Golf Champs is a private group golf competition. Players submit stableford scores from any round they play — you don't need to be on the course together. Every score affects your running balance, which determines whether you beat the threshold (good) or get triggered (bad). Raids add social pressure by letting great performances drain other players' balances. The whole system feeds a real-money trip pot that funds your group's golf trip.
Threshold
A single dollar number set by your group admin (e.g. $100). Every scoring module value is calculated as a percentage of this number.
Balance
Your running ledger. Positive = safe. Negative = danger. Resets to $0 after every beat or trigger, and at the end of each period.
Period
A time interval (usually monthly, configurable weekly / fortnightly). All balances reset at period end. Multiple beats and triggers can happen within a single period. The recurring period buy-in is also due on day 1 of each period — see Pot Funding.
Beat
When your balance crosses +threshold, you earn 3 GC Points. The threshold amount is removed — any excess carries over. That's the goal.
Trigger
When your balance crosses -threshold, you must pay. 50% to the pot, 50% as a mandatory sports bet within the configured bet window (default 7 days, range 24–168 hours per group). You also lose 3 GC Points.
GC Points
Beat = +3 pts. Survive (period ends without threshold event) = +1 pt. Trigger = -3 pts. Season leaderboard ranking.
📊 Scoring Modules
Each round is scored across 7 modules. All values are percentages of the group threshold. Modules stack — your total is the sum of all active modules.
Stableford Scoring (Main Module)
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Your stableford total determines a base tier value. The bracket ranges shift by handicap tier because real-world stableford averages skew with HC — a "Bad day" is a different stableford total at different handicaps (Arccos data: HC5 averages ~33 stb, HC22 averages ~28 stb). Elite (HC ≤5) and Low (6–10) use the canonical brackets. Mid (11–18) shifts everything down by 2 stb. High (19+) shifts down by 4 stb. Same tier value (% of threshold) in every case — only the bracket range moves.
Tier
Elite/Low (HC ≤10)
Mid (HC 11–18)
High (HC 19+)
Value
At $100
Shocker
0–23 pts
0–21 pts
0–19 pts
−50%
−$50
Bad Day
24–29 pts
22–27 pts
20–25 pts
−25%
−$25
Average
30–35 pts
28–33 pts
26–32 pts
0%
$0
Solid
36–39 pts
34–37 pts
33–36 pts
+25%
+$25
Great Round
40+ pts
38+ pts
37+ pts
+50%
+$50
Cheech (HC 22) shoots 28 stableford → "Average" tier ($0). A scratch player shooting 28 stableford → "Bad day" tier (−$25). Same stableford total, different tier — reflects how each handicap actually plays.
Birdies (Gross)
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Each gross birdie earns a percentage of threshold that scales with your handicap — the higher your handicap, the more each birdie is worth, because birdies get rarer. A scratch player and a high-marker earn roughly the same birdie money per round despite very different birdie counts. Birdies in a row stack a matching bonus on each one beyond the first. This module counts EXACTLY one under par — a gross eagle is paid by the Eagles module, not here, so a single hole never collects two module payouts. Betting is the other way round: any bet that counts birds counts birdie or better, so an eagle still adds one to your tally there — see “What Counts” under Prop Bets.
Scratch birdie ≈ 4% of threshold · HC 18 ≈ 30% · scales continuously with handicap
At a $100 threshold a scratch player's birdie is worth about $4 and an 18-marker's about $30. Two birdies in a row pay the base plus a matching bonus on the second.
Eagles
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A gross eagle earns a percentage of threshold set by your handicap tier. Eagles are far rarer at higher handicaps, so they pay much more. A hole-in-one counts as an eagle.
An eagle at a $100 threshold pays $30 for a scratch player, $60 for a 14-marker, and $120 for a 20-marker.
Chip-In
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Any chip-in from off the green earns +15% of threshold. It's a LIVE side game — claim it during live hole-by-hole scoring, or in multi-player Quick Entry (the person entering everyone's scores is the witness). Solo Quick Entry — playing alone, entering scores after the round — can't claim chip-ins, because there's no way to verify the claim wasn't added with hindsight.
Chip-in at $100 threshold = +$15. Live or multi-player Quick Entry: tap the chip-in toggle on that hole. Solo Quick Entry: the toggle is hidden — switch to live scoring to claim.
