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🌗 Appearance
System follows your phone's own light/dark setting and changes with it through the day. Light and Dark pin the app whichever way your phone goes.
🌐 Language
Automatic follows your phone's language. Game names stay in English so everyone in the group calls them the same thing.
⚙️Additional settings
When everyone's score is in, this phone moves to the next hole on its own after a 3-second countdown. Any tap on the hole resets it; Stay cancels it.
What the GPS map shows — Front/Mid/Back, plays-like, arcs, tracked shots. Your bag and saved shots stay in yards.
🔔Push notifications
🏆Tournament notifications
🏌️ My clubs
Set the real distance range for each club in your bag. The GPS plays-like sheet then recommends from your bag instead of typical amateur numbers. Ranges are in yards. Leave a club blank to skip it, edit any label (wedge lofts included), remove what you don't carry, add anything custom. Use ▲▼ to put a new club where it belongs, and untick a club to take it out of the bag for now — it keeps its ranges and stops being recommended until you tick it back.
📋 My shots
Shots you saved from the GPS — drive estimates and tracked shots — with the date, conditions (wind & temp), and course. Tap × to remove one.
Account
Scheduled Rounds
Plan a regular round ahead of time — course, players, games all saved (up to 8 players). On game day, one tap starts it.
Completed rounds
No saved rounds yet
After you finish a round it'll show up here. You can re-open it any time to view the leaderboard, Final standings totals, or banker history.
Tournaments
Group events for more than 5 players — several carts, one leaderboard, one or more days.
Start a new round
Set up a round, share the join link with buddies, and everyone sees the live scoring.
📋 Scorecard
Tap any score to fix it.
Unit Totals
Units standings
Scorecard
Game results
Tournaments
Group events for more than 5 players. Pick team cup (two teams, match points) or individual (one combined leaderboard), over one or several days. Build cart groups, set each day's course & format, and invite players with a tap.
Games explained
A reference for every game and side game in the app. Tap any header to expand. New to a game? Read it here, then enable it on the Setup screen when you create a round.
Main games
⛳ Skins
How it works: The lowest score on a hole wins the "skin" (the units value for that hole). If two or more players tie for low, no one wins — the skin either carries over to the next hole (prize pool grows) or is split among tied players, depending on what you set.
Par-or-better requirement (optional): turn this on and the lowest score still has to be at par or better to win the skin. Choose "net par" (after handicap strokes) or "gross par" (raw score). If the leader makes bogey or worse, no one wins — the skin carries over (or dies, per your tied-skins rule).
Example: 1 skins. You make a 4 on a par 4 while everyone else makes 5. You win 1 from each player. Next hole, the low score is a 6 on a par 5 — with par-or-better off, the low scorer wins; with par-or-better on, no one wins because nobody made par, and the skin carries to the next hole.
Carry left at the end: if skins are still carrying when a finished round runs out of holes, the leftover goes to the player with the lowest net total (among those who played the most holes). Tied on total, it's void. The Board shows it as “Carry-over — ‹name› on low total” or “Carry-over of N void — tied on total”. It isn't counted as a skin for badges or scorecard circles.
Play a pool: flip the switch and skins becomes a buy-in game — each player puts in the entry, the pool is split by skins won, and a tied hole is simply no skin.
Setup options: units value per skin (or the pool switch and an entry per player), tie behavior (carry / split / none), win requirement (any score / net par / gross par).
🚩 Nassau (with Huckle)
How it works: Three separate games in one — front 9, back 9, and overall 18. Each is worth the same units amount.
Two scoring formats:
• Stroke play (default): lowest total score wins each segment.
• Match play: count holes won (e.g., "1 up after 5"). Closes when one player can't catch up ("3&2" means won 3 with 2 to play).
Special-score bonuses: on top of the segment games, every birdie, eagle, and hole-in-one earns a bonus from each other player. Albatross scores at the eagle rate.
📣 Huckle: if you're down 2+ in any segment (strokes for stroke play, holes for match play), you can call a Huckle — a fresh side game for the same units amount, between you and the current leader, played from this hole through the end of that segment.
• When someone is eligible, the score-entry screen shows a 📣 Huckle available banner — tap 📣 Call Huckle to see the options. Nothing pops up on its own, and no Huckle is offered on a finished round or once the last hole's scores are in.
• Huckles can stack: if you're down 2+ in your active Huckle, you can Huckle again on top of it.
• Counter-huckles are not allowed: only the original trailing player can stack.
• If you don't call before the segment ends, the game just plays out.
Example: 5 Nassau with 10 birdies. After 5 holes you're down 2 strokes on the front — call Huckle. New 5 game runs holes 6–9 between you and the leader. Lowest total over those 4 holes wins the Huckle. The original front-9 game still plays out separately.
Setup options: units value per side, format (stroke/match), allow Huckles toggle, birdie/eagle/HIO awards.
🏆 Stroke play
How it works: Everyone puts a fixed amount in the prize pool. Lowest 18-hole total takes it all.
Example: 4 players, 20 entry = 80 prize pool. Whoever shoots the lowest gross (or net, your choice) wins the whole prize pool.
Setup options: entry amount, net or gross scoring.
👑 Banker
How it works: One player is the "banker" each hole. Every other player plays a 1-on-1 match against the banker. Each player picks their own value for the hole. The banker plays everyone simultaneously.
Banker rotation: rotates through the order on holes 1–15 (configurable cutoff). On the last few holes, the biggest loser picks who's banker next. Prefer choosing? Set Pick each hole in setup and every hole shows a banker picker instead of rotating.
Pressing: any player can press their value, doubling their own value. The banker gets one move per hole: press back (doubles every game on the hole) or the 🎯 blind press before the hole plays out (triples every game), not both — Undo lets you switch. Either stacks on top of player presses, so a pressed player under a blind press is at 6× before any birdie.
Birdie rule (house default): only gross birdies and eagles count — a net birdie from a handicap stroke does not. A birdie doubles that player's own match with the banker (eagle triples it); if the banker makes it, every match on the board doubles. Setup can widen this to "anyone's birdie doubles every match", or switch it off.
Example: Banker shoots a 4 on a par 4. You game 5, made 5. You trail banker 5. Tyler game 2 and pressed → his value became 4 — and he made a gross 3 (birdie), so banker trails him 8. Had the banker made the 3, every match on the hole would have doubled.
