SBRMGA Weekly Tournament Formats (rev 5/24)
4-Man Best Ball
3s, 4s and 5s: Use 3 best net balls on all par 3s, 2 best nets on par 4s and 1 best net on par 5s.
Rotating Partner: On holes 1-6, the A and B players record the best net ball of their twosome and add it to the best net ball of the C/D twosome for the team score. On holes 7-12, A plays with C, while B plays with D. On holes 13-18, A/D play together and B/C play together.
Two best nets: Use the two best net balls of the foursome for the team score on each hole.
Designated plus One: Use combined net scores of the designated player on each hole and one ball of the remaining 3 players.
Lone Ranger and the Three Amigos: After all four players have hit a tee shot, the team selects one tee shot. The player who hit that tee shot will go “Lone Ranger” from there and record his net score. The other three (the Three Amigos) will scramble in from that same location and record the gross score. Add the two scores for your team score on that hole. As it is not possible to handicap the Scramble portion of the game, it is best played as an ABCD computer-pick event.
Cha-Cha-Cha: Use 1 best net ball on holes 1,4,7,10,13 and 16. Use 2 best nets on holes 2,5,8,11,14, and 17. Use 3 best nets on holes 3,6,9,12,15 and 18.
Last Man Standing: Record 1 net best ball per hole. On the first hole played, any best net may be used. On the next hole, the player whose net was used on the previous hole is ineligible for best net. On the third hole played, only 2 players are eligible for best net and on the fourth hole, the “Last Man Standing” must use his net. Repeat this cycle through all 18 holes. Bonus points may be subtracted for net birdie or better scored by other than the designated ball.
Choose 1-4 Balls: After your 1st hole played, the team chooses to count 1, 2, 3, or 4 net balls for the team score. After the 2nd hole, they choose from among the remaining 3 numbers. After the 3rd hole, they choose one of the last 2 numbers. For the 4th hole, they MUST use the remaining number, so that each of 1-4 balls has been used exactly once in the 4 holes. This cycle is repeated for every 4 holes. For the 17th and 18th holes played, choose either 2 or 3 balls (2 on one hole, 3 on the other). Decisions regarding how many balls will count must be made before you tee off on the next hole. All team scores are recorded as relative to par, so that it does not matter whether par 3, 4, or 5.
40 Balls: After each hole you play, choose 0-4 net balls on each hole before you tee off on the next hole. You must have a total of 40 balls used at the end of the round. Scoring is Stableford-based.
Note: On all of the above events, unless otherwise indicated, 85% course handicaps will be used for each player. “Pickup” or “X” scores cannot be used towards the overall team score.
2-Man Best Ball
Four Ball: Use 1 net best ball per team. 85% of course handicap shall be used for each player.
Choose 1-2 Balls: After each hole you play, choose 1 or 2 net balls on each hole before you tee off on the next hole. Either number can be used on any hole, but the totals must be 12 one-ball holes and 6 two-ball holes at the end. Choice of number of balls is made after the hole is played, but before the tee shot on the next hole.
20 Balls: After each hole you play, choose 0-2 net balls on each hole before you tee off on the next hole. You must have 20 Balls counting at the end of the game. Scoring is Stableford-based.
Ultimate Ham & Egg: Count 1 net on each hole – before you tee off on the following hole. By the end of the game, you must have NINE nets used from each player.
(Bonus Balls) All best ball games, 2 or 4 man, can be played with Bonus Balls. After the best ball(s) are selected, balls from the other team players can be used for bonus points to subtract from the team score. Bonus points can be 1 for net par, 2 for net birdie or better; or 1 for net par or better; or 1 for net birdie or better.
Alternate Shot
Sorry, Partner!: Select who will hit the first tee shot of the day, then it’s true Alternate Shot after that. If player "A" holes out, player “B” hits the next tee shot. One player could potentially hit EVERY tee shot in this game if he’s a lousy putter. The 1st twist? Each team gets one Mulligan per hole. You can use it on the tee shot, the last putt or any shot in between. If you don’t like player B’s approach shot, you can declare your Mulligan and have player A hit the approach shot.
