Core Idea 1
Nassau
Category: Golf
Split the round into front nine, back nine, and total round. Each segment is its own scored format.
Best for: 2 or 4 players who want one classic structure with resets.
STUDsports
Side games, short-game contests, and scoring activities for real rounds and short-game practice blocks.
STUD is the poker chip for IRL challenges. STUD use is optional. Groups should agree on rules and any STUD amount before play.
Open the interactive Golf Board
Foursomes, practice rounds, and short-game blocks
Scene: Golf Side Game. Group size: 2-4. Time: 9-18 holes.
Core Ideas are the main ways to play this board.
Core Idea 1
Category: Golf
Split the round into front nine, back nine, and total round. Each segment is its own scored format.
Best for: 2 or 4 players who want one classic structure with resets.
Core Idea 2
Category: Golf
Each hole has a value. Win the hole outright to win the skin, and ties carry over.
Best for: groups that want constant action across the round.
Core Idea 3
Category: Golf
One golfer rotates as the wolf and chooses whether to play solo or pick a partner after the tee shots.
Best for: foursomes that want more decisions than plain match play.
Core Idea 4
Category: Golf
Earn points for first on the green, closest on the green, and first in the hole.
Best for: mixed-skill groups because it rewards more than low score.
Core Idea 5
Category: Golf
The player who last three-putted holds the snake and pays at the end.
Best for: adding pressure on the greens without changing the whole round.
Core Idea 6
Category: Golf
Closest-to-the-pin on par 3 holes wins the bonus format, usually only if par or better is made.
Best for: adding one clean bonus target on short holes.
Core Idea 7
Category: Golf
Make par after a bunker shot and you win the sandy.
Best for: rewarding recovery shots instead of only clean holes.
Core Idea 8
Category: Golf
Make par without hitting the fairway or green in regulation and you win the Arnie.
Best for: creative rounds where scrambling becomes part of the fun.
Core Idea 9
Category: Golf
In 2v2, each team combines low and high scores into a two-digit number each hole (example: 4 and 5 = 45). Lower number wins the hole.
Best for: foursomes that want partner strategy and bigger momentum swings.
Core Idea 10
Category: Golf
Play three 6-hole segments and change partners each segment. Keep a running point total across all 18 holes.
Best for: foursomes that want fair partner rotation and reset points every six holes.
Core Idea 11
Category: Golf
Score one point for every fairway hit and add bonus points for consecutive fairways in regulation.
Best for: groups that want a clean driving target layered onto a normal round.
Core Idea 12
Category: Golf
Run Stableford scoring only on the front nine and reset completely on the turn.
Best for: players who want a shorter scoring window without changing the full-round pace.
Core Idea 13
Category: Golf
Start scoring at the turn and reward the best closing stretch instead of the best opening nine.
Best for: rounds where the group wants a fresh chase after the front nine is over.
Core Idea 14
Category: Golf
Pick fairway zones or landing windows before the round. Earn points for hitting the called target space.
Best for: groups that want more intent off the tee without slowing play down.
Core Idea 15
Category: Golf
Track longest streak of net pars or better during the round. Longest clean run wins.
Best for: handicapped groups that want a form race instead of only total score.
Core Idea 16
Category: Golf
If one player misses the fairway, the next player can steal a bonus by finding it cleanly.
Best for: foursomes that want a little swing in momentum from shot to shot.
Core Idea 17
Category: Golf
Use only two chosen clubs for a six-hole segment. Lowest segment score wins the mini-race.
Best for: creative groups who want a controlled twist instead of a whole-round gimmick.
Core Idea 18
Category: Golf
Only par 3 holes count. Add the proximity result from each one and lowest combined total wins.
Best for: rounds with multiple short holes where the group wants one precise side race.
Core Idea 19
Category: Golf
Set make-believe rings around the cup and score every first putt by the zone it finishes in.
Best for: touch players who want a putting contest that still fits the normal round.
Core Idea 20
Category: Golf
Every up-and-down earns a point. First player or team to a set total wins the race.
Best for: golfers who want recovery skill to matter more than only raw ball-striking.