Setup options: net or gross, loser-picks rule cutoff hole, banker rotation order (setup or random), birdie auto-double behavior.
🌴 Vegas (4 players, 2v2)
How it works: Four players split into two teams of two. Each team's score on a hole is formed by combining both partners' scores into a two-digit number — lower digit first. So a 4 and a 5 = 45. Difference between the two teams = points won by the lower team.
Team rotation (setup option):
• Rotate every 6 holes (default): three segments — A&B vs C&D for holes 1-6, A&C vs B&D for holes 7-12, A&D vs B&C for holes 13-18. Everyone partners with everyone over the round.
• Fixed teams all 18: the first pairing (A&B vs C&D, based on player setup order) plays the entire round. Useful when you've already settled who's on what team and don't want it to shift.
• Switch teams at the turn (9 & 9): you pick the 2v2 for holes 1-9, then partners swap automatically on hole 10 — A&B vs C&D becomes A&C vs B&D. It stays one running total across all 18 (not two separate games), and the tie multiplier resets at the turn so nobody inherits a 4x carry with a brand-new partner.
• Dynamic — partners reshuffle every hole: hole 1 is a random pairing (deterministic by game code so every phone agrees); from hole 2 on, the previous hole's highest scorer partners with its lowest, the other two are the second team, and a tie for high or low keeps the previous partnerships. One running total over 18.
Birdie flip: if your team makes a birdie, the OPPONENT's score gets flipped (5+4 becomes 54 instead of 45) — makes their number bigger and increases the swing against them.
Eagle: flips the opponent AND doubles the point swing on that hole. Two birdies on one team also flip and double; two eagles make it 4x.
Net scoring & natural birdies: on Net, handicap strokes count toward every score, so a stroke can win the hole. By default, though, only a natural (gross) birdie or eagle flips or doubles — a 4 on a par 4 with a stroke is a net 3 that can win the hole, but it doesn't flip anyone. Pick “Net — handicap-stroke birdies/eagles flip & double too” under Net or gross if your group wants a stroke birdie to count.
Tie escalation: when a hole ties, the next hole's game DOUBLES. Two ties in a row → next hole is 4x. Three in a row → 8x. Four → 16x. The first hole someone wins clears the streak and the multiplier resets to 1x. Stacks with eagle doubles (so a 4x carry hole with an eagle gives 8x). The tie carry is capped at 64x (six doubles in a row), so a long run of ties can't run away.
Example: Team A scores 4 + 5 = 45. Team B scores 5 + 6 = 56. Team A wins 11 points × 0.25 = 2.75. If hole 2 ties (no points won), hole 3 becomes 2x. If hole 3 also ties, hole 4 becomes 4x. If hole 4 also ties, hole 5 becomes 8x. Whenever a hole is finally won, that hole awards at the elevated multiplier and the next hole resets to 1x.
Setup options: Units per point; net or gross — Net — only natural birdies/eagles flip or double (default), Net — handicap-stroke birdies/eagles flip & double too, or Gross; team rotation (rotate every 6 / fixed all 18 / switch at the turn / dynamic).
Requires exactly 4 players. Birdie flip, eagle doubles, and tie escalation always on in every rotation, Dynamic included.
6️⃣ 6's / Round Robin (4 players)
How it works: Four players, partnerships rotate every 6 holes so everyone is partnered with everyone else for one segment. Best ball per team wins or loses each hole's game.
Example: Holes 1–6: A+B vs C+D. Holes 7–12: A+C vs B+D. Holes 13–18: A+D vs B+C. Total each segment separately, Final standings at the end.
Setup options: Units per hole won, net or gross.
Requires exactly 4 players.
✂️ Splix 6's / Split Sixes (3 players)
How it works: Three players, stroke play. Each hole has 6 points to distribute: 4 pts for best score, 2 pts for middle, 0 pts for worst. Ties split evenly (two tie for best = 3-3-0; two tie for second = 4-1-1; all tie = 2-2-2).
Scoring mode 1 — Per-point value: Settled per hole against the field. The average is always 2 pts (6 ÷ 3 players). Each point above 2 earns value; each point below 2 costs value. Example at 2 u/pt — hole result 4-1-1: best player earns (4−2)×2 = +4; each of the tied second-place players gives (1−2)×2 = −2. Normal hole 4-2-0: best +4, middle 0, worst −4. All tie 2-2-2: 0 each.
Scoring mode 2 — Entry pool: Everyone puts in a fixed amount. Points are tracked the same way. Most total points after 18 holes wins. Winner takes all splits the prize pool on a tie. 80/20 gives 1st place 80% and 2nd place 20% of the prize pool.
Setup options: Scoring mode, u/pt or entry, award type, net or gross.
Requires exactly 3 players. Also known as Split Sixes, the 6-Point Game, Cricket, or English.
🎯 Bingo Bango Bongo
How it works: Three points are up for grabs every hole. Bingo goes to the first player whose ball lands on the green. Bango goes to the player closest to the pin once all balls are on the green. Bongo goes to the first player to hole out. Each point earns the winner X from every other player.
Example: 1 u/pt, 4 players. You win Bingo and Bongo on a hole — you take 1 from each of the 3 other players twice = +6. The Bango winner also takes 3. Players who won nothing that hole: −1 for each of the 3 points = −3.
On the score screen: After entering scores each hole, tap who won Bingo, Bango, and Bongo. The tracker handles the math automatically.
Setup options: Units per point (taken from each other player).
Great for mixed-skill groups — handicaps don't apply and big blowup holes barely matter. Any number of players (2+).
📊 Stableford
How it works: Points-based scoring against par. Each hole earns: Double Eagle=5 pts, Eagle=4, Birdie=3, Par=2, Bogey=1, Double bogey or worse=0. High score wins — unlike stroke play, big blowup holes barely matter (they just score 0).
Scoring mode 1 — Entry pool: Everyone puts in a fixed amount. The player with the most total points wins. Two award options: Winner takes all — highest points wins the entire prize pool (ties split evenly). 80/20 — 1st place takes 80% of the prize pool, 2nd place takes 20% (ties at the same position split that share).
Example (80/20): 5 entry, 4 players = 20 prize pool. A: 42 pts, B: 36 pts, C: 30 pts, D: 28 pts. A wins 16 (80%), B wins 4 (20%). C and D each lose 5.
Scoring mode 2 — Per-point value: No entry. At the end of the round each pair settles by their total point difference × u/pt. Beat someone by 6 pts at 1 u/pt → they are behind you by 6.