The 2nd twist? If you don’t use your Mulligan, circle your team score and we’ll subtract .5 strokes for every unused Mulligan once the round is complete. Add both players’ course handicap and divide by two to get your team handicap. Let’s say a 10 and a 15-handicap team up and shoot gross 82. At game’s end, you’ll total their team handicap (25) and divide by 2 (12.5). Their score will be a 69.5. And – they did NOT use Mulligans on 3 holes so they subtract another 1.5 points and end up with a 68.
2-Man (Foursomes): One player hits the tee shots on the odd-numbered holes and the other player hits the tee shots on the even-numbered holes (each team’s choice before the first tee shot of the day). The partners then alternate shots until the hole is completed. Consecutive putting is deemed as hitting a wrong ball and a 2-stroke penalty is applied. 50% of the combined team course handicap shall be used.
2-Man Chapman: Each player hits a tee shot, then hits his partner’s ball for the second shot. A selection of the best ball is then made, and the partners alternate shots until the hole is completed. Consecutive putting is deemed as hitting a wrong ball and a 2-stroke penalty is applied. 60% of the lower-handicapped player’s course handicap is added to 40% of the higher-handicapped player’s course handicap to determine the team’s handicap.
2-Man Chapman Scramble: Same as Chapman above, except after the 2nd shot, instead of converting to alternate shot, the 2 players scramble the rest of the way until holed. Team handicap is 50% of the lower handicap plus 25% of the higher handicap.
Scramble
4-man: Each team member plays a tee shot on each hole. After one of those shots is selected and marked, each player will play his ball as follows: a) through the green or in a hazard the ball may be placed within one club-length no closer to the hole; and b) on the putting green from within one putter head-length no closer to the hole. Each player must play his ball from the same conditions or cut of grass as the original
position of the selected ball (fairway, fringe, short rough, long rough, sand, hazard, etc.) Continue playing 4 balls, selecting the best ball each time, until holed out. The score of the first ball holed, even if by mistake, will count. Three drives must be used by each player and shall be recorded on the scorecard. Handicaps will be 25% of course handicap for player A, 20% for B, 15% for C, and 10% for D.
If played as an ABCD game, handicaps will be similar and the above calculation will be unnecessary.
In the case of only 3 players on the team, all players will tee off and hit subsequent shots until holed out
per above. In order to get a fourth shot for each ball, that responsibility will rotate on each shot. Four drives must be used for each player. Handicaps will be 24% of player A, 17% of player B, and 9% for C.
2-man: Same as above except each team member must use a minimum of six tee shots, which shall be recorded on the scorecard. Handicaps will be 35% of player A and 15% of player B’s course handicap.
4-man modified: Same as 4-man Scramble above, except player whose shot is selected may not hit the next shot. When the selected ball is on the green, all four players may putt.
Blender (aka Rotating Partner Scramble): Same as 4-man Scramble above, but on holes 1-6, the A and B players scramble together and add it to the scrambled ball of the C/D twosome for the team score. On holes 7-12, A plays with C, while B plays with D. On holes 13-18, A/D play together and B/C play together. Handicaps will be 30% of course handicap for players A and B, 20% for players C and D.
Mixed Tees Scramble: Same as 4-man Scramble above, but the hole combinations will be pre-printed on your scorecard.
Shambles (Note: On all Shambles games, teams must play from the same tees)
2-man: Each player hits a tee shot on each hole. One ball is selected and marked, then each player plays his own ball from within one club-length of that ball - no closer to the hole. Each player must play his ball from the same conditions or cut of grass as the original position of the selected ball (fairway, fringe, short rough, long rough, sand, hazard, etc.) Each player plays his own ball and position until he holes out. Best net ball score shall be used for the team. 80% of each team member’s course handicap shall be used. Each player must use a minimum of 6 tee shots, recorded on the card.
4-man: Same as above, but all players play their own balls on the par 3’s and two net balls are used for the team score. Each player must hit a minimum of 2 and maximum of 5 drives on holes other than par 3s. If ABCD game, different tees could be specified based on handicap or player position (A, B, C, or D). Handicap allowance is 70%.