Core Idea 21
Category: Golf
Any hole with a successful bunker save scores a bonus. Most bunker-save points wins.
Best for: groups that like rewarding nerve and touch from sand instead of avoiding it.
Core Idea 22
Category: Golf
Pick a tight circle around the hole and run one chip challenge per player. Misses earn strikes until one player remains.
Best for: practice rounds or short-game reps with clear pressure and easy resets.
Core Idea 23
Category: Golf
Assign point windows around the pin for approach shots and total the best approach score on each hole.
Best for: players who want iron-play precision to decide the side game.
Core Idea 24
Category: Golf
Set short-, mid-, and long-range putting gates and score every made gate during the practice block or warmup.
Best for: pre-round reps where the group wants a clean tune-up with clear winners.
Core Idea 25
Category: Golf
Partners play six holes of alternate shot and score the segment separately from the rest of the round.
Best for: teams that want a short burst of pressure without committing to 18 holes of alternate shot.
Core Idea 26
Category: Golf
Partners only count birdie-or-better holes for a rolling better-ball bonus over a chosen stretch.
Best for: foursomes that want a partner chase focused on attack holes instead of total score.
Core Idea 27
Category: Golf
Run a six-hole match with one optional hammer per side to double the value of a hole before the next shot.
Best for: confident groups that want one strategic pressure window instead of a full round match.
Core Idea 28
Category: Golf
Only holes with a missed green but a saved par count toward the match total.
Best for: scramblers who want the recovery game to decide the winner.
Core Idea 29
Category: Golf
Play a short scramble segment and count only birdies made during that scoring window.
Best for: groups who want teamwork and attacking play without changing the whole day.
Core Idea 30
Category: Golf
Run three partner segments of six holes and crown the pair with the strongest combined six-hole finishes.
Best for: foursomes that want resets, partner drama, and cleaner pacing across the round.
Core Idea 31
Category: Golf
Only recovery shots that still lead to a par or better count toward the match score.
Best for: creative golfers who enjoy trouble-shot skill and nerve under pressure.
Core Idea 32
Category: Golf
On chosen par 5s, score only the wedge shot into the green. Tightest combined window wins the side game.
Best for: rounds where the group wants short-game pressure without changing the full scoring setup.
Core Idea 33
Category: Golf
Pick a set of fairway-width targets and climb them in order. Highest completed ladder wins.
Best for: rounds where the group wants tee-shot control to matter without slowing the pace.
Core Idea 34
Category: Golf
Score a chosen set of par 3s as one combined mini-match. Lowest aggregate wins.
Best for: tightening the round around the holes where precision matters most.
Core Idea 35
Category: Golf
Drop balls around the green and race to complete the cleanest up-and-down scorecard.
Best for: short-game focused groups who want a fast side battle.
Core Idea 36
Category: Golf
Draft a small set of holes and score only your scramble birdie chances on those targets.
Best for: partner rounds where everyone wants one sharp scoring lane.
Core Idea 37
Category: Golf
Pick three putting lines with increasing break and climb them in order. Fastest clean ladder wins.
Best for: green-reading groups who want a focused pressure game.
Core Idea 38
Category: Golf
Each player hits long putts from marked distances and scores by total leave length. Lowest total wins.
Best for: pace-friendly rounds where you still want putting pressure.
Core Idea 39
Category: Golf
Split the round into two match windows and score which half of your game shows up better.
Best for: longer rounds where the group wants a clean mid-round reset point.
Core Idea 40
Category: Golf
Track bunker exits plus made putts from a short list of bunker situations. Best sand-save score wins.
Best for: practice-heavy groups and creative short-game rounds.
Core Idea 41
Category: Golf
Score only fairway hits and first-shot position on a selected stretch of holes. Best tee-box card wins.
Best for: groups who want a simple driving-focused side game.
Core Idea 42
Category: Golf
Measure approach shots on a chosen set of greens and score only proximity to the hole.
Best for: dialing in iron control without changing the rest of the round.
Core Idea 43
Category: Golf
Play a short loop using only three chosen clubs. Lowest score through the loop wins.