Setup options: Scoring mode, entry or u/pt, award type, net (recommended) or gross.
Works for any number of players (2+). One of the most popular formats in recreational and competitive golf worldwide.
🐺 Wolf / Captain
How it works: The "Wolf" rotates each hole. After watching the others tee off, the Wolf either picks a partner for that hole (1v1 against the other two) or goes Lone Wolf against all three (2x game). Brave Wolves can call Blind Lone Wolf before anyone tees off (3x game).
Example: 2 Wolf game. You're Wolf, you go Lone Wolf — that's 4. You win → each opponent is behind you by 4 (total 12 for the hole). You lose → you trail 4 to each.
Setup options: Units per hole.
Best with 3–4 players.
🔨 Hammer
How it works: A match-play game (1v1 or 2v2) built around a doubling "hammer." You play each hole for a base value, but at any point a player can throw the hammer to double the game value.
Accept or fold: when the hammer is thrown, the other side either accepts — the value doubles and they hold the hammer next — or declines and concedes the hole right there at the current game. The hammer can be thrown back and forth, doubling each time it's accepted.
Winning the hole: low score wins the hole and its prize pool. Turn on halved holes carry and a tied hole rolls its prize pool forward onto the next hole.
Example: 2 base. You throw the hammer, they accept → 4. A few shots later they hammer back, you accept → 8. You make the low score, so you win 8 on the hole.
Setup options: Units per hole (the base value), use handicaps (net match) on/off, and halved holes carry the prize pool on/off.
⚔️ Match play (1v1)
How it works: Pair players up head-to-head. Each pairing plays match play — count holes won, not strokes. "1 up" means up by 1 hole. Match closes when one player can't possibly catch up ("3&2" = won 3 holes with 2 to play).
Example: 20 match. You're 2 up after 16. Opponent can win at most 1 of the last 2 holes — match closes, you win 20.
Setup options: Units per match, net or gross.
👥 Team match play
How it works: Pick fixed teams up front. Each hole, the better ball (lowest score) on each team competes — team with the lower best ball wins the hole. Match decided hole-by-hole over 18.
Example: 4 players, 2v2. Hole 1: Team A's best ball is 4, Team B's is 5. Team A is 1 up. Match closes when one team can't catch up.
Setup options: Units per player, net or gross, team picker for any even-sized team (2v2, 3v3, 4v4, etc.).
Requires an even number of players (2+).
🏌️ Team low ball
How it works: Same teams as Team match play, but instead of hole-by-hole match play, you sum up each team's best ball over all 18 holes. Lowest total wins.
Example: Team A's combined best balls = 68. Team B's = 71. Team A wins by 3 strokes — take the game.
Setup options: Units per player, net or gross, team picker.
Requires an even number of players (2+).
🏁 Shamble
How it works: A scramble off the tee, then real golf. Everyone on the team tees off, the team picks the best drive, and every player plays their own ball from that spot into the hole. On each hole a team counts its best 1 or 2 net scores (you choose) and adds them up. Lowest 18-hole team total wins.
Handicaps: because everyone plays from the best drive, handicaps are cut by the Shamble allowance — 50% by default (50% is common for pairs, 30–35% for foursomes). It replaces the round's handicap percentage for this game only.
Drives: on the score screen, tap whose drive the team used on each hole. The scorecard keeps a count for every player and flags anyone short of the minimum drives (3 by default; set it to 0 to turn the check off). Drives never move any units.
Example: 5 u/player, best 1 net ball. Team A totals 71, Team B 74. Team A wins — each Team A player takes 5, each Team B player gives 5. A tie is a push. Stop early and it settles on the holes played.
In a tournament: each cart is a team playing the whole field, ranked on the Event Leaderboard. Everyone puts in the amount set; the winning cart splits it, and a tie for first is a push.
Setup options: Units per player, balls per hole (1 or 2), net or gross, handicap allowance %, minimum drives, team picker.
Requires 4+ players in two even teams. If a partner has to leave, mark them with “· left the round?” and the team counts the balls it has from then on. A blank score from a player who is still playing leaves the hole incomplete.
➕ Combo Score
How it works: The tournament format properly called Aggregate. Both players on a two-person team play their own ball all the way from tee to green. Nothing is discarded — instead of keeping the better ball, both scores are added together on every single hole to make the official team score. Lowest team total over the round wins.
Example: Player A cards a net 4, Player B a net 5. The team's score for that hole is 9. Over 18 holes Team A totals 148, Team B totals 152 — Team A wins by 4 and takes the game.
Why it plays differently: because every stroke from both players counts, there is nowhere to hide a blow-up hole. One triple bogey lands on the team card in full. That is exactly why it is the format behind so many member-guest events — it rewards steady, conservative team play instead of one hero and one passenger.
Not the same as Team low ball: low ball keeps only the better ball on each hole. Combo Score keeps both.
Setup options: Units per player, net or gross, 2-man (two teams) or 4-man (whole group vs the field), team picker for any even-sized team.
Requires an even number of players (2+). Every player on a side needs a score on a hole before that hole counts — a picked-up ball has to be written down.
🏆 Ryder Cup (2v2, 3 segments)
How it works: Two teams of two compete across 18 holes split into three 6-hole segments. Each segment uses a different format — Best Ball (each player plays their own ball, team uses the lower score), Scramble (both players hit, pick the best shot, repeat), or Alternate Shot (partners share one ball, alternating shots). You choose the order of formats at setup.
Scoring: 1 point for a hole win, 0.5 points each for a halve (tie), 0 for a loss. After 18 holes, the team with more total points wins — they take point differential × u/pt per player.
Example: 2 u/pt. Team A wins 10–8. Diff = 2 pts × 2 = 4 per player. Each Team A player takes 4; each Team B player gives 4.
On the score screen: Best Ball holes use each player's individual score (entered above). Scramble and Alternate Shot holes show a team score entry panel — enter one score per team for that hole.
Setup options: Units per point, net or gross, choose the format for each 6-hole segment, team picker.
Requires exactly 4 players (2v2).
🌀 Scramble (2v2)
How it works: Two teams of two. Every shot, both players hit, the team picks the best shot, and everyone plays from that spot — repeat until holed. Results in one team score per hole.
Match play mode: Team with the most holes won over 18 wins a flat u/player award. Ties result in no units changing hands.