Individual (all individual events use 95% of course handicaps except Match Play which uses 100%)
Par 3: All holes are played as par 3s. Tees for the holes not already par 3’s will be set up in the fairway or rough at various distances.
Hokey Pokey: After a net bogey, player moves up one tee box from their normal tees – up to and including yellow tees. After a net par, player remains at that tee box (same, up or back from where they played the previous hole). After a net bird, player moves back a tee from their normal tees. Players get 100% of their course handicap and the round is not postable.
Foursome Match Play: For each foursome for the first 9 holes played, A plays B in match play, and C plays D. For the second 9 holes, the 2 winners play each other in match play, and the 2 losers play each other. In the event of either first 9 match ending in a tie, A plays C and B plays D for the second 9. Money for the match is distributed 25% to the winner of each of the 4 matches (ties split).
3 or 4 Clubs & Putter: Either 3 or 4 clubs and a putter shall be carried by each participant. There will be separate flights for 3 Club and 4 Club participants.
Mixed Tees: For each tee selection (Pine, Pine/Rust, Rust, etc.), some tees will be moved back and some forward to create a “new course”. Scoring is Stableford-based.
Paula Creamer Open: All players play from the Plum tees.
Who’s Your Daddy: This Stableford event allows you to take your handicap strokes and apply them wherever you’d like on your scorecard (max 2 per hole) prior to the round. Formerly called “Name your Pops”, now called “Who’s your Daddy”.
Skins: A flighted game where the best net score (no ties) within a flight wins a skin. Strokes are given off the low course handicap within each flight. Prize money is divided among all net skin winners within each flight. If there are NO skins in a flight, payouts are based on total round net scores.
Sweet Sixteen: Players play individual, net golf. After each hole they have the choice of either: (A) recording their net score for that hole or (B) discarding their score for that hole. Each player can discard two holes during the course of the round. Key point: A player must decide to discard a hole immediately after that hole is played (before he tees off on the next hole). At the end of the round, the sum of the sixteen recorded net scores (in relation to par) represents that player's final score for the round.
Team Skins Skins, as described above, can be played as a 2-man team game where team score is the sum of the 2 net balls. Skins are determined based on combined net score. Full handicaps are given.
4-Man Best Ball
3s, 4s and 5s: Use 3 best net balls on all par 3s, 2 best nets on par 4s and 1 best net on par 5s.
Rotating Partner: On holes 1-6, the A and B players record the best net ball of their twosome and add it to the best net ball of the C/D twosome for the team score. On holes 7-12, A plays with C, while B plays with D. On holes 13-18, A/D play together and B/C play together.
Two best nets: Use the two best net balls of the foursome for the team score on each hole.
Designated plus One: Use combined net scores of the designated player on each hole and one ball of the remaining 3 players.
Lone Ranger and the Three Amigos: After all four players have hit a tee shot, the team selects one tee shot. The player who hit that tee shot will go “Lone Ranger” from there and record his net score. The other three (the Three Amigos) will scramble in from that same location and record the gross score. Add the two scores for your team score on that hole. As it is not possible to handicap the Scramble portion of the game, it is best played as an ABCD computer-pick event.
Cha-Cha-Cha: Use 1 best net ball on holes 1,4,7,10,13 and 16. Use 2 best nets on holes 2,5,8,11,14, and 17. Use 3 best nets on holes 3,6,9,12,15 and 18.
Last Man Standing: Record 1 net best ball per hole. On the first hole played, any best net may be used. On the next hole, the player whose net was used on the previous hole is ineligible for best net. On the third hole played, only 2 players are eligible for best net and on the fourth hole, the “Last Man Standing” must use his net. Repeat this cycle through all 18 holes. Bonus points may be subtracted for net birdie or better scored by other than the designated ball.
Choose 1-4 Balls: After your 1st hole played, the team chooses to count 1, 2, 3, or 4 net balls for the team score. After the 2nd hole, they choose from among the remaining 3 numbers. After the 3rd hole, they choose one of the last 2 numbers. For the 4th hole, they MUST use the remaining number, so that each of 1-4 balls has been used exactly once in the 4 holes. This cycle is repeated for every 4 holes. For the 17th and 18th holes played, choose either 2 or 3 balls (2 on one hole, 3 on the other). Decisions regarding how many balls will count must be made before you tee off on the next hole. All team scores are recorded as relative to par, so that it does not matter whether par 3, 4, or 5.
