The games
Fifteen games. It knows the rules.
Whatever your group calls it, it's in here — scored properly, with the presses, the carryovers and the strokes falling where the index says. And then there's the round inside the round.
If you play it, it's in here
Fifteen games. All of them free.
Nothing is locked and nothing says "Member" on it — a foursome plays every game in the book at no cost. Whatever your group calls it, it's in here with the rules your group actually plays.
Skins
Lowest score on the hole wins it. Nobody wins outright and it carries — by the 14th, one hole is worth a fortune.
Scotch
Two against two, with points for low ball, low total and closest to the pin. Presses, rolls and re-rolls all in.
Nassau
Three bets in one round: the front nine, the back nine, and the whole match. The losing side can press.
Wolf
One player each hole watches the tee shots, then picks a partner — or takes on all three of you alone.
Hammer
Anybody can double the hole at any moment. The other side either folds on the spot or takes it on.
Banker
One golfer plays the whole group, one at a time, and sets the stake before each match.
9-Point
Nine points a hole, split by who finishes where. Ruthless with three players and very hard to hide in.
Match Play
Hole by hole. One up, two down, dormie. The oldest argument in golf and still the best one.
Best Ball
Everyone plays their own ball and the team's best score counts. Bad holes stop mattering.
Scramble
Everyone tees off, you take the best shot and all play from there. The outing classic.
Shamble
Best drive off the tee, then your own ball into the hole. A scramble start with real golf after it.
Stableford
Points for scores instead of counting strokes, so a blow-up hole costs you one point rather than seven.
Alternate Shot
One ball, two players, taking turns. Marriages have not survived this format.
Chapman
Both drive, swap balls, then choose one and alternate it in. Alternate shot with a running start.
Stroke Play
Count every one of them. Sometimes you just want to know the number.
Side games ride the same card — closest-to-the-pin, greenies, long drive, presses and junk, each with its own live board, all figured automatically. Hammer someone into folding. Beat the Banker. Free for a foursome, forever.
Side Action
Call your shot.
Every group has the round inside the round — the side action, the needle, the guy who talks all week and shoots 94. The Cut gives it a home. Its own tab, in fact.
- Cut AI drafts the lines. It reads the field and writes lines with teeth. You post the ones worth arguing about.
- Take a side. Side action settles in units. Talk is cheap — the board remembers.
- The Action Board. Post a side and it sits open until somebody takes it. No takers? That says something too.
- It settles itself. At the end, Cut AI reads the card and calls every line — deciding number cited, arguments over.
Points and units only. The Cut keeps the score — your group's business stays your group's business.