Net and Gross . . . Nassau . . . the Hawk . . . Amigo . . . the Train Game . . . Second Ball . . . the Umbrella Game . . . What does it all mean? Recreational golfers around the world thrive on games within games as a way to enhance the golf experience, level the playing field, and, most important, have a lot more fun. Golf Digest’s Complete Book of Golf Betting Games lays it all out—every game, every format, and every variation—with a quick-reference glossary of every golf gambling term ever uttered. Organized by chapters for twosomes, threesomes, foursomes, or buddy trips with all the side games, each section is simple to navigate, with helpful strategy tips for each game and a set of clear-cut scorecard instructions.
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Ron Kaspriske has been an editor at Golf Digest for six years and has been writing about golf for over a decade. He also coauthored a travel book called Golf Weekends, and writes articles for Golf Digest with David Leadbetter, Rick Smith, David Toms, and Chris DiMarco. The author lives in Norwalk, Conn., and usually plays $5 nassaus with junk and snake on the side.
CHAPTER 1
GAMES FOR TWOSOMES
Whether it’s a quick nine holes after work with the guy in the cubicle next to you or a match against your old nemesis, there are literally dozens of games you can play against a lone opponent. Even if paired with two strangers who fill out your foursome, most of these games can still be played without interrupting the rounds of the other two players.
AIR HAMMER
A skins game in which the value of a hole can be doubled, but only when a shot is in the air. So if there’s a $1 bet on a hole, and a player’s opponent hits a tee shot that's bound for a water hazard, while the shot is in the air the player can literally yell “Hammer!” at his opponent, and the bet has now doubled to $2 for that hole. Low score wins on each hole (unlike skins, the bet typically doesn’t carry to the next hole when the previous hole is halved). Of course, the opponent has the right to “hammer” back when the player hits an errant shot, as long as it’s airborne, so that $2 bet could go to $4 or $8, etc.
STRATEGY TIPS: Obviously you’ll want to “air hammer” someone if their shot is heading for big trouble. But if you get hammered, don’t fret. Your opponent still has to play the hole and can screw it up just as easily. If you are in big trouble, don’t try for the miracle shot. Play safe and wait for your opponent to make a mistake.
BACKGAMMON (ALSO KNOWN AS HAMMER)
Holes are worth a predetermined amount—like a skins game—and the low score wins that hole. However, during the play of the hole, either player can double the bet, at anytime, if they think they can win the hole—even after the other player has holed out. The opponent can accept the new wager or decline it. An opponent who declines loses the original amount the hole was being played for. An opponent who accepts can double the new bet, and now it's up to the other player to accept or decline the new bet. This process can continue until both players hole out.
STRATEGY TIPS: A decisive advantage off the tee is grounds for doubling the bet. It’s also wise to double if your opponent gets into a very difficult up–and–down situation near the green. If you’re looking for a reason to double the bet, a good time to do it is when your score is all but secured and your opponent has a tricky putt to win the hole. This extra pressure often produces a missed putt.
BACK IT UP
A variation on the traditional skins game. The player who wins a hole has the option of pocketing the value or leaving it on the table and doubling the value of the skins by winning the next hole—known as “backing it up.” In other words, a player wins a skin worth $1. If this golfer leaves it on the table and wins the next skin, the value doubles and the player wins $4 for the two skins (two skins worth $2 each). If someone else wins the hole, that winner gets only the original value of two skins ($2). If the hole is halved (tied), the value is reduced to a normal skin amount for the next hole (now three skins for $3). Remember, the goal is to back up a win with another win. A variation of the game gives a double bonus for a back–it–up skin that is won with a natural birdie or better. In essence, those skins would be worth $8.
STRATEGY TIPS: After winning a skin, consider two things before trying to “back it up”: how your opponent is playing and whether the next hole suits your eye. If you are using handicaps, always back it up if the next hole is a stroke hole for you. (A stroke hole is a hole in which you subtract a stroke from your score but your opponent doesn't.)
BAG RAID
See game description under Pick–Up Sticks in this chapter.
BOBBY JONES
A great stroke–play or match–play game for two players who have vastly different handicaps. Each player has to hit a tee shot and then play the other’s tee shot the rest of the way into the hole. In order to make this fair, the high–handicap player should have the opportunity to choose between their own tee shot and the better player’s tee shot to prevent the better player from deliberately hitting a poor shot. That means the player with the higher handicap always tees off second. The game can also be played with handicap strokes.
STRATEGY TIPS: Off the tee, the weaker player should play aggressively and try to hit the ball as far as possible—with one exception. If the better player hits a tee shot into the water or out–of–bounds, the weaker player should play conservatively off the tee and force the better player to try to make bogey or better by having to play their own tee shot.
BRIDGE
See game description in the Foursomes chapter.
CLOSEOUT
A match–play competition with a potential for two bets. If the first match ends before the 18th hole, then a second match begins for half the amount of the original wager, and it’s played over the remaining holes.
STRATEGY TIPS: Getting waxed over 12–15 holes doesn’t sting as much if you can win half your money back at the end. So if you’re losing in a big way, try to hang on as long as you can so your opponent tires in time for the new bet to start. If you are getting strokes, pay particular attention if they come on holes late in the match, giving you a decisive advantage on the second bet.
CUBE
A nine–hole, match–play game in which the player with the shortest tee shot on the first hole owns the “cube.” The cube is an imaginary item that allows the owner to double the wager for the front nine—at any time—until the outcome is decided. Once the bet is doubled, the cube is transferred to the opponent, who now has the opportunity to double the bet. The transferring of the cube can continue several times until the nine-hole match is decided. On the 10th tee, a new cube is given to the shortest hitter and a new bet begins.
STRATEGY TIPS: The original bet for each nine should be low, since doubling can escalate if the match goes back and forth. The player who owns the cube controls the game, so taking a decided advantage in the match gives you a great opportunity to double your money. If you're three up with four holes to play, it's time to use the cube.
HAMMER
See game description under Backgammon in this chapter.
MATCH PLAY
Each player vies for the lowest score on each hole (their total number of strokes for the entire round is irrelevant), and one of them wins the match when they have won more holes than remain to play. For instance, a player who wins the first hole is said to be one up. If the opponent wins the next hole, the match is “all square.” If the opponent then wins the next hole, the opponent is one up and the player is one down. The game ends when someone has won more holes than there are holes remaining to be played. If the number of holes a player is up is equal to the number of holes remaining, the match is said to be “dormie,” and the player who is leading can do no worse than tie. Handicap strokes are often applied in this game to make it equitable. If a player has a handicap of six on a course and the opponent has a handicap of 12, the inferior player would be able to subtract a stroke from his or her score on the six hardest holes on the course.
STRATEGY TIPS: Match–play veterans will tell you that no matter how big your lead is, never let up or go easy on an opponent. It’s OK to play safe and force the player who is trailing to play...
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