Plus Markers — Giving Strokes Back
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Scratch is 0. Better than scratch is a PLUS handicap — written +1, +2, +3, the way it reads on your card — and it works in reverse. Where a 14-marker RECEIVES a stroke on their 14 hardest holes, a plus marker GIVES strokes back, starting at the EASIEST hole and working up: +1 gives one back on SI 18, +2 on SI 17 and 18, +3 on SI 16, 17 and 18. On a give-back hole your net score is your gross PLUS one, so those holes play a stroke harder than everyone else’s. Everywhere else on the course a plus marker plays straight off the card. The one exception is the Challenge Hole, which sets the deduction aside — see below.
Handicaps run from +10 to 36. Enter yours exactly as it is printed on your card: type +2.
A +2 marker on a par-4 SI 18: a gross 3 is a NET PAR (2 pts), not a net birdie. A gross 4 is a net bogey (1 pt). On SI 1 through 16 nothing changes. The same card played off scratch would score a point more on each of those two holes.
Challenge Hole
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Auto-picked from your shots that day — the hole that ranks at your shot count on the stroke index (your easiest hole that you get a shot on). Score 3+ net stableford points there and earn +15% of threshold. Scratch and plus markers (HC ≤ 0) get the hardest hole (SI 18) and need a gross birdie to win it.
Auto-picked Hole 14: net birdie (3 pts) = +$15, net bogey = nothing. A +1 marker's challenge hole is SI 18 — a gross birdie there wins the +$15.
Round Streaks
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2+ consecutive rounds at the Solid tier minimum or better = hot streak (+25%). 2+ consecutive rounds below the Average tier minimum = cold streak (−25%). The thresholds shift by handicap to match the Stableford Tier brackets — so a 28-stableford round is "Average" for HC22 (no cold streak) but "Bad day" for a scratch player (cold streak fires). Hot fires at 36+ for HC ≤10, 34+ for HC 11–18, 33+ for HC 19+. Cold fires below 30 for HC ≤10, below 28 for HC 11–18, below 26 for HC 19+. Mulligan rounds don't count toward streak history — if it didn't count economically, it doesn't drag your next round into a streak. Streaks reset on threshold events (beat/trigger).
Cheech (HC 22) shoots 28, 28 back-to-back — previously a cold streak (−$25); now "Average / Average" with no streak. A scratch player shooting the same scores still fires the cold streak. Conversely, Cheech shooting 33, 33 fires hot (+$25) because 33 is her Solid tier minimum.
Steady Play
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Steady Play rewards a bogey-free RUN, not a scattered tally of pars. You earn it for every run of 3+ holes in a row at net par or better (2+ stableford points) — a net birdie or eagle keeps the run alive, a net bogey or worse ends it. Each run pays 4% of threshold at 3 holes, plus an extra 1.5% of threshold for every hole beyond the third. Several runs in a round each pay. Same payout at any handicap, and it counts across the turn if you start on the back nine. (Separate from the Bogey-Free Run RAID, which fires at 9+ holes and takes money off the rest of the group — different mechanic, both can land on one run.)
At $100 threshold: 3 in a row = +$4, 6 in a row = +$9, 10 in a row = +$15, a full bogey-free card (18) = +$27. Go 3 clean, drop a bogey, then 6 clean = two runs = $4 + $9 = +$13.
Birdies (Net)
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Sister module to Birdies (Gross). Pays +3% of threshold per hole at 3+ stableford where the gross score ISN'T under par — the per-hole celebration of "I used my stroke to make a net birdie". Gross birdies are paid by Birdies (Gross) and gross eagles by the Eagles module; neither double-pays here. Birdies (Gross) pays scratch players who shoot under par; Birdies (Net) pays high cappers who turn a stroke into a 3-pointer (e.g. gross par on a stroke hole = net birdie = 3 stableford pts). Sits in the per-event ordering: Steady Play (2.5%) < Birdies (Net) (3%) ≤ scratch Birdies (Gross) (~4%) — a net birdie is by definition more achievement than a net par, so it pays more per event. No HC multiplier — frequency naturally favours higher cappers and the flat % does the equalising.
Milldog (HC 18) makes a gross par on a stroke hole: stb = 3 = net birdie. +$3 at $100 threshold. Banks 4 of those during the round = +$12. Scratch player makes a gross birdie → already paid by Birdies (Gross), so Birdies (Net) does NOT double-pay.