Stroke play mode: Team with the lowest 18-hole total wins. Award = stroke difference × u/stroke per player.
Example (stroke): 2 u/stroke. Team A shoots 68, Team B shoots 72. Team A wins by 4 strokes × 2 = 8 per player.
On the score screen: Enter one team score per hole using the +/− buttons — no individual player scores needed for this game.
Setup options: Match play or stroke play, Units per player/stroke, team picker.
Requires exactly 4 players (2v2).
Quota (Points)
How it works: Each hole earns Classic Quota points — Albatross 8, Eagle 6, Birdie 4, Par 2, Bogey 1, Double bogey or worse 0 (net or gross, your choice). Each player has a quota target: Auto = 36 − handicap (a 15-handicap → 21), or Manual (type each player's quota, e.g. for a dogfight). Your result = points earned − quota. Most over quota wins.
Scoring modes: Entry pool — everyone puts in; winner takes all (or 80/20 between 1st and 2nd). Per-point — each pair settles by their result difference × u/point.
Setup options: net or gross, auto or manual quotas, pool or per-point.
Net scoring plus a handicap-based quota applies handicap twice. That's a valid way to play — flip to Gross if it feels too generous to high handicaps.
🏹 Team Quota
How it works: Even teams (2v2, 3v3, …). Each player earns points and carries a quota exactly like Quota. Team total = sum of each member's (points − quota). Higher team total wins.
Settlement: Per point — (Team A total − Team B total) × u/point, scored per player (zero-sum on even teams). Fixed prize pool — everyone puts in; the higher-total team splits the prize pool; ties refund.
Settlement: Team Quota is a prize pool game — everyone puts in the entry and the winning team splits the whole prize pool; a tie refunds every entry. Nothing settles until every hole is in. (Per-point settlement was retired in v1084: it awarded the full team margin to every player, so an 8-a-side blowout ran into hundreds of units a head. Rounds already game that way still settle on their original terms.)
In a tournament: the day's Team Quota is one whole-field game — Team A vs Team B across every cart group. Your group's Board shows the points; the Event Leaderboard is where the units settles, once.
Setup options: auto or manual quotas, entry, team picker. Always scored gross — the handicap is already in the 36 − handicap target, so applying strokes per hole as well would count it twice.
Requires even teams — an odd player count is blocked with a message.
9️⃣ Niners (5-3-1) (3 players)
How it works: A three-player points game. Every hole splits 9 points by score: 5 to the low, 3 to the middle, 1 to the high. Ties combine and split the points evenly — two tie for low = 4-4-1, two tie for middle/high = 5-2-2, all three tie = 3-3-3.
Optional Blitz: win a hole outright by 2 or more strokes and you sweep all 9 points.
Scoring mode 1 — Entry pool: everyone puts in; most total points after 18 wins. Winner takes all (ties split) or 80/20 (1st gets 80%, 2nd gets 20%).
Scoring mode 2 — Per-point: the per-hole average is 3 (9 ÷ 3 players). Each point above 3 earns value, each point below costs value, settled against the field.
Example: 1 u/pt, a 5-3-1 hole. Low player +2 pts over average = +2, middle player 0, high player −2 = −2.
Setup options: Scoring mode, u/pt or entry, award type, Blitz on/off, net or gross.
Requires exactly 3 players. Also known as the 9-point game.
⚖️ High & Low (2v2)
How it works: Two teams of two, everyone plays their own ball. Each hole is worth two points: one to the team with the better LOW ball, one to the team with the better HIGH ball (lower score wins each). A tied ball halves that point.
Optional birdie-double: a birdie that wins its point doubles that point.
Settlement: the point difference over the round × u/point, scored per player.
Example: 1 u/pt. Over 18 your team ends +6 points on the combined high/low tally → each opponent trails 6.
Setup options: Units per point, net or gross, birdie-double on/off, team picker.
Requires an even number of players (4+).
🐾 Animals
How it works: A running penalty side game. Tap who earns each animal as it happens — Gorilla (out of bounds), Snake (3-putt), Shark (in the water), Camel (in a bunker), Jackal (a shank), Dolphin (two waters on one hole), Crab (two bunkers on one hole).
The catch: each animal passes to the last player who did it, so only the final holder loses that animal. Birdies, eagles and albatrosses (read straight off the scorecard) cancel penalties out.
Settlement: net points settle per point at the end of the round.
Setup options: Units per point.
Any number of players (2+). Tap the animal chips on each score row as they happen.
⭐ Marks
How it works: A highlight-reel game — most marks wins, not the lowest score. Earn marks for the flashy plays: GIRs, sandies, chip-ins, fishies (par after a penalty), darts (closest on a par 3) and muscles (longest drive), plus birdies, eagles and albatrosses straight off the card.
Why it's fun: an erratic ball-striker who makes a few spectacular plays can win even with a messy card.
Settlement: net marks settle per point.
Setup options: Units per point.
Any number of players (2+).
🥔 Hot Potato
How it works: One token nobody wants. Pick a trigger at setup — 3-putt, double bogey, out of bounds, or water. Whenever someone does it, tap them: the potato moves to them and doubles in value every time it changes hands.
The sting: whoever is holding the potato after the 18th hole gives up its current value, split among everyone else. The pressure builds all the way to the clubhouse.
Example: 1 start, doubling. After it changes hands 4 times it's worth 16 — and it's live until the final putt drops.
Setup options: starting value, trigger (3-putt / double / OB / water).
Any number of players (2+).
☂️ Umbrella
How it works: A 2v2 team game where the points grow all round. Every hole has five points up for grabs, and each point is worth the hole number — 1 apiece on hole 1, all the way up to 18 apiece on hole 18. The five points each hole:
• Low ball — the team with the single lowest score.
• Low total — the team with the lower combined two-ball total.
• GIR (partner 1) and GIR (partner 2) — one point per partner slot; your player greens in regulation while the matching opponent doesn't.
• Birdie — either partner makes a birdie.
Win a point outright to take it; a tie awards it to nobody.
☂️ The umbrella: if one team sweeps all five points while the other scores zero, that hole's points double. A tie on any single point kills the umbrella.
Example: On hole 8 (worth 8 each) your team wins low ball, low total, one GIR and the birdie — 4 points × 8 = 32 — but the other team grabs the second GIR, so no umbrella. On hole 12 you sweep all five while they get none: 5 × 12 = 60, doubled to 120.
