The Czar

How the games work

Every group in a round picks its own game, and the whole field plays skins and the Big Game on top. These are the rules the app scores by — house rules where there are house rules, written down so nobody has to argue about them on the 18th.

Match Play

Two sides, and a group can split any way it likes: 1v1, 1v2 or 2v2. On each hole a side's score is its best ball — the lowest score among its own players, however many there are. Win the hole, go 1 UP; halve it, nothing changes. The match is over when the lead is bigger than the holes left, which the app reads as 3&2, 2 UP, All Square and so on, alongside a plain stroke total for the day.

Closeout is a rule the group chooses. With it on, a match that finishes early starts a fresh one over the holes that remain, so nobody coasts in — a group can play three matches in eighteen holes. With it off, the first match is the only one.

A group can go off any hole — a shotgun start, or a group sent out the back — and the app counts holes remaining from where that group started, so a one-hole lead on the 18th tee isn't called a win for a group that teed off on 10.

Caveats

Match play's side game, for 2v2 only. Each is a separate bet, scored per hole and totalled at the end. The group picks which ones it's playing.

Caveat What earns it Worth
Streak Your side's best ball is under par on three holes in a row 1, then +1 for every further hole the streak runs
Sweep Both of you make par or better and both opponents make bogey or worse 1
Both under Both of you are under par on the same hole Two birdies 1 · birdie and eagle 2 · two eagles 4

Carts, Drivers, Others

A foursome's answer to a 2v2 that wouldn't be fair for eighteen holes: 6-6-6. Three matches of six holes each, with a different partner every time, so by the end everyone has played with and against everyone. The host picks one player as the anchor and orders their three partners; the three sixes take their names from that order.

Six Holes Sides
Carts 1–6 Anchor + first partner vs the other two
Drivers 7–12 Anchor + second partner vs the other two
Others 13–18 Anchor + third partner vs the other two

Each six is a match play match in its own right — best ball per side, with the group's closeout rule applying inside the six. Because partners change, points are per person:

Result Points
A six, won 1 to each player on the winning side
A six, halved ½ each, all four
A closeout inside a six, won ½ more to each player on the winning side
A closeout, halved ¼ each

A live match is worth nothing until it's decided. Each player carries their side's points from every six into their own total, which is why a clean sweep of a six — winning it 3&2, then winning the two-hole closeout that follows — is worth 1½, and why a day's total can come out to 2¾. Eighteen holes only; three sixes can't come out of nine. A group off the 10th plays 10–15, 16–3 and 4–9. Caveats, if the group plays them, are scored within each six with that six's partners.

9-Point

For three players. Every hole is worth nine points, split by finishing order — and these are house rules, not the usual 5/3/1 table.

The margin sweep comes first. If one player has the lowest score on the hole and beats the next-best score by two strokes or more, they take all nine: 9 / 0 / 0. It only applies to the low player; a two-stroke gap between second and third changes nothing. Otherwise the points split by rank, with ties averaged:

Hole Split
Solo low by exactly one, all three different 5 / 3 / 1
Two tie for low 4 / 4 / 1
Two tie for high 5 / 2 / 2
All three tie 3 / 3 / 3

Worked examples, scores in play order:

Scores Points Why
3, 5, 69 / 0 / 0Solo low by two: sweep
3, 4, 55 / 3 / 1Solo low by one
3, 3, 54 / 4 / 1Two tie for low
3, 5, 59 / 0 / 0Sweep beats the two-tie-high split
3, 4, 45 / 2 / 2Two tie for high
3, 4, 75 / 3 / 1Low only by one, so no sweep
4, 4, 43 / 3 / 3All square

Medal

Everyone plays their own ball and the lowest gross for the day takes the group. Gross only — the app has no handicaps and no net scoring, on purpose.

Skins

One skin a hole, to the single lowest gross across the whole field, not just your group. A tie on a hole means no skin, and it does not carry over to the next. A hole is only settled once every player in the round has posted it, so the tally shows which skins are in and which are still waiting on a group out on the course.

The Big Game

The round's closing bet, in three steps, and each one is optional for the day.

  1. The cut. The host sets a gross number. Everyone at or under it makes the cut — a 78 makes a cut of 78. The host reviews and confirms it once every card is in.
  2. The blind draw. The players who made it are paired at random. The draw is made from a stored seed, so every phone in the round shows the same pairs, and it's made once; the host can also pick the pairs by hand. An odd field pairs the leftover player alongside a duplicate of an already-drawn card — a real player's score counted twice, not a phantom.
  3. Best ball. Each pair's best ball is added up over the front nine and the back nine separately — two results over eighteen holes, one over nine. Front 9 is holes 1–9 for everyone, whichever hole a group went off, so the boards compare like with like.

Skins and the Big Game are independent: a skins-only day with no cut and no draw is a perfectly good round.


Something scored differently from how your group plays it? hello@theczargolf.com