🎲 Bad Round Mulligan
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Each season, every player gets a pool of mulligans set by the admin (default 1, range 0–12). When you submit a Quick Entry round, you can tick "🎲 Use a mulligan" to zero out the round's economic effects — no triggers, no beats, no raids, no Victory Lap, no GC points — while keeping all the golf stats intact (stableford total, birdies, bogeys, hole-by-hole). Eligibility: not on live-scored rounds (raid notifications would already have fired publicly), not on Double Down rounds (committed risk), not on Champ Day rounds. Decided at submit time only — once submitted you can't change your mind. Per-player pool, not shared with the group.
Milldog is at −$72 going into a bad day. He shoots 22 stableford — would be −$50 module total = balance −$122 = triggered. He ticks 🎲 Mulligan at submit. Round records with stableford = 22, birdies still count toward season stats, but module total = $0, no trigger fires, balance stays at −$72. 0 of 1 mulligans remaining this season.
No-Wipes Round Bonus
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Finish a round with ZERO wipes (no holes scored at 0 stableford) and earn a tier-scaled bonus: elite (HC ≤5) 5%, low (6–10) 10%, mid (11–18) 18%, high (19+) 30%. The harder it is for your handicap to play a clean card, the more it pays. Round must be 18 holes complete to qualify. Added in v3.1.439 (tightened to strict zero wipes in v3.1.440 with steeper brackets so a high-HC clean card is a genuine windfall).
Cheech (HC 22) finishes 18 holes with no wipes — every hole banked at least 1 point. High tier 30% × $100 = +$30. BlackFish (HC 5) does the same on a clean card: elite tier 5% × $100 = +$5. The 6× spread reflects how much rarer a clean card is at high HC.
✈️ Away Performance Bonus
Season only▼
Play AWAY from your set home course and post 36+ net stableford (a Solid round or better) → +10% of threshold. Travel well, get rewarded. Needs a home course set on your profile — with no home course you're never "away", so it never applies. Fires solo or in a group, and never on a Champ Day (home/away is a season concept).
You play a mate's course (not your home club) and shoot 38 net stableford at a $100 threshold → +$10 on your round. The same 38 at your own home club earns nothing extra.
🚩 The Double Round
🚩 Wave the Double Flag
Strategy▼
Once per period you can wave the Double Flag — from Home at any time, or with the toggle in the live wizard. It locks onto your next comp round, whether you score it live or import it afterwards, and the whole group is told the moment you wave it. It is irreversible: it counts double however you play.
What doubles: your module total (stableford tier, streaks, birdies, eagles, chip-in, challenge hole, steady play), your blunders, your Home Turf result, and your GC points — a beat is +6 instead of +3, a trigger costs −6 instead of −3.
What stays single: raids you deal or receive, and same-day side games (H2H, Skins, Snake, NTP). The double only ever touches your own round — never money that lands on your mates without their say-so.
A double round cannot be mulligan'd — you took the risk, you keep it. A hole-in-one's GC bonus is not doubled. One flag per period: leave it unused and it's lost at period end, and you flag again next period.
At a $100 threshold: a solid round (+$25) doubled = +$50. A shocker (−$50) plus a Meltdown (−$20), doubled = −$140 — and the trigger costs you 6 GC points, not 3. You wave the flag, you live with it both ways.
⚔️ Raids
When you pull off something exceptional, every OTHER player in the group loses money from their balance. Your own balance is unaffected — you're the raider. Raids push the group toward triggers and grow the trip pot. All raid percentages are calibrated to produce approximately 1 trigger per 9-10 player-rounds.
Universal Raids (All Handicaps)
Birdie Streak Raid
Universal▼
3+ consecutive gross birdies in a single round triggers a raid on the entire group.
Base: 20% per player | Escalation: +6.5% per additional birdie beyond 3
4 consecutive birdies at $100 threshold = 20% + 6.5% = 26.5% = ~$27 from each other player.
Eagle Raid
Universal▼
Scoring a gross eagle in any round triggers a raid on the whole group. The hit scales with the raider's handicap tier — a higher-handicapper's eagle is a near-miracle, so it raids much harder. Each eagle is a separate raid event.
20% (HC ≤5) · 26% (5–10) · 34% (10–18) · 52% (over 18) — per other player, per eagle
An eagle by a 20-marker at a $100 threshold = 52% = $52 from each other player. Two eagles = double.