40 Balls: After each hole you play, choose 0-4 net balls on each hole before you tee off on the next hole. You must have a total of 40 balls used at the end of the round. Scoring is Stableford-based.
Note: On all of the above events, unless otherwise indicated, 85% course handicaps will be used for each player. “Pickup” or “X” scores cannot be used towards the overall team score.
2-Man Best Ball
Four Ball: Use 1 net best ball per team. 85% of course handicap shall be used for each player.
Choose 1-2 Balls: After each hole you play, choose 1 or 2 net balls on each hole before you tee off on the next hole. Either number can be used on any hole, but the totals must be 12 one-ball holes and 6 two-ball holes at the end. Choice of number of balls is made after the hole is played, but before the tee shot on the next hole.
20 Balls: After each hole you play, choose 0-2 net balls on each hole before you tee off on the next hole. You must have 20 Balls counting at the end of the game. Scoring is Stableford-based.
Ultimate Ham & Egg: Count 1 net on each hole – before you tee off on the following hole. By the end of the game, you must have NINE nets used from each player.
(Bonus Balls) All best ball games, 2 or 4 man, can be played with Bonus Balls. After the best ball(s) are selected, balls from the other team players can be used for bonus points to subtract from the team score. Bonus points can be 1 for net par, 2 for net birdie or better; or 1 for net par or better; or 1 for net birdie or better.
Alternate Shot
Sorry, Partner!: Select who will hit the first tee shot of the day, then it’s true Alternate Shot after that. If player "A" holes out, player “B” hits the next tee shot. One player could potentially hit EVERY tee shot in this game if he’s a lousy putter. The 1st twist? Each team gets one Mulligan per hole. You can use it on the tee shot, the last putt or any shot in between. If you don’t like player B’s approach shot, you can declare your Mulligan and have player A hit the approach shot.
The 2nd twist? If you don’t use your Mulligan, circle your team score and we’ll subtract .5 strokes for every unused Mulligan once the round is complete. Add both players’ course handicap and divide by two to get your team handicap. Let’s say a 10 and a 15-handicap team up and shoot gross 82. At game’s end, you’ll total their team handicap (25) and divide by 2 (12.5). Their score will be a 69.5. And – they did NOT use Mulligans on 3 holes so they subtract another 1.5 points and end up with a 68.
2-Man (Foursomes): One player hits the tee shots on the odd-numbered holes and the other player hits the tee shots on the even-numbered holes (each team’s choice before the first tee shot of the day). The partners then alternate shots until the hole is completed. Consecutive putting is deemed as hitting a wrong ball and a 2-stroke penalty is applied. 50% of the combined team course handicap shall be used.
2-Man Chapman: Each player hits a tee shot, then hits his partner’s ball for the second shot. A selection of the best ball is then made, and the partners alternate shots until the hole is completed. Consecutive putting is deemed as hitting a wrong ball and a 2-stroke penalty is applied. 60% of the lower-handicapped player’s course handicap is added to 40% of the higher-handicapped player’s course handicap to determine the team’s handicap.
2-Man Chapman Scramble: Same as Chapman above, except after the 2nd shot, instead of converting to alternate shot, the 2 players scramble the rest of the way until holed. Team handicap is 50% of the lower handicap plus 25% of the higher handicap.
Scramble
4-man: Each team member plays a tee shot on each hole. After one of those shots is selected and marked, each player will play his ball as follows: a) through the green or in a hazard the ball may be placed within one club-length no closer to the hole; and b) on the putting green from within one putter head-length no closer to the hole. Each player must play his ball from the same conditions or cut of grass as the original
position of the selected ball (fairway, fringe, short rough, long rough, sand, hazard, etc.) Continue playing 4 balls, selecting the best ball each time, until holed out. The score of the first ball holed, even if by mistake, will count. Three drives must be used by each player and shall be recorded on the scorecard. Handicaps will be 25% of course handicap for player A, 20% for B, 15% for C, and 10% for D.