Settlement: the running point difference between the teams × your u/point, scored per player. Play it net (by stroke index) or gross.
Exactly 4 players, two teams of 2. The two GIR points need GIR tracking turned on for the round.
🪙 Pot of Gold
How it works: A separate prize pool rides on every hole, and the low score wins that hole's prize pool from everyone else. You decide the 18 values before the round.
Setting the prize pools: bulk-set one flat amount for all 18 holes, hand-edit any hole, or tap Auto-weight to size each prize pool by difficulty — the hardest hole (stroke index 1) is worth 18, down to 1 on the easiest. The tougher the hole, the bigger the units.
Carryover (optional): turn it on and a tied hole's prize pool rolls onto the next hole, building until someone wins it outright (Skins-style). Off, a tie just splits that hole's prize pool among the players who tied.
Example: Auto-weighted prize pools. On the No. 1 handicap hole (18) you make the low net — you take 18 from each other player. Two players tie the next hole (15) with carryover on, so its 15 rolls forward and the following hole plays for its own value plus that 15.
One pot per hole: each hole's value is one pot that everyone chips into equally — an 8 pot in a four-ball is 2 from each of the other three, so the winner nets +6. Want bigger stakes? Raise the base value.
Birdie bonus (optional): turn it on and winning a hole with a gross birdie pays 2× that hole's pot (carry included); an eagle or better pays 3×. A net birdie doesn't count — it has to be the real thing.
Settlement: zero-sum across the group — winners take each hole's value from the players they beat. Play it gross or net.
Any number of players (2+). Everyone competes for every hole's prize pool.
🍀 Side games
Small per-event games that pile on top of the main games. Each earner takes the game amount from every other player.
⛳ Par 3 Greenie (with Hero Tax)
How it works: Closest to the pin on a par 3 wins from each other player — but only if they make par or better. Default 5 per other player. Bigger game values than the junk-style Greenie, lives as its own side game.
💩 Hero Tax (built-in option): if the Par 3 Greenie winner 3-putts, two things happen at once: (1) they forfeit the greenie award entirely, and (2) they give every other player a fixed amount (default 5).
On the score screen: on every par 3, you'll see a Par 3 Greenie row with chips for each player. Tap to mark the winner. If Hero Tax is on, a "did the greenie winner 3-putt?" sub-row appears whenever there's a winner — tap a name to mark them. Their greenie chip will get crossed out to show the award was canceled.
Example: 5 greenie, 5 Hero Tax, 4 players. You stick it to 3 feet on a par 3 — greenie is yours. Then you 3-putt for bogey. Result:
• Greenie: 0 (forfeited)
• Hero Tax: −5 from each other player = −15
• Net for the hole: −15. Brutal.
🐦 Birdie Override (optional): The greenie normally goes to whoever's closest to the pin. With Birdie Override on, if that player doesn't make birdie but someone else birdies on the green, you can hand the greenie to the birdie-maker — tap their bird chip on the score screen. It is always a deliberate tap: the app shows who it reads as on the green and who it reads as a chip-in, but it never moves the greenie by itself, so a chipped-in birdie can't quietly steal one. If two or more players birdie, tap whichever was closest to the hole. Closest-to-pin still wins outright whenever they birdie themselves.
Setup options: Units per other player for the greenie, Hero Tax on/off, Birdie Override on/off.
Independent from the smaller junk-style Greenie — you can run both if you want a 1 junk Greenie alongside this 5 game.
🎯 Closest to the Pin
How it works: The organizer picks which holes qualify when setting up the round (any holes — usually the par 3s, but it's your call). On each qualifying hole, every player puts in the set amount, the group marks who stuck it closest — ball must be on the green — and logs the distance in feet and inches. Closest takes the whole prize pool.
On the score screen: qualifying holes show a 🎯 Closest to the Pin row — tap the winner, punch in the feet + inches. The Board lists every CTP hole with the winner, distance, and prize pool (and flags holes nobody's logged yet).
In tournaments: when rounds are linked to an event, the tournament card automatically shows the single best CTP across all groups for each hole — one prize, the whole field competing.
Example: 5 CTP on holes 3, 8, and 15 with 4 players. On hole 8, Kevin sticks it to 3' 7" — closest of the group. He takes 5 from each of the other three: +15.
🏆 Low Net Pool
How it works: everyone puts in the same entry. The lowest NET score over 18 — at full handicap, whatever the round's handicap percentage is set to — wins the whole prize pool. In a round, ties split it evenly. In a tournament, a tie goes to a card-off — lowest back 9, then back 6, back 3 and the last hole (handicap-adjusted) — and only a tie that survives all of that splits.
When it gives: once every player in the pool has all 18 holes entered, so a mid-round leader never looks like they've already won.
Same game as the tournament Low Net Pool, scoped to your round.
⛳ GIR Pool
How it works: everyone puts in the same entry and the most greens in regulation over 18 takes the prize pool; ties split.
Tracking: a green counts from your tracked GIR (or from score minus putts landing two or more under par), so GIR tracking switches on automatically when you add this game.
If nobody records a single GIR the prize pool is void and no units moves.
🥅 Fewest Putts Pool
How it works: everyone puts in the same entry and the fewest total putts over 18 takes the prize pool; ties split.
Tracking: putt tracking switches on automatically. When the round is finished, a blank putts box on a hole you scored counts as 0 (a chip-in or hole-out) — as long as you logged putts that round. A player who logged no putts at all can't win it, otherwise not logging putts would beat putting well.
🐦 Birdie Bump
How it works: set an award for birdies, eagles, and holes-in-one. Any participant who makes one takes that amount from every other participant — straight off the scorecard, no tagging needed.
Example: 10 birdie, 4 players. You birdie the 9th → take 10 from each of the other three: +30. Eagles and aces score their own (bigger) amounts.
🟢 GIR (Green in Regulation)
How it works: Hit the green in regulation — meaning your ball is on the putting surface in par minus 2 shots. So one shot on a par 3, two on a par 4, three on a par 5. Works on any hole, not just par 3s.
⚡ Auto-fill: if the round is tracking GIRs (Setup → "Track GIRs"), this side game marks itself — enter scores and putts (or tap the GIR chip) and the right players are credited automatically. No double entry.
Example: 1 GIR, 4 players. You hit the green on a par 4 in 2 shots. Take 1 from each of the other 3 players. Multiple players can earn it on the same hole — everyone who hit the green in regulation takes.