Hot Run Raid
Universal▼
3+ consecutive rounds scoring 36+ stableford points triggers a hot run raid.
Base: 26% per player | Escalation: +13% per additional round beyond 3
4th consecutive 36+ round at $100 threshold = 26% + 13% = 39% = $39 from each other player.
Dominant Run Raid
Universal▼
Hold the top 3 stableford scores of the last 6 rounds played in your group, where at least 2 of those rounds come from at least 2 different other players. Pure dominance — beating real competition, not just being the only one playing.
Flat 33% per player. Re-fires only after a fresh non-overlapping 6-round window.
Top 3 of last 6 at $100 threshold = 33% = $33 from each other player.
🔄 Comeback Kid
Universal▼
Score 0 stableford points on a hole (net double or worse), then immediately score 4+ on the very next hole. Going from disaster to brilliance in back-to-back holes.
10% per player
Score 0 on Hole 9, then 4 on Hole 10 at $100 threshold = 10% = $10 from each other player.
🛡️ Bogey-Free Run
Universal▼
9+ consecutive holes at net par or better (2+ stableford points each). The stableford system equalises for handicap, so this works for everyone.
Base: 16% per player | Escalation: +4% per additional hole beyond 9
10 holes bogey-free at $100 threshold = 16% + 4% = 20% = $20 from each other player.
🦞 Surf and Turf
Universal▼
Net birdies (3+ stableford) on BOTH nines — a birdie-rich round, two helpings a side. Net birdies come far more easily the higher your handicap, so the per-nine requirement is tiered: HC ≤5 need 2 a nine, 5.1–18 need 3, and 18.1+ need 4. Keeps it a genuine event for everyone.
5% per player
A 12-marker banks 3 net birdies on each nine at $100 threshold = 5% = $5 from each other player.
🤝 Strong Handshake
Universal▼
A net birdie (3+ stableford) on BOTH your first and last hole played — a firm grip at both ends of the round. Starting-nine aware (back start: first played is hole 10, last is hole 9).
5% per player
Birdie the opening hole and the closing hole at $100 threshold = 5% = $5 from each other player.
🏴 Home Turf Raid (Away beats Home)
Universal · Season only▼
Play AWAY from your set home course and out-score (net stableford) a mate who's playing THEIR home course, in your same-day group → you raid that player for 15% of threshold. They didn't defend their turf. Only away-vs-home pairs count: if you're both home, or both away, nothing happens between you. You can raid more than one home player in a round. Season concept — never fires on a Champ Day.
15% per beaten home player
Four mates play one course at $100 threshold; three are at their home club and you're the visitor. You out-score two of the three on net stableford → each pays you 15% = $15 (you collect $30).
🏆 Victory Lap
Universal▼
Every time you beat your threshold, you take a Victory Lap — every other player in the group loses money from their balance. UNLIKE other raids the percentage is tiered by each ABSORBER's own handicap, not the beater's: elite cappers (HC ≤5) absorb 22%, low (6–10) 17%, mid (11–18) 12%, high (19+) 9%. This shields high cappers from constant low-HC beats while still preserving the "every beat raids others" feel. Multi-beats (you finished at +2× threshold or more in one round) scale the per-absorber take linearly. Added in v3.1.440 to put low cappers genuinely in the trigger conversation alongside high cappers.
By absorber: 22% (HC ≤5) · 17% (6–10) · 12% (11–18) · 9% (19+) — per other player, per beat. Multi-beats multiply.
Cobie (HC 1) beats at $100 threshold: BlackFish (HC 5) loses $22, McCoy (HC 8) loses $17, Sarn (HC 12) loses $12, Cheech (HC 22) loses $9. ~$60 drained from the group per beat. A double-beat ($200+ over) doubles each.
🦅 Net Eagle Double
Universal▼
2+ net eagles in a single round — a gross birdie on a stroke hole, or a par on a hole where you get 2 strokes. HC 18.1+ have 2-stroke holes, so they need 3 to fire. Gross eagles don't count toward it — the Eagle Raid already pays those. A plus marker GIVES strokes back rather than receiving them, and a scratch player gets none, so neither can fire this one — it belongs to the field. Replaces the old high-tier Net Eagle Machine (v3.1.443, sim-validated).
