Play mode

With our GolfSuite the following play modes can be handled:

Below you will find a list of the individual types of play modes with all the information on the distribution of requirements, form of play and various rules.


Single or double


Counting games


- Single Count Betting Game (Stroke Play)

Default effective: Yes


The counting game is played according to the golf rules of the counting game. The number of strokes is entered after each hole. The end result is the gross score. The net result is calculated from the gross score minus the playing handicap of the player.

From the result of the 18-hole round the playing handicap of the applicant is subtracted, in the case of plus handicaps it is added to the gross result.


If a game or a tie-off according to rule 33-6 of the golf rules with a target goes over less than 18 holes, the number of holes must be multiplied by 1/18 of the game target (and then rounded up or down).
Examples: Proportional game target
14 for 3 holes = 2,33 = 2
13 for 5 holes = 3,61 = 4
15 for 7 holes = 5,83 = 6


- Single Stableford

Default effective: Yes


The game is named after Dr. Stableford. It is reported that Dr. Stableford developed the points system on the basis of "eternity rounds" with his wife. The Stableford system was officially included in the golf rules in 1968 and is played according to the rules of the counting game (R 3).

The scoring:
Double-Bogey (2 over par) or more = 0 points
Bogey ( 1 over par) = 1 point
Par = 2 points
Birdie (1 under par) = 3 points
Eagle (2 under par) = 4 points
Albatros (3 under par) = 5 points
This rating applies to both gross and net, i.e. a distinction is made between gross and net points.


The applicant's target score is distributed to the most difficult holes of the 18-hole round according to the target score (example: A player with target score 18 receives one target score per hole of an 18-hole round). A player with a target of 20 will receive one more target shot for each of the most difficult and second most difficult holes. A player with target 36 receives two target shots per hole). If a game or a jump-off goes over less than 18 holes according to rule 33-6 of the golf rules with a target of less than 18 holes, the target applies to each hole according to this distribution.


- Par Match

Default effective: Yes


The mode against par is played according to the rules of the counting game. The purpose of the game is to play against the course "par". There are only three possible results per hole:

Winning a hole means better than par = +1
Hole loss means worse than Par = -1
Tie means Par = 0

The winner is the player who has won the highest against the field. The scorecard shows the gross number of strokes of the player. Also in this game, the ball must be picked up unsolicited as soon as a tie (par) can no longer be reached. In this case, a - must be entered in the score card.


The applicant's target will be distributed to the most difficult holes of the 18-hole round according to the target distribution (Example: A player with target 18 receives one target shot per hole of an 18-hole round. A player with a target of 20 will receive one more target shot for each of the most difficult and second most difficult holes. A player with target 36 receives two target shots per hole). If a game or a jump-off goes over less than 18 holes according to rule 33-6 of the golf rules with a target of less than 18 holes, the target applies to each hole according to this distribution.


- Selection game (Eclectic) by holes

5/6 of the full target for 2 rounds;
4/5 on three rounds;
3/4 on four rounds;
2/3 for five rounds;
1/2 for six rounds and more.

Default effective: No


Within a fixed period of time (or as a secondary ranking of other competitions), the applicant plays the fixed, limited or unlimited number of rounds stipulated in the invitation to tender. The selection result (i.e. the player's final result after several rounds) is added to the best result achieved in any round for a particular hole. Each round is played as a fixed round from the first to the last hole in the correct order, or all remaining holes are abandoned after a round has been abandoned.

For the selection result, the candidate does not need to pocket every hole in every round, so the selection game is normally not valid for every hole.

However, as a mere secondary evaluation of matches with a predetermined value, Eclectic does not influence the effectiveness of the match (e.g. the club's management evaluates the eight monthly players simultaneously according to Eclectic principles).

If the results are the same, other criteria of the tie-off should be set instead of further rounds, e.g. the result of the last 9, 6, 3, 1 holes of the Eclectic result minus the proportion of the net score. 3.1.2 Hole-playing games - Two according to "Parties in the Hole-Play" explanation and Rule 2-1 DEFAULT ASSIGNMENT: The difference between the opponents' play defaults or 3/4 thereof.


- Flag competition

Default effective: Yes/No


The flag betting game is played according to the rules of the counting game. Each player receives a gross and/or net flag, which he puts in where his ball is after having played the number of strokes he is entitled to. The winner is the player who comes furthest with his flag.