Best for: keeping the round playful while still rewarding shot-making.
Core Idea 44
Category: Golf
Partners alternate every shot on a selected run of holes. Lowest partner card wins.
Best for: shared rounds where communication and trust matter.
Core Idea 45
Category: Golf
Build the longest run of holes without dropping above par. Longest streak wins.
Best for: consistent players who want pressure without complicated math.
Core Idea 46
Category: Golf
Call club and shot shape before a chosen tee or approach shot. Correct call plus clean result scores bonus points.
Best for: players who like adding intention and risk to the round.
Core Idea 47
Category: Golf
Partners must keep the worse of two tee shots or approaches and still save the hole. Best rescue score wins.
Best for: stronger groups that want to add pressure without adding chaos.
Core Idea 48
Category: Golf
Track only consecutive hole wins in a match-style ladder. Longest momentum run wins.
Best for: keeping a head-to-head round lively even after one bad hole.
Core Idea 49
Category: Golf
Reset the scoring every two holes and treat each mini-match like its own sprint.
Best for: groups who want lots of fresh starts in one round.
Core Idea 50
Category: Golf
Score chips, bunker shots, and putts across three short-game stations. Highest combined score wins.
Best for: warmups or post-round practice reps with a clear winner.
Core Idea 51
Category: Golf
Partners alternate tee shot, approach, and finish responsibilities on a short set of holes. Lowest relay score wins.
Best for: team rounds that want shared pressure without a full scramble.
Core Idea 52
Category: Golf
If no one hits the target zone or green, the safest playable miss closest to the line wins the point.
Best for: rewarding strategy instead of only perfect shots.
Core Idea 53
Category: Golf
Draft a short run of holes and score only greens hit in regulation over that stretch. Most clean hits wins the draft.
Best for: groups who want approach quality to matter without changing the rest of the round.
Core Idea 54
Category: Golf
Start from a bad lie, bunker, or short-side miss and score only whether the hole is turned into a save. Best save card wins.
Best for: practice-heavy groups that want recovery shots to feel competitive and useful.
Core Idea 55
Category: Golf
Pick the wedge-approach holes in your round and score only shots that finish inside the agreed leave window. Most clean leaves wins.
Best for: foursomes that want wedge control to matter without changing the whole round.
STUD Sides are optional side-point challenges. Earned side points count for you, side points against you count against you, and any STUD amount should be agreed before play.
STUD Side 1
Category: Side Challenge
Every sand-trap visit adds 1 side point against that player. Lowest bunker count earns 1 side point from the rest.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 2
Category: Side Challenge
Any three-putt adds 1 side point against that player. Clean two-putt holes cancel 1 earlier side point against that player before the final settle-up.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 3
Category: Side Challenge
Water balls add 1 STUD side point against that player; a par on the same hole erases that side point against that player.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 4
Category: Side Challenge
Hit the fairway and earn 1 side point. Miss both sides and add 1 side point against yourself.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 5
Category: Side Challenge
On every par 3, closest tee shot earns 1 side point. If nobody hits the green, the next par 3 is worth 2 side points.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 6
Category: Side Challenge
Miss on the short side and save par to win 1 side point from each player who missed the green.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 7
Category: Side Challenge
A putt that lips out earns a refund side point only if the player makes the next putt.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 8
Category: Side Challenge
Call a hero shot before swinging. Pull it off and earn 1 side point; fail and add 1 side point against yourself.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 9
Category: Side Challenge
A one-putt from outside the agreed distance erases 1 earlier side point against you.
Before the round, agree on the distance, such as outside one flagstick length. Any player who one-putts from there may erase 1 earlier side point against them or earn 1 side point if they have no side points.
STUD Side 10
Category: Side Challenge
Call a safe target zone from the tee. Hit it to earn 1 side point; miss it to add 1 side point against you.
Before hitting, the player names a fair target zone, such as left fairway, center fairway, or safe layup area. The group decides if the shot finished in the called zone.
STUD Side 11
Category: Side Challenge
Call the break before a putt. Make it to earn 1 side point; miss the read badly to add 1 side point against yourself.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.