Base: 13% per player | Escalation: +4% per additional net eagle | Minimum: 2 (HC ≤18) · 3 (HC 18.1+)
3 net eagles for a 12-marker at $100 threshold = 13% + 4% = 17% = $17 from each other player.
🎯 Elite (HC ≤5.0)
🎯 The Surgeon
Elite ≤5.0▼
4+ gross birdies in a round with at least 2 consecutive. Elite players birdie often — this rewards an exceptional day.
Base: 16% per player | Escalation: +6.5% per additional birdie beyond 4
5 birdies (3 consecutive) at $100 threshold = 16% + 6.5% = 22.5% = ~$23 from each other player.
🔥 On Fire
Elite ≤5.0▼
42+ stableford points in a single round. A monster round that makes everyone else nervous.
26% per player
44 stableford at $100 threshold = 26% = $26 from each other player.
🎯 Low (HC 5.1–10.0)
🎯 Sharpshooter
Low 5.1–10.0▼
3+ gross birdies in a single round. At this level you average about 1 birdie per round — 3+ is a big day.
Base: 13% per player | Escalation: +4% per additional birdie beyond 3
4 gross birdies at $100 threshold = 13% + 4% = 17% = $17 from each other player.
🏁 The Closer
Low 5.1–10.0▼
22+ stableford points on the back 9 (holes 10-18). Strong finish, clutch golf.
13% per player
23 back-9 stableford at $100 threshold = 13% = $13 from each other player.
🧾 Clean Card
Low 5.1–10.0▼
No double bogey or worse across all 18 holes (a pickup voids it), with at least one gross birdie banked. Nothing ugly on the card, something shiny on it too. Added v3.1.443, sim-validated.
10% per player
A no-doubles round with a birdie at $100 threshold = 10% = $10 from each other player.
⛳ Mid (HC 10.1–18.0)
⛳ Par Machine
Mid 10.1–18.0▼
4+ consecutive gross pars in a row. At this level, consecutive pars show real consistency and composure.
Base: 13% per player | Escalation: +4% per additional par beyond 4
5 pars in a row at $100 threshold = 13% + 4% = 17% = $17 from each other player.
🔥 Hot Hands
Mid 10.1–18.0▼
2+ gross birdies in a single round. At this level you average about 1 birdie every 2-3 rounds — 2 in one round is noteworthy.
13% per player
2 gross birdies at $100 threshold = 13% = $13 from each other player.
⚽ Net Hat-Trick
Mid 10.1–18.0▼
3+ consecutive holes at 3+ stableford points — net birdies on the trot. It's the mid-capper's Birdie Streak: your shots count, so a par on a stroke hole keeps the run alive. Added v3.1.443, sim-validated.
Base: 8% per player | Escalation: +3% per additional hole beyond 3
4 net birdies in a row at $100 threshold = 8% + 3% = 11% = $11 from each other player.
🦄 High (HC 18.1+)
🦄 The Unicorn
High 18.1+▼
Any gross birdie in a round. At 19+ handicap, a gross birdie happens once every 5-10 rounds — when it drops, the whole group pays.
16% per player
Gross birdie at $100 threshold = 16% = $16 from each other player.
💥 Blunders
Self-penalties deducted from your own balance when bad hole-level play is detected. All blunders use stableford points (net scoring) for inherent handicap balance. Damage is scaled by a continuous HC multiplier — low cappers are punished more (they shouldn't be wiping), high cappers less (naturally volatile). Simulation-validated with 2,000 Monte Carlo runs.
HC Damage Multiplier
All HCs▼
Every blunder penalty is multiplied by a continuous scale based on your playing handicap. The formula is 1.5 − (HC ÷ 28), clamped between 0.5× and 1.5×. There are no tier cliffs — every handicap gets a proportional multiplier.
HC 0 = 1.50× · HC 4 = 1.36× · HC 8 = 1.21× · HC 14 = 1.00× · HC 18 = 0.86× · HC 22 = 0.71× · HC 28 = 0.50×
HC 4 player gets 6 wipes: 20% × 1.36 = −$27. HC 28 player same round: 20% × 0.50 = −$10. Low cappers pay more because they shouldn't be wiping.
Meltdown
Blunder▼
6 or more wipes (0 stableford points on a hole — net double bogey or worse) in a single round. When you can't stop the bleeding.