Hole games



- Two (Matchplay)

PERFORMANCE AUTHORISATION: The difference between the opponents' game handicaps or 3/4 of them (rounded to whole strokes from 0.5 up to 0.4 down) is distributed according to the handicap distribution, starting with the hole with handicap distribution 1 up. If a game or an extension according to rule 2-4 of the golf rules or a jump-off according to rule 33-6 of the golf rules with a target of less than 18 holes is played, the target according to this distribution applies to each hole.
The handicap is effective: No


The hole game has a completely different character and different requirements than any other golf game, because here the player does not have to play against the course, but against an opponent. Accordingly, there is no overall ranking for the round, but after each hole is settled with the opponent.

According to the official rules of the hole game, the main differences between the rules of the counting game and the penalties are played. Thus, the biggest difference in the treatment of penalties is in a rule violation. In the hole betting game, with a few exceptions, such an offence always leads to a hole loss instead of an addition of two penalty strokes.

You can also give your opponent the hole, or even the whole match, at any time if you know that you can no longer win the hole.

However, on courses where the default distribution key strictly follows the statistics of which holes are played how many strokes on average over par, there is also the plausible approach not to give the default strokes in a hole game on the heaviest holes, because even the player with the better default may play a bogey (or more) there.

Instead, the target shots are then given better on the holes where the target distribution key lies between the game target of the better player and that of the weaker player.

Example: Two players with the game defaults of 10 and 15 play a hole game. The five target shots are given on the holes that the player with the lower target is more likely to play par than the player with the higher target, namely on the holes with the target distribution 11, 12, 13, 14, and 15.

If the player's handicaps both exceed 18, they are reduced by 18 to determine the holes where the handicap shots are made: The target 22 becomes 4 and the target 26 becomes 8, so the player with the target 26 receives a target shot at each of the holes with the target distribution 5, 6, 7 and 8.

It may seem difficult for the player with a low handicap to win a hole game if he has to "give" the opponent the full difference to his handicap. However, this is merely a consequence of the fact that this is a net hole game and that players with high net score targets are regularly capable of larger underplays, whether in the hole game or in the counting game.

It could therefore also be argued that a smaller difference in the game specifications would do more justice to the interests of the opponents in the hole game. Because one can probably assume that a player with a high target does not "consume" his target shots evenly at many holes, but a high score at one hole is compensated by several good ones. A very high result at one hole, however, means only one hole loss in the hole game. Thus the player with the lower target may fall behind unintentionally.


Threesome


These games are mostly played as private rounds (if at all), because they can neither be effective by default nor allow the comparison of a larger number of players among each other. The games are explained in the golf rules. These are:


- Threesome


DEFAULT ASSIGNMENT: like hole play

Counting game: Half of the partners' added game defaults (mean value) are subtracted from the result of the 18-hole round. Calculation results of 0.5 are not rounded up, but remain standing. If a game or a jump-off goes according to rule 33-6 of the golf rules with a target value of less than 18 holes: Calculation procedure analogous to "target value for the round".
Stableford, Gegen Par: "Half of the sum of the game handicaps for the round" (mean value) is distributed to the most difficult holes according to the handicap distribution key, whereby the calculation results are rounded up from 0.5 to whole strokes. If a game or a playoff in accordance with Rule 33-6 of the Golf Rules with less than 18 holes as a default is played, the default shall apply to each hole in accordance with this distribution.
Specified effective: No
A threesome is a competition in which one player plays against two and each team plays only one ball. A threesome can be played as a hole game or as a counting game.


- Triple ball


DEFAULT ASSIGNMENT: like hole play
Default effective: No

A three-ball is a hole game in which three players play against each other, each with their own ball. Each player plays two independent hole games.


Foursome


- Classic Foursome


PREFERENCE ASSIGNMENT: 1/2 sum of the partner's game defaults for the round, i.e. the pair plays with the mean of the two individual defaults.
ASSIGNMENT OF DEFAULTS: Counting game: like counting game; hole game: see 3.1.2
Effective by default: No


In the Classical Four, the players decide before the start who will tee off on the even and who on the odd holes. After teeing off, the ball is played alternately until it is in the hole. Penalty shots do not influence the order of the shots.


- Four-ball counting game / four-ball bestball


PROVISION AUTHORISATION: Full or 3/4 target
Default effective: Yes/No

Each player plays his own ball and the better result of both partners is scored. This can even be the higher number of strokes.