Different from "Par 3 Greenie" in the Main games section — that one is closest-to-pin on par 3s only and scores bigger. GIR is a smaller side game that triggers any hole you stick the green on time.
🏖️ Sandy
How it works: Make par or better after being in a bunker on that hole.
Example: Hit a fairway bunker, blast out, two-putt for par on a par 4. That's a sandy.
🍫 Rolo
How it works: Take a penalty stroke on a hole and still make par or better.
Example: Drive into the water on a par 4, take your drop and the penalty, then hit it close and make the putt for par. That's a Rolo.
⚡ Auto-fill: if the round is tracking Penalties (Setup → "Penalties"), this side game marks itself as soon as a penalty and a par-or-better score are both in. You can still tap a player to add or remove it by hand — a manual change sticks.
🌳 Barkie
How it works: Make par or better after hitting a tree.
Example: Drive ricochets off an oak, you punch out, then stick it close and save par. Barkie.
📏 Polie
How it works: Make a long putt — typically 10+ feet. Group sets the standard.
Example: Drain a 25-footer for birdie. Polie.
🐍 Snake
How it works: Whoever 3-putts gets the snake. It hangs on you until someone else 3-putts — and it always sits with the last person to 3-putt. If two people 3-putt the same hole, whoever holed out last holds it. Whoever's holding it after the final hole gives. The prize pool grows with every 3-putt on the round, so the more snakes, the bigger the sting.
Example: 0.50 snake. You 3-putt hole 4 — snake's yours. Tyler 3-putts hole 11 — passed to him. He holds it through 18. With 5 total 3-putts on the round, Tyler gives 5 × 0.50 = 2.50, split among everyone else.
Defaults to 0.50 because it tends to land on the same person.
⛳ Arnie
How it works: Make par without hitting the fairway or the green in regulation. Named for Arnold Palmer's go-for-broke style — out of trouble all day, still makes par.
Example: Drive into the rough, second shot into a bunker, blast out and one-putt for par on a par 4. Pure Arnie.
🎯 Chip-In
How it works: Hole out from off the green for par or better. The shot has to be a chip, pitch, or putt-from-the-fringe — anywhere off the putting surface — and it has to score par or under. A chip-in for bogey doesn't count.
Example: 1 chip-ins, 4 players. You miss the green left on a par 4, in 2. You chip in from 30 feet for a 3 (birdie). Take 1 from each of the other 3 players. If you'd chipped in for a 4 (par), still counts. If you'd been chipping for bogey, no chip-in.
⚡ Auto-fill: if the round is tracking Putts (Setup → "Putts"), this side game marks itself the moment a player is logged with zero putts and a par-or-better score — zero putts means the ball was holed from off the green. A hole-in-one is excluded (that's an ace, not a chip-in). You can still tap a player to add or remove it by hand — a manual change sticks.
Logging zero putts: tap − on an empty putts box and it logs 0 (tap + and it starts at 2).
Holed-out shots from on the green don't count — that's just a putt. Chip-in implies the ball was off the green when you hit the holed shot.
📏 Long Putt
How it works: Everyone puts in the set amount. Whoever makes the longest putt of the round wins the whole prize pool.
On the score screen: tap who currently has the longest putt and log the distance — update it any time someone drains a longer one. The 📏 bubble on the GPS screen jumps you straight to logging it.
In tournaments: the longest putt across the entire field wins one prize pool.
Example: 5 Long Putt, 4 players = 20 prize pool. Kevin rolls in a 40-footer on 14 and nobody beats it — he takes the 20.
💥 Long Drive
How it works: Everyone puts in; the longest drive on the designated hole wins the prize pool. The organizer marks the winner (and an optional yardage) — there's no auto-measure.
In tournaments: the longest drive across the whole field takes the prize.
Example: 5 Long Drive on hole 7, 4 players = 20. The group marks the bomb of the day and that player takes the prize pool.
A tournament-style side game — set it up when a round is part of an event.
Handicap rules
📊 Handicap basis
Each player uses their own handicap: traditional setup. A 12-handicap gets 12 strokes, an 8-handicap gets 8.
Play off the lowest handicap: the lowest-HCP player plays scratch (0 strokes). Everyone else gets the difference. So if the lowest is a 5, the 12-handicap gets 7 strokes (12 − 5). Common in match play to keep things fair without giving up too many strokes.
⚖️ Handicap percentage
Slider from 25% to 100%. Multiplies everyone's effective handicap. Common conventions:
• 100%: full handicap (default)
• 90%: stroke play with mixed groups
• 80%–85%: typical for fourball / better-ball matches
• 75%: singles match play in some leagues
• 50%: heavy reduction, only the high handicaps get strokes
Combine with "play off lowest handicap" for proper match-play conventions.
3️⃣ No strokes on par 3s
Optional rule. When checked, no player gets a stroke on any par 3 hole, regardless of stroke index. Useful when the group feels giving strokes on short holes inflates handicaps unfairly.
📊 How handicaps work
The basics
This app uses a World Handicap System calculation. Following GHIN/WHS rules, a Handicap Index is only issued once a player has posted at least 54 holes (three 18-hole rounds, or any mix of 9- and 18-hole rounds totaling 54) with course rating & slope stored. It then auto-calculates and pre-fills on the Setup screen when you pick them from the saved roster.
Before 54 holes, no index is shown. The roster picker badge tells you "27/54 holes for GHIN handicap" so you know how close they are.
What gets stored
Every time you tap "Save & return home" on a finished round, the app archives each player's:
• Date the round was played
• Course name
• Tee played from (Forward, Middle, Back, etc.)
• Gross score (total strokes)
• Course rating & slope for that tee
• Differential = (113 / slope) × (gross − rating − weather adjustment)
Rounds without rating/slope set, or rounds where a player didn't complete 18 holes, are silently skipped.
🌦️ Weather adjustment
Bad Golf watches the live wind, temperature and rain while you play. When the weather makes a course play harder, that round's handicap differential gets a small break — the same idea as the USGA's Playing Conditions Calculation (PCC), which protects your index on rough days.
It uses the real World Handicap System formula with a conditions term added:
Differential = (113 ÷ slope) × (gross − rating − conditions adjustment)
The conditions adjustment is 0 to +3 strokes, driven mostly by wind (gusts count extra), then cold or heat, then rain. Calm, mild, dry days get 0 (no change); a nasty, windy, wet day can reach +3, which lowers that round's differential so a bad-weather score doesn't unfairly inflate your index.