−20% of threshold (base) + 6% per additional wipe beyond 6 × HC multiplier
At $100 threshold, HC 14 (1.0×): 6 wipes = −$20. 8 wipes = −$32. HC 4 (1.36×): 6 wipes = −$27.
The Collapse
Blunder▼
One nine at 16+ stableford points, the other at 11 or below. You played great on one half and fell apart on the other.
−15% of threshold × HC multiplier
Front 9 = 18pts, Back 9 = 9pts at HC 14 → Collapse = −$15. HC 4 = −$20. HC 22 = −$11.
Bogey Streak
Blunder▼
4 or more consecutive holes scoring 1 stableford point or less. A run of net bogeys and worse — the slow bleed.
−12% of threshold (base) + 5% per additional hole beyond 4 × HC multiplier
At $100 threshold, HC 14: 4-hole streak = −$12. 6-hole streak = −$22. HC 4: 4-hole streak = −$16. HC 28: 4-hole streak = −$6.
Nine from Hell
Blunder▼
9 or fewer stableford points on either the front or back nine. An absolute shocker of a half. If both nines qualify, you get hit twice.
−12% of threshold × HC multiplier (per qualifying nine)
Back 9 = 8pts at HC 14 → Nine from Hell = −$12. Both nines bad (front 7, back 8) = −$24. HC 28 = −$6 per nine.
🏳️ The Quitter
Blunder▼
0 stableford points on each of your last 3 holes — you gave up on the walk in. Starting on the front nine that's holes 16, 17, 18. Starting on the back it's holes 7, 8, 9 (the last 3 you actually played). Narrower than Meltdown but it calls out the mental surrender.
−10% of threshold × HC multiplier
Front-start, 0 pts on holes 16/17/18 at HC 14 → The Quitter = −$10. HC 4 = −$14. HC 28 = −$5. Stacks with Meltdown if you had 6+ wipes total.
💢 On Tilt
Blunder▼
3 or more wipes (0 stableford points) back-to-back, anywhere in the round. To avoid double-counting, On Tilt is suppressed only when its qualifying run sits entirely inside The Quitter's last-3-holes window. An earlier 3-wipe streak still fires alongside a Quitter — they're separate streaks.
−10% of threshold × HC multiplier
HC 14: 3 consecutive wipes on holes 5–7 = −$10. HC 4 = −$14. If you also wipe holes 16/17/18 (Quitter fires), you cop both: −$20 total.
😴 Range Was Shut
Blunder▼
A cold start: 3 or fewer net stableford points across the first 3 holes you played, with no net birdie in the stretch. Starting-nine aware. Cedes to Bogey Streak (a 4+ net-bogey run from the off) and to On Tilt/Meltdown (three opening wipes), so the same holes never pay twice.
−5% of threshold × HC multiplier
Front-start 1, 1, 1 on holes 1–3 then a par at HC 12 → Range Was Shut = −$5. HC 4 = −$7. HC 28 = −$3.
🛫 Plane to Catch
Blunder▼
The mirror of Range Was Shut on the way in: 3 or fewer net stableford points across the last 3 holes you played, no net birdie in the stretch — you clocked off and limped to the bar. Cedes an all-wipe finish to The Quitter and a 4+ closing net-bogey run to Bogey Streak.
−5% of threshold × HC multiplier
Front-start 0, 1, 1 on holes 16–18 at HC 12 → Plane to Catch = −$5. HC 4 = −$7.
☀️ Too Close to the Sun
Blunder▼
Flew highest, fell hardest: a net eagle (4+ stableford) immediately followed by a wipe (0) on the very next hole. Keys off a net EAGLE, not just a birdie, so it stays rare and funny. Mutually exclusive with All Show No Go — the same hole never fires both.
−5% of threshold × HC multiplier
Net eagle on hole 11, wipe on hole 12 at HC 12 → Too Close to the Sun = −$5. HC 4 = −$7.
🎭 All Show No Go
Blunder▼
All mouth, no follow-through: a net birdie (3+ stableford) immediately followed by two holes that net 1 stableford point or less between them — you banked the highlight then handed it straight back. Skips the net-eagle-then-wipe case (that's Too Close to the Sun).
−5% of threshold × HC multiplier
Net birdie on hole 5, then 0 and 1 on holes 6–7 at HC 12 → All Show No Go = −$5. HC 4 = −$7.
