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ParTeeTime.Com > Discount Golf Outlet Directory; Top Brands - Wholesale Warehouse Prices
Golf
Betting
Games
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Golf Betting Games
Golf course gambling:
"friendly wagers" are often part of the
game of golf. It is suggest that any of
the games listed below, be played in
accordance with the laws of the state,
country, etc. in which you are playing
in. While we neither condone nor condemn
this activity, the fact remains that it
is illegal in most places.
Golf course betting should always be
kept simple and friendly.
Common
simple wagers include
Dollar a hole for total score, automatic
double if you're down two; 50 cents for
longest drive, closest to the pin, and
first in; 25 cents for each bunker you
hit. A tie on 18 carries over to the
putting green.
For starters, some poor bastard has to
keep track of all that. Of course, no
one else will know if he's right or
wrong so "he'll at least end up even".
Second, people who are playing poorly
that day will end up so angry that you
won't want to play with them anymore.
Betting games should make the round more
enjoyable. 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.
Golf
Games
-
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. "If only I could have hit
that one again ..." The number of do-overs
golfers get in Criers and Whiners is
based on their handicap index.
-
Greenie
& Sandy - Two popular side bets in which
the players in a foursome agree to ante
up a small amount of money to be
awarded to the first player on the green
on each hole ("greenie") and to any of their
number who get out of a sand trap and into
the hole in two strokes ("sandy"). 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. Obviously,
they'll choose the worst - or most
gruesome - of the two drives.
-
Montclair
Scoring System - This is a heavily
modified form of stroke play, which is
at its best when used at ill-manicured
nine-hole pitch-n-putt courses.
On each par 3 hole, the person closest
to the pin (provided they are on the
green) gets one stroke deducted from his
final score.
On each hole, the player who sinks the
longest putt (provided it is their first
putt and is longer than the length of
the flag) gets one stroke deducted from
his score. If a player sinks a shot from
outside the fringe, he gets two strokes
deducted.
Play holes #1-8 and mark your score on
your scorecard. If you are on a
nine-hole course, go back and play holes
#2-8 again. Take the best score from
your two attempts. Then finish off your
round on hole #9.
You'll end up with a nine-hole total
when you add holes #1, #9 and your top
scores on #2-8. Subtract your bonus
points from this total.
-
Nassau
-
The Nassau is three bets in one: low
score on the front nine, low score on
the back nine and low score over the
full 18. The $2 Nassau is perhaps the
most common bet among golf buddies.
-
Pink Lady
- Each foursome gets one pink ball
pre-marked with letters, numbers,
symbol, etc. Each player on the team
must play the "pink ball" for one hole,
then give it to the next player on their
team. The team that makes it the
farthest with their "pink lady" around
the course wins the wager. If both teams
complete the round with their "pink
lady" you can settle the bet with a one
man putt off on the putting green. This
game only works if you can trust the
other teams.
-
Round
Robin - also known as Hollywood or
Sixes, is a betting game for groups of
four that involves two members of the
foursome teaming up against the other
two. The catch is that partners rotate
every six holes.
-
Sandies
- have a set value throughout the
round. A golfer automatically wins the
bet (depending on the rules being
played) either by making par on a hole
in which he was in a sand trap; or by
getting up-and-down from a greenside
bunker.
-
Skins
- Probably the easiest of all games.
Lowest score on the hole wins a skin
worth whatever stake was agreed
upon. Ties can carry over or not.
-
Vegas
- This game is played in teams. The
low score between partners is put
first. Example, on a par four
one player makes a 4 and his partner
makes a 5, the team score is 45. If
the other teams scores 56, the first
team receives eleven points. If one
team makes birdie, the other team
must reverse it's score. If the
above example were on a par five.
Team One's score is still 45, but
Team Two's score becomes 65 and
therefore Teams One receives 20
points. If both teams birdie, both
scores are reversed to figure the
points. It's up to you to decide the
value placed on each point. Remember, there are a lot of
points at stake.
-
Waterfeningford Modified - birdies,
eagles and double eagles gain you
points, while bogeys subtract points.
Here's the point breakdown:
Double eagle: 113 points
Eagle: 53 points
Birdie: 19 points
Par: 11 points
Bogey: 5 points
Double Bogey: 0 points
Triple Bogey: -3 points
Quadruple Bogey or Worse: -5 points
-
Weekend
O' Fun Style - best if you have
nobody waiting behind you:
Weekend O' Fun Style is best when
wearing plaid pants, ugly socks and a
fake moustache.
Each hole has a theme, with a match
swing that golfers must use throughout
the hole. Examples of themes are:
Pirate: One arm, one leg, one eye, must
yell a pirate expression during swing
Happy Gilmore: Must step into shot and
hold club as if it were a hockey stick
with one hand down the shaft
Colossus of Rhodes: Straddle the ball
and hit it behind you, through your legs
I've Got Mustard On My Hands!: Must have
mustard on your hands
-
Wolf
- is one of the classic golf betting
games for groups of four, but it gets a
little complicated. Players rotate as
the "Wolf." On each hole, the player
designated as the Wolf has to choose
whether to play 1 against 3, or 2 on 2;
and if 2 on 2, then the Wolf has to
choose a partner. The Wolf can win or
lose more money by going it alone.
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