Note: this is Bad Golf's live-weather estimate, not the official GHIN PCC (the USGA calculates that from other golfers' scores, not from weather). You can turn it off in ⚙️ Additional settings. Every round stores both the raw and weather-adjusted differential — and your Handicap Index always uses the raw one, exactly like GHIN; the weather number is informational.
The handicap math
From the player's stored differentials, the app picks the lowest N from their most recent 20 rounds and averages them, applying small adjustments for low round counts:
• 3 rounds: lowest 1 minus 2.0
• 4 rounds: lowest 1 minus 1.0
• 5 rounds: lowest 1
• 6 rounds: avg of lowest 2 minus 1.0
• 7-8 rounds: avg of lowest 2
• 9-11 rounds: avg of lowest 3
• 12-14 rounds: avg of lowest 4
• 15-16 rounds: avg of lowest 5
• 17-18 rounds: avg of lowest 6
• 19 rounds: avg of lowest 7
• 20+ rounds: avg of lowest 8 of last 20
Tee selection per player
Each course can have multiple tee boxes (Forward, Middle, Back, Championship — or whatever you name them). Each tee has its own rating and slope.
When you set up a round, each player picks which tee they're playing. Their differential gets calculated using their tee's numbers — so a high-handicap player on the forward tees and a scratch on the championship tees get fair handicap math even though they're playing the same round.
Tee-adjusted course handicap: once a player has an established index, picking a tee also adjusts the handicap they play to that day, using the real formula: Index × (Slope ÷ 113) + (Rating − Par). The same 10 index plays as a 12 or 13 from a 135-slope tee and a 10 from a neutral one — the app fills it in automatically the moment the tee is picked (you can still type over it).
If a player doesn't pick a tee for a round, that round won't count toward their handicap (the round still works for game).
🏷️ The "TEMP" badge
Brand-new players don't have an official handicap index yet — that only kicks in once they've posted 3 rounds (or 54+ holes total) with a rated tee. Until then, Bad Golf needs some number to use for game math, so it holds onto whatever handicap was entered for them by hand: either typed in for them at round setup, or answered when they first signed up.
Anywhere that stand-in number shows up — round setup, your Stats/profile page, the Times picker — you'll see a small TEMP tag next to it. That's your cue it's a placeholder, not the real thing yet.
It keeps working exactly the same way, round after round, until enough history builds up for a real index — at that point the TEMP tag disappears automatically and the official calculated index takes over everywhere. No one needs to re-enter anything.
Note: the Friends leaderboard's ranked handicap column is the one place this never appears — it always shows the real computed index or "N/A," never a self-reported number, so the ranking stays fair.
🏆 Tournaments
🏆 What a tournament is
A group event for more than one cart — one field, several groups, one leaderboard — over one or several days. Everything lives under More › 🏆 Tourney; tap + New tournament to build one.
Three types, picked on the first screen:
• Team — two or more sides (up to 8) scoring cup points against each other, with an optional tournament pot.
• Individual — everybody on one combined leaderboard.
• Bracket Play — a knockout: 8 players is 3 rounds, one per day, with the next day's matches built from the day before.
Whoever creates it is the commissioner. Leave "Commissioner is a player" on to play in it, or switch it off to run the event without being in the field.
🧭 Setting one up
The setup walks you through it one step at a time, and every step saves as you go — close it and 💾 Save tournament keeps it on your Tourney tab until you are ready.
• Team names & logos (team events) — name the sides, add a logo if you like.
• Add players — pick Bad Golf users, or add a guest with just First name, Last name and HCP.
• 🤝 Pick the teams — one column per side; tap a name to move it. ⚖️ Balance by handicap or 🔀 Shuffle does it for you.
• 📊 Handicap rules — set once for the whole event: basis, percentage, strokes on par 3s, max score.
• 💰 Tournament pot (team events) — a buy-in per player; most cup points across every day wins it, split among the winning side. You can hold a share back off the top (a fee or a percent, with a label) before it pays out.
• Then, for each day: pick the course → set the date → configure the games → assign tees → Carts & teams (who rides together, each group's Time) → add a scorekeeper per group → Review & start.
With exactly four players (two a side) the match pairing is made for you and shown as "Tyler O. + Tar B. vs Gregory J. + Steve M." — tap Change teams if you want it different.
🎮 Tournament games vs. group games
Tournament games are set by the commissioner on Configure games and settle across the whole field: the day's format (Stroke play, Stableford, Quota, Match play, Team match play, Team Quota, Team low ball, Shamble, Scramble, Ryder Cup — one format at a time) plus the field prize pools — Skins, Low Net, Most GIRs, Fewest Putts, Long Putt, Closest to the Pin, Long Drive.
The main format is paid from the tournament fee, so it carries no units of its own; the pools do. Ryder Cup and Scramble play a shared ball, so the individual pools switch off on those days.
Group games are each cart's own action — Nassau, Banker, Wolf, junk and the rest — set up on the cart's round like any ordinary round, and settled inside that cart only. A pool switched on for the whole event is what pays; the same game inside a cart is suppressed so nothing settles twice.
📨 Inviting the field
When you reach Review & start with every step done, the app asks once: "Send the invites now?" Players with the app get a notification; everyone else gets the join link by text — there are no phone numbers to type. ✉️ Personal invites on the Review step resends any single one.
A guest added by name sees an "Is this you?" card the moment they sign in and takes their own spot. The event shows on everyone's Times calendar with their group's tee time, and tapping it opens the event.
▶ Playing a day
The commissioner taps ▶ Start Day 1 on the event card. Each group gets its own round; its scorekeeper keeps the card the way any round is scored, and every group's scores flow into the Event Leaderboard as they land — tabs read Day N · Group M, with a Strokes | ⚔️ Matches pair on match days.
Carts hold up to 5. When the day starts, the app checks each cart fits the day's games (Vegas and Ryder Cup need exactly 4; a 2-man scramble needs 4). A cart that doesn't fit stays unstarted until it's re-paired, and you're asked whether to launch the others anyway.
Games a cart set up for itself (its own Nassau, Skins, Greenie and so on) settle inside that cart and get their own Board cards tagged (your group), next to the field games. A cart's Nassau offers Huckles just like a normal round.
On team events the cup card keeps the points per side (a ranked table past two teams). 💰 Awards on the leaderboard shows what every pool paid, and 📲 Text Final Standings sends the whole field's scorecard, not just your cart's.