🏡 Home Disgrace
Blunder · Season only▼
You should know your home track — so a poor round there stings a little extra. Fires when a round at your SET home course finishes below the "Average" stableford tier (under 30 net for low caps, with the bar shifting down for higher handicaps the same way the Stableford tiers do). Only ever fires at your home course; away rounds and players with no home course set are never touched. Season concept — never fires on a Champ Day.
−10% of threshold × HC multiplier
HC 5 player scores 28 net stableford at their home club ($100 threshold) → Home Disgrace = 10% × 1.32 = −$13. A 30+ round at home is safe; the same 28 played away is fine.
🚨 Triggers & Beats
How Triggers Work
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When your cumulative balance crosses the negative threshold, you're triggered. 50% goes straight to the pot, 50% is a mandatory sports bet placed within the configured bet window (default 7 days, range 24–168 hours, set per-group on AdminSettings). You lose 3 GC Points. The threshold amount is removed from your balance — you don't reset to $0. Multi-trigger: if your balance lands at 2× past the threshold, you owe 2 lots ($100 to pot + $100 bet at $100 threshold). 3× → 3 lots. The bet stake on a multi-trigger session is multiplied accordingly. v3.1.252+: you can split ANY trigger across multiple bet slips (single, double, triple) — 2 × $25, $40 + $10, whatever you like — as long as each slip is at least 5% of threshold. Each slip is independently classified for the bet leaderboard (mug/value/hail-mary zones), so think before atomising your stake.
Balance hits -$108 → triggered once. $50 to pot + $50 bet. -3 GC points. Balance -$8. At -$250 (Danger Zone) plays a +$40 round → balance -$210 → DOUBLE-TRIGGERED. -6 GC points. $100 to pot + $100 bet. Balance moves to -$10.
🎯 Tag Your Punt
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Every bet slip says what sport it was on. You pick from a pill row — Golf, Racing, NRL, AFL, Soccer, Cricket, Other Sport, Novelty, or Multi — and it is required before you can submit. It is one tap, and the app reads your uploaded slip and pre-selects it, so most of the time you are confirming rather than choosing. Novelty and Other Sport are real answers, not a punishment: never pick a sport you did not bet on just to get past the screen. Pick Multi only when the legs span different sports — a four-leg NRL multi is NRL. What it buys you: the group can see what everyone actually backs and how each sport goes. Category ROI is always shown with the number of settled bets beside it, and any sport under 8 settled punts shows a win–loss record and no percentage at all — an ROI off three bets is the last bet, not a habit.
Milldog uploads a Sportsbet slip. The app reads "Horse Racing — R7 Randwick" off it and lights up the 🐎 Racing pill before he looks; he taps Review. Later the group card reads "🐎 Racing — 14 punts · 3–11 · −57%", and his own screen reads "9 on the racing, none of them home yet."
The Lazarus & The Arsonist
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Two Award Night awards, ten chips each. A bonus bet only exists because a punt lost, so neither can be won without a graveyard behind you — which is why both rank on dollars rather than on a strike rate. 🧟 The Lazarus goes to whoever dragged the most pot money back out of losing punts. 🔥 The Arsonist goes to whoever handed the most free money straight back to the bookmaker — it cost them nothing, which is somehow worse. Ranking on dollars means the unluckiest punter has the best shot at both; the sharp one is already covered by the Punter's Crown and Beat the Book.
Cobie loses four punts, picks up four bonus bets, and lands one at 6.50 for $137.50 to the pot — The Lazarus. Fish loses three bonus bets worth $125 of face between them — The Arsonist, and ten red chips.
Bonus Bets
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Bookmakers often attach a promo to a bet — Sportsbet call it a Bet Return — that hands your stake back as a free bet if the bet loses. When you file your slip you declare whether yours carries one and what it is worth, before anyone knows the result, and it shows on your punt card so the whole group can see it is coming. If the punt loses, the bonus bet is created automatically as a free punt: no stake, its own deadline (bookmakers usually allow 7 days). If the bookie did not actually credit it — promo terms differ, and some only pay when a multi loses by exactly one leg — you say so when you result the loss, and that goes on the feed. The losing punt is still a loss: the cash is gone, the ladder moves, the Punt Points penalty stands. The bonus bet is a second, separate punt that happened to be earned by the first.
Cobie puts $25 on a 3-leg same-game multi at 6.50. The slip says “ANY legs fail, get a $25 Bonus Bet”, so he declares $25 when he files it. The multi loses — a real $25 loss, on the ladder and on his Punt Points. A $25 bonus bet then appears in his Triggers, free to place, expiring in 7 days.