Since the partners can benefit strategically from each other, it is recommended: 90% of the respective game target up (from 0.5) or rounded (up to 0.4), game forms, target allocation and target distribution for each partner separately distributed over the most difficult holes according to target distribution. If a game or a playoff according to Rule 33-6 of the Golf Rules with a target of less than 18 holes is played, the target according to this distribution applies to each hole.


- Foursome with selection drive

ASSIGNMENT OF DEFAULTS: Addition of 0.6 of the lower and 0.4 of the higher game handicap of the partners; sum of all strokes up (from 0.5) or down (to 0.4). In the case of a jump-off in accordance with Rule 33-6 with a target, the pro rata target is taken into account. This procedure takes into account the fact that the player with the lower target can contribute slightly more to the success.
Effective as default: No

The difference to the classic foursome is that in the foursome with selection drive, both partners tee off at each hole and then decide on a ball, which they continue to play alternately until the hole is finished.

Both partners tee off at each hole, select one of the two balls and continue playing the selected ball as in the "regular" foursome. If neither of the two forms of play, target allocation and target distribution of balls can be continued after the tee shot (e.g. both "off" balls, lost balls or balls played from outside the tee shot), the voting right is limited to the choice of the ball with which to proceed according to the corresponding rule. The commandment to hit alternately must be observed.

Note 1: If a mixed pair decides to play a ball from the position of the previous shot in accordance with Rule 20-5 because the original ball is "off" or unplayable (if the position of the previous shot was the tee shot), the queen must play the ball from the men's tee shot and vice versa.

Note 2: A provisional ball cannot be played on a quartet with a selection drive, as it automatically becomes the "ball in play" if the original ball is not found. The partners have then already made two shots with this ball and the original ball plus the penalty shot for the ball loss, but would have had to make a choice after the first shot. The time to select one of the two tees (after the first shot) is then exceeded and the other ball must be picked up.


- Aggregate count play


DEFAULT AUTHORIZATION: Game target per player for the round
Default effective: Yes

The round results of the team players are added together. Each player plays his own ball.

The aggregate is not a foursome in which tactical play is required, but a "team game" of two players who both have to play their best possible result. Therefore, this game is default, provided that the two players scored together play in different player groups to exclude instruction (instruction is only allowed to partners in the foursome, and this game is not considered a foursome).


- Chapman Counter / Chapman Foursome


APPROPRIATION: Half the total of the partners' game requirements for the round. Here, unlike the four-man counting game with selection drive, the average value can be used again, since both partners are equally involved in the game.
Default effective: No


The Chapman Four is a variant in which both players tee off at each hole. The second shot is made by each player with his partner's ball, and only after the second shot do you decide which ball to play alternately until the hole is finished.


The hole begins as in the "four with selection drive", then the partners play the second shot crossed with both balls, i.e. each player plays the second shot with his partner's ball. Only after the second shot is a ball selected and the hole is continued as in the foursome.


Scramble


Although the Scramble does not have a high sporting standard, it is very sociable and popular. There is no "official" game mode. The following is usual:


ASSIGNMENT OF PROVISIONS: The determination of the specifications for each team is determined by the game management. There is no rule for this.
Default effective: No

Game mode
Two, three or four players of a group together form a team. Counting is done according to the counting rules or according to Stableford. All players strike and decide which of the balls is the best. (This does not necessarily have to be the farthest.) All other balls are picked up and dropped by the "best ball" (but not closer to the hole) within a scorecard length or club length as agreed. All players continue to play their ball from this position and then re-select a ball from whose position each player continues to play his ball.

The dropped balls must be played in the same position as the selected ball. If the selected ball is in the bunker, rough or water hazard, all other balls may not roll out of the corresponding position when dropping. The same applies to the green, where the best ball is marked and all players play from the same position. The hole is finished as soon as one of the team's balls has been potted.

The gross results of the team are entered into the scorecard at each hole, added after the end of the round and the target is subtracted. Per team there is therefore only one result per hole, regardless of the number of players in the team.


In the GolfSuite you can choose from the following formulas:

- Texas Scramble

Basic form, game mode as described under "Scramble.

- Classic Texas Scramble 

Like Texas Scramble, however, with an additional rule that at least three tees must be selected by each player within the betting round as the starting point for the next tees. 

- Florida-Scramble

Like Texas Scramble, but with the additional rule that the player whose ball position has been selected always misses the shot. The player who has potted a ball also misses the next tee shot.

- Ryesome foursome or 2-scramble

Basic form, game mode as described under "Scramble" with 2 players.