag—with the exception of putting on the green—before you are allowed to reuse a club.
Criers and Whiners - is known by many different names, but the gist is the same: it's a game of mulligans for those players who are always crying and whining about that handful of shots they screwed up. Other common golfing wagers include paying a set sum of money to the player who uttered the fewest four-letter words during the round "cleanie" and the player who threw the smallest number of clubs "gandhi".
Gruesomes - is betting game that pits 2-person teams against each other. Both team members tee off, then the other teams gets to choose which of the drives your side has to play. This game is good for a group in which there are differing skill levels, especially for one player. How to play: This is a fun one, although it starts to get a little complicated. This is a game for at least 3 people, and to start you must set a minimum and maximum amount on each hole.
The banker tees off last for each hole, and each player determines how much they want to play the banker for that hole. Lowest score on the hole is the banker for the next hole, and ties are broken by the longest putt. You can also press in this game, but only off the tee and before the banker hits.
The banker can press back after hitting off the tee, but he must press everyone — not just whoever pressed him initially. Best for: Groups of 3 and 4. This game rotates banker and creates drama off the tee. Further, this game is good for players who have differing bankrolls. One player can keep his bets at just a couple bucks, whereas the high rollers in the group can play for more money if they wish. How to play: This is a fun one and allows players to create different teams throughout the round.
The wolf always goes last on every hole, and the designation means you get to choose how you play the hole. You can elect to play 1-on-3 or pick a partner and go 2-on The caveat is that the wolf must make his or her decision right after each drive. Player 1 must decide before Player 3 hits if he wants to partner up with Player 2.
If not, Player 3 hits and he has the same decision. After Player 4, he can partner with him or play 1-on But if Player 1 elects to go 1-on-3, the bet doubles. How to play: This is a team game in which there are multiple ways to win on each hole.
Scramble In a Scramble, each foursome is a team competing against all other foursomes. Each player in the group drives off the tee, then all four golfers play their second shorts from the best-driven ball. All then play their third shots from the best second ball, and so on. Each player in a foursome must have at least four of their drives used by the group. Don't wait until the end! Handicaps are not used during play, but they are used to create teams. All players should split into four handicap groups lowest to highest.
Use four hats, and pick a player from each hat to form a team. A Scramble usually calls for a shotgun start, preceded by lunch or followed by dinner. Seven-or-eight-under is usually the score to beat. Flag Tournament In a Flag Tournament, each player receives a certain number of strokes - usually the course par plus two-thirds of the player's full handicap.
So, a handicapper on a par course gets 82 strokes. He then plays 82 shots and stops, planting a flag on the spot where his 82nd shot landed. The flags should be provided on the first tee by the tournament director.
Each participant should have his name taped to his flag. This way, as players make their way through the back nine, they can see where others bit the dust. If a player finishes all 18 holes before using his total strokes, he should either keep playing until he's out of strokes or stop.
Under the first option, the winner is the player who plants his flag farthest on the course. Under the second, the winner is whoever has the most strokes remaining after 18 holes. The reason two-thirds handicap is used, though, is so most people will finish somewhere inside of regulation.
One additional rule: You can't plant a flag past a hole that you haven't completed. In other words, if you're five feet short of a green with one stroke left, you can't blast the ball with your 2-iron onto the next fairway. Also, if the farthest two players both finish on the same green, the winner is the golfer closer to the hole. A flag tournament is essentially Stroke Play with a handicap, but the twist makes it a little more interesting.
Pink Ball To play Pink Ball, use teams of four. Each foursome has a hideous, bright pink ball that rotates among players. Of course, the ball can be any color, but the more obnoxious, the better. Player 1 uses it on the first hole, player 2 on the second, and so on. Take the best two net scores on each hole and add them.
Whoever has the pink ball on a given hole must contribute one of the two scores. One variation: The golfer with the pink ball is automatically disqualified if he loses it. This is perhaps too harsh, so I don't recommend it. Players should have a reason to stay interested, after all.
Another, less harsh, variation: Keep the overall net score for the pink ball separately, and give a prize to the team with the best pink ball score. If a team loses the pink ball, it's out.
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