If played as an ABCD game, handicaps will be similar and the above calculation will be unnecessary.
In the case of only 3 players on the team, all players will tee off and hit subsequent shots until holed out
per above. In order to get a fourth shot for each ball, that responsibility will rotate on each shot. Four drives must be used for each player. Handicaps will be 24% of player A, 17% of player B, and 9% for C.
2-man: Same as above except each team member must use a minimum of six tee shots, which shall be recorded on the scorecard. Handicaps will be 35% of player A and 15% of player B’s course handicap.
4-man modified: Same as 4-man Scramble above, except player whose shot is selected may not hit the next shot. When the selected ball is on the green, all four players may putt.
Blender (aka Rotating Partner Scramble): Same as 4-man Scramble above, but on holes 1-6, the A and B players scramble together and add it to the scrambled ball of the C/D twosome for the team score. On holes 7-12, A plays with C, while B plays with D. On holes 13-18, A/D play together and B/C play together. Handicaps will be 30% of course handicap for players A and B, 20% for players C and D.
Mixed Tees Scramble: Same as 4-man Scramble above, but the hole combinations will be pre-printed on your scorecard.
Shambles (Note: On all Shambles games, teams must play from the same tees)
2-man: Each player hits a tee shot on each hole. One ball is selected and marked, then each player plays his own ball from within one club-length of that ball - no closer to the hole. Each player must play his ball from the same conditions or cut of grass as the original position of the selected ball (fairway, fringe, short rough, long rough, sand, hazard, etc.) Each player plays his own ball and position until he holes out. Best net ball score shall be used for the team. 80% of each team member’s course handicap shall be used. Each player must use a minimum of 6 tee shots, recorded on the card.
4-man: Same as above, but all players play their own balls on the par 3’s and two net balls are used for the team score. Each player must hit a minimum of 2 and maximum of 5 drives on holes other than par 3s. If ABCD game, different tees could be specified based on handicap or player position (A, B, C, or D). Handicap allowance is 70%.
Individual (all individual events use 95% of course handicaps except Match Play which uses 100%)
Par 3: All holes are played as par 3s. Tees for the holes not already par 3’s will be set up in the fairway or rough at various distances.
Hokey Pokey: After a net bogey, player moves up one tee box from their normal tees – up to and including yellow tees. After a net par, player remains at that tee box (same, up or back from where they played the previous hole). After a net bird, player moves back a tee from their normal tees. Players get 100% of their course handicap and the round is not postable.
Foursome Match Play: For each foursome for the first 9 holes played, A plays B in match play, and C plays D. For the second 9 holes, the 2 winners play each other in match play, and the 2 losers play each other. In the event of either first 9 match ending in a tie, A plays C and B plays D for the second 9. Money for the match is distributed 25% to the winner of each of the 4 matches (ties split).
3 or 4 Clubs & Putter: Either 3 or 4 clubs and a putter shall be carried by each participant. There will be separate flights for 3 Club and 4 Club participants.
Mixed Tees: For each tee selection (Pine, Pine/Rust, Rust, etc.), some tees will be moved back and some forward to create a “new course”. Scoring is Stableford-based.
Paula Creamer Open: All players play from the Plum tees.
Who’s Your Daddy: This Stableford event allows you to take your handicap strokes and apply them wherever you’d like on your scorecard (max 2 per hole) prior to the round. Formerly called “Name your Pops”, now called “Who’s your Daddy”.
Skins: A flighted game where the best net score (no ties) within a flight wins a skin. Strokes are given off the low course handicap within each flight. Prize money is divided among all net skin winners within each flight. If there are NO skins in a flight, payouts are based on total round net scores.
Sweet Sixteen: Players play individual, net golf. After each hole they have the choice of either: (A) recording their net score for that hole or (B) discarding their score for that hole. Each player can discard two holes during the course of the round. Key point: A player must decide to discard a hole immediately after that hole is played (before he tees off on the next hole). At the end of the round, the sum of the sixteen recorded net scores (in relation to par) represents that player's final score for the round.
Team Skins Skins, as described above, can be played as a 2-man team game where team score is the sum of the 2 net balls. Skins are determined based on combined net score. Full handicaps are given.