Games within the Game

There are obviously more games to play on the golf course than are listed here. If you don't see your favorite, please email it to us at info@birdietracker.com so we can add it to the list. Other members will surely enjoy it!
Nassau
Nassau is probably the most popular golf bets due to it's pure simplicity. The basic bet is actually three bets: the front 9, the back 9, and the final score.

The players can wager any amount they wish and can score as either match or stroke play. Scramble, alternate shot or best ball...it's up to you.

The essence of the Nassau is the "press". At any time the team or individual losing the current bet can "press" the bet, which just means to double the amount wagered.
Bingo Bango Bongo
This is a fun game that allows 2-4 players to be competitive regardless of the differences in handicaps.

Points are earned as follows:
* First ball on the green (Bingo): 1 point
* Closest to the pin once everyone is on the green (Bango): 1 point
* First ball in the hole (Bongo): 1 point

The player that is the furthest away must play first. First on, closest to the pin, and first in, determines who wins on each hole.
Animals
This game features 4 cards with different animals including a Camel, a Frog, a Gorilla, and a Snake. Play is simple. First, you figure out how much each animal is worth (say $1 or $5 each).

The object is to not be the last one holding an animal. If you hold an animal at the end, you owe its value to all other players.
How to play:
1. No one starts out with any animals.
2. The first person to land in the sand gets the Camel.
3. First to land in the water gets the Frog.
4. First to go out of bounds gets the gorilla.
5. First to 3 put gets the snake.
6. The person holds onto the animal until someone else takes it away from them.
7. The last person holding an animal has to pay everyone else.


For example, if you land in the sand on the first hole then someone lands in the sand on hole 10, they become the Camel. Frog, Gorilla and Snake work similarly.
(Courtesy of Romo 44)
Wolf
An amount per bet is established prior to the match as well as a participation order (normally following the order of names on the scorecard). Each hole is initially worth the bet amount. Players follow the participation order and take turns being the Wolf. The wolf tees off last and determines on the tee box whether he will be playing against the field or taking a partner for that hole. The wolf gets three decisions: 1) before anybody tees off they can declare that they are going “lone wolf” for 3 times the pre-determined bet. If that is not declared the wolf can choose a partner after an individual tees off but prior to the next person teeing off. Once the second person tees off the wolf cannot revert back to choosing the first person. After the third person tees off the wolf cannot revert back to choosing the second person. If the wolf chooses none of the other three individuals then the wolf automatically is forced into the third decision which is going “lone wolf” for twice the bet. The points are awarded based on the winner having the low score on the hole. If the wolf, or the wolf and/or their partner ties for low score on the hole with the opposition than the number of points at risk for that carries over (similar to skins). Each hole is worth the established bet for the hole combined with the number of carry over points from the previous hole. The order of teeing off is not consistent with normal rules of golf etiquette. The hole after being the wolf that individuals moves to the number one position and each member moves back one position (with the person teeing off third in order now moving to the wolf position). This progression takes place for 16 holes with each player having four turns at being the wolf. On holes 17 and 18 the player with the least amount of points is declared the wolf. Point accumulations on hole 17 could alter which player is the wolf for hole 18. At the end of the round the points are tallied and the per-determined bet is paid on a per-point basis.
High/Low
Partners are established prior to the match as well as a bet per point awarded. There are two points awarded on each hole. The first point is awarded to the team that has the member with the lowest score for that hole compared to the lowest score of the other team. The second point is awarded to the team that has the lowest “high” score compared to the highest score of the other team. Only two points are awarded per hole, ties do not push. At the end of the round the points are tallied and the per-determined bet is paid on a per-point basis.
Hammer
An amount per bet is established prior to the match as well as a participation order (normally following the order of names on the scorecard). Each hole is initially worth the bet amount. Players follow the participation order and take turns being the “Hammer”. On the tee box, the “hammer” selects a player that they will challenge for that hole and “hammers” them. That challenge is made for the predetermined bet amount and must be accepted by the player who has been challenged. The “hammer” is now in possession of the challenged player and he may “hammer” the original person back for double the bet. This challenge may go back and forth at any point during the hole each time re-doubling the bet amount. The challenge must always be accepted. At the end of the hole the winner is paid and the hammer passes to the next person in order.
Sixes
This game involves rotating your partner every six holes. A predetermined wager amount per hole is established. The team with the lowest combined score wins the hole. Each member of the winning team receives a point for each hole that they are victorious. After six holes the partners change and the game proceeds. The final pairing takes place on hole 13. The order of the pairings is as follows: cart partners for the first six holes; the driver of one cart and the passenger of the other cart for holes 7 through 12; and the drivers versus the passengers for holes 13 through 18. At the end of the round the points are tallied and the pre-determined bet is paid off on a per-point basis.
Criers and Whiners
This is a game of do-overs, or mulligans that can be used from any point on the course. In Criers and Whiners, handicaps are converted into free shots that are used during a round. Say a player has a handicap of 14. Rather than applying the handicap in the proper manner, the player is instead given 14 free shots to use at any point on the course, at any time. Hit a bad shot off the second tee? Hit it again. Now you've got 13 left.

The game can be played with full handicaps (as in the example above) but it most common to use only three-fourths or two-thirds of handicaps. That forces the player to be judicious in using his replay strokes.

Two other conditions usually apply: The first tee shot of the day may not be replayed, and no shot can be replayed twice.
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