A finished event is filed under Completed Tournament Rounds on the Rounds tab, and its rounds count in your Stats and Badges like any other.
🗑️ Deleting one
Only the commissioner can delete a tournament (✏️ Edit and 🗑️ Delete on its card). Deleting removes the event and every round it launched, for everyone — the scores, the units, the stats they counted toward and any badges they earned. Other players' apps drop it the next time they open. It cannot be undone.
🏅 Leagues
🏅 What a league is
A season you play with the same group — one round a week for 6 to 12 weeks, with a table that keeps itself up to date. Ordinary rounds are one afternoon; a league is the whole run of them added together.
Two formats, picked when the league is created:
• Individual — against the field — everyone posts a score and the week ranks the cards. No opponents, so any number of players works. This kind of league has no schedule to build, and can accept rounds from any course.
• Team league — two-man teams paired against another team each week (a scramble by default, or team match play).
You can add playoff weeks at the end. Those are extra weeks on top of the season length, not the last few of it.
🔗 Joining one
Leagues are invite only — there is no code to look up. Whoever runs the league adds the players, then sends one league link. Players with the app get a notification; everyone else gets the link by text. Tap it, pick your spot from the ones nobody has taken, and you are in.
Your seat is tied to your account, not to your name. If you tap the link before signing in, Bad Golf holds onto it, asks you to sign in, and picks up where you left off — so a texted invite works on a phone that has never opened the app.
📅 Weeks, and missing one
Each week you play the league round and post it like any other. The league picks the card up on its own; there is nothing extra to file. Leagues that let players post their own rounds send a daily 9 am reminder until your card is in, and the week closes itself once every card is posted — everyone gets "Week N is final. Tap to see the standings."
Otherwise whoever runs the league finalizes the week. If someone is still missing a score, the app names them and asks whether to Finalize without them or wait.
Miss a week and you are out of the running for it. No excuses, no averaging — a week with no card posted is a week you did not play. That is deliberate: an excused week would leave you carrying fewer rounds and a smaller total than everyone else, which is a reward, not a reprieve.
In a team league you can hand your spot to a sub for a week instead. Declare the absence and the seat is filled directly.
⛳ Scoring and handicaps
Weeks are scored net off each player's league handicap, so a 20 and a 4 are playing the same season. A new league scores net stroke play until somebody changes it; rounds from another course score net-to-par against that course.
What you play each week is "This Week's Game", not the league format. Stroke play or Stableford for a field league, Scramble or Team match play for a team league — it can be changed right up until the first week is scored; the league format only sets who plays whom. In a scramble league the handicap is set per team, one number and one tee for the pair.
Every week's card is kept: Scorecards by week on the standings screen shows each week's leaderboard, or one player's or team's cards on their own.
🍀 Side games in a league
A league offers pools only — the games that settle off a whole field rather than off one foursome making decisions at the tee:
• Skins • Low Net • GIR • Fewest Putts • Closest to the Pin • Long Putt • Long Drive
Wolf, Banker, Nassau, Hammer and the rest are still there for ordinary rounds. They are left out here because a league week pools everyone's units, and a game built on one group's tee-box action cannot be settled across a whole field. A scramble league keeps only Long Putt, Long Drive and Closest to the Pin.
Side games are settled on the night between the players in the round. The league fee and prize pools are set separately under Dues and prize pools.
🏅 League fees and prize pools
Everything is counted in units. Bad Golf never holds or moves anything — it does the arithmetic and tells you the answer: what each week's pools paid, what the season pool owes, and, at the end, the shortest list of who squares up with who.
Under 🏅 League Fees the commissioner sets the fee per player and can hold a share back off the top (a flat amount or a percent, with a label such as "trophy"). The standings screen shows it plainly: League fees → Held back → Season prize pool (net). Set the fee to 0 if the league plays for nothing; everything else works exactly the same.
👑 Running one
Tap + Create a League under More › ⛳ League. Whoever creates it is the commissioner: they add the players, build the teams or pairings, set the game, handicaps, fees and side games, and can hand the job to somebody else. Switch "Commissioner is a player" off to run the league without playing in it — you still get ▶ Start Week on the league card each week.
⚙️ Edit settings holds the local rules, 🛺 Configure carts (tee times and a scorekeeper per group), 🔁 Update players and 📨 Text everyone the link. The last week finalized flips the season to complete: the card collapses to 🏆 League Standings, and the playoffs card shows the champions.
Playoff weeks don't count toward the regular-season table or the season pot, and the season pot only pays out once every regular-season week is final. Remove a member mid-season and their remaining one-on-one matches become byes for their opponents. In a team league, a missing player's seat is filled by a sub or a forfeit (no blind draw or “play the course”).
🧭 Good to know
👥 Per-game participants
Each game has its own participant picker on the Setup screen. You can run a Vegas with all 4 players AND a Skins side game with just 2 of them, AND a Nassau between a different pair — all in the same round.
Tap each player's avatar on a game's chip row to include them. Default is empty: you must explicitly pick participants. Players who aren't in a game aren't scored for it.
🚶 A player leaves mid-round
Someone has to go after 12? Tap "· left the round?" on their row of the scorecard and confirm the last hole they played. Every game settles with them in through that hole; from the next hole they get no scores, are out of every per-hole game and the banker rotation, and don't hold the hole open. Their row reads "🚶 left after hole 12 · bring back" — bring back undoes it.
🗑️ Deleting a round, tournament or league
Remove from my list (any player) hides the round from your own Rounds and Stats and takes it out of your handicap history. Other players keep it.
Delete for everyone — the host of a round, the commissioner of a tournament or league, or an admin — removes it completely: the round rows, the units, every player's stats and handicap history, and any badges it earned. Everyone's app drops it on the next open. It cannot be undone.
⏹ Ending a round early
Quit after 9 (or whenever) and the units still settles fairly. Match-style games — Match Play, Nassau, Team Match, Team Low Ball, 6's — settle on the holes actually played: whoever's up when you stop wins; tied at the stop is a push.
The Stroke Prize pool settles among everyone who played the round's full (shortened) length. One special Nassau rule: if only one nine was played, the overall game pushes instead of giving — otherwise it would just double-charge the same nine.
Per-hole games (Skins, Vegas, Stableford, Junk…) simply count the holes that were played.
Got a game not covered here? Send it our way and we'll add it.
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