Spring is here, and that means it is time to hit the links.
In the May Issue of Southern Gaming and Destinations Magazine started the first of a two-part series that told you about some fun games to play on the green. The following is part II of the series, showing you more golf games that add fun, excitement and sometimes even meaningful experiences to the traditional game.
Hope you enjoy them as much as we do.Â If you try them out, don’tÂ forget you can comment on this article and start a discussion with your golfing friends!
Also called â??Wolfman,â? Wolf is a three-player game. The golfer with the middle-distance drive, regardless of where it lands, is the â??wolf.â? His opponents are the â??hunters.â? The wolf must match twice his net score on the hole against the combined net scores of the hunters. If the amount wagered on each hole is a dollar, the wolf puts up two dollars against one each for the hunters. If the wolf wins, he collects two dollars, whereas the hunters get only one each. On par-three holes, the wolf is the second-closest to the pin after the first shot.
If thereâ??s a tie, players decide whether the stakes carry to the next hole. Any amount carried over goes to the next winning â??team,â? whether itâ??s the wolf or the hunters. Carry-overs make Wolf a more interesting game. Large pots make it advantageous to be the wolf, because the wolf doesnâ??t split the pot. Thus, strategy off the tee becomes important, and players will jockey to become the wolf.
At the tee, one pair makes a â??bidâ? on how many strokes (play net or gross) it will take their team to complete the hole. For instance, if they bid 10, they are betting they can play the hole in 10 strokes or fewer combined. The bet is typically a dollar a player. The other team then has three options: 1) Bid lower than 10, 2) Take the bet, or 3) Take the bet and double it. The first team may then double it back, if they wish. Once the bidding finishes, play the hole. One option is to add a penalty point/dollar for each stroke the winning bidder incurs over bogey.
In a Flag Tournament, each player receives a certain number of strokes â?? usually the course par plus two-thirds of the playerâ??s full handicap. So, a 15-handicapper on a par-72 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 heâ??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 option, 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 canâ??t plant a flag past a hole that you havenâ??t completed. In other words, if youâ??re 5 feet short of a green with one stroke left, you canâ??t blast the ball with your 2-iron onto the next fairway.
A flag tournament is essentially Stroke Play with a handicap, but the twist makes it a little more interesting for everyone involved.
To play Pink Ball, you need to 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 One uses it on the first hole, Player Two 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 to 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 donâ??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, itâ??s out. This makes for considerable camaraderie (and tension) if youâ??re playing on a course with a lot of water.
Also known as â??Disaster,â? Trouble is a point game in which your actual score isnâ??t relevant, at least not directly. The goal is to collect the least number of â??trouble pointsâ? possible during a round.
Players shoot for a set amount per point, often a dollar. Thus, a player accumulating three trouble points owes each of his opponents three dollars.
Points are assigned as follows: Out of bounds = 1 point, Water hazard = 1 point, Bunker = 1 point, Three-putt = 1 point, Leaving ball in bunker = 2* points, Hitting from one bunker to another = 2 points, Four-putt = 3 points, Whiffed ball = 4 points. (Take an additional two points if you leave the ball in again and so on.)
A player can erase all the points accumulated on a given hole by making par. At the end of the round, simply net all the points against each other and settle up.