Trigger Default
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Miss the bet window (default 168hrs / 7 days, configurable 24–168 per group) and your trigger defaults. The bet half is forfeit to the pot too — total pot impact = the FULL threshold for that trigger session (multiplied by your multi-trigger count). No separate fixed penalty fee. Persistent defaulters get ejected from the group by the admin.
Milldog double-triggered, didn't place a bet within the bet window. Both halves forfeit: $200 (full $100 threshold × 2) goes to pot. No separate $10 fee. Single-trigger default at $100 threshold = $100 to pot.
How Beats Work
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When your cumulative balance crosses the positive threshold, you've beaten it. 3 GC Points awarded. The threshold amount is removed from your balance — so any excess carries over. That's the goal.
McCoy hits +$130 → 3 GC points. Balance moves from +$130 to +$30 (threshold removed). The +$30 carries into the next stretch.
GC Points
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Beat = +3 pts. Survive (period ends without threshold event) = +1 pt. Trigger = -3 pts. Used for season leaderboard ranking.
Raids can push your balance past the trigger threshold — but you won't be triggered immediately. You enter the Danger Zone, a state where your balance is past -threshold but you haven't played a round yet to confirm the trigger. Only submitting a round (or reaching the end of a period) can trigger you.
How It Works
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When a raid pushes your cumulative balance below the negative threshold (e.g. past -$100), you are not immediately triggered. Instead, you enter the Danger Zone. Your balance stays where it is — you owe the full amount, but the trigger only fires when you next submit a round. This gives you a fighting chance to play your way out before the penalty locks in.
McCoy's balance is -$62. Sarn Remo (HC 8) scores an eagle — Eagle Raid takes $26 from everyone. McCoy's balance drops to -$88. Another raid pushes him to -$108. McCoy is now in the Danger Zone but NOT triggered yet.
Playing Out of the Danger Zone
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If you're in the Danger Zone and you play a round that brings your balance back above -threshold, you escape. No trigger, no penalty — you survived. The scoring engine only checks thresholds after your round is submitted, so a strong round can save you.
McCoy is at -$108 (Danger Zone). He plays a strong round: +$50 stableford tier + $10 birdie = +$60. New balance: -$48. He's out of the Danger Zone — no trigger fired.
Trigger on Round Submit
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If you're in the Danger Zone and you submit a round that doesn't bring you back above -threshold, the trigger fires as normal. 50% to pot, 50% mandatory bet, -3 GC Points. The threshold amount is removed from your balance. The round's scoring still applies — it's just not enough to escape.
McCoy is at -$108 (Danger Zone). He plays a mediocre round: -$25 stableford tier. New balance: -$133. Trigger fires: $50 to pot, $50 bet. -3 GC points. Balance moves from -$133 to -$33.
Period-End Trigger
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If you reach the end of a period still in the Danger Zone (balance past -threshold), you are automatically triggered — exactly like a round-fired trigger, including depth. Every full threshold you're down is a crossing: at a $100 threshold, -$100 to -$199 is a single trigger, -$200+ is a double. There's no escaping by simply not playing. Each crossing owes 50% to pot + 50% bet and costs -3 GC Points against the period that just ended and the season race. Your bet window starts when the trigger lands in the app, so you always get the full window. One important detail: the boundary check uses your REAL balance — including same-day raid damage from other sessions. The 🛡️ same-day shield only protects your round's threshold check on the day it happens; it does not carry over the period close. If raids push you into the Danger Zone on the final day of a period, your only insurance is a round good enough to climb clear before the close. The close itself is midnight in your group's home timezone (default Sydney) — one instant, the same for every member wherever in the world they are. Then everyone's balance resets to $0 for the new period as normal.
End of March: McCoy's balance is -$215 and he never played another round. Period closes → DOUBLE-TRIGGER fires ($100 to pot, $100 bet, -6 GC pts against March and the season). Then the period resets everyone's balance to $0 for April.
Why the Danger Zone?
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Without the Danger Zone, raids could trigger players who aren't even near a golf course — punished with no chance to fight back. The Danger Zone keeps the pressure high (you KNOW you're in trouble) while giving everyone a fair shot. It also means players who can't play as frequently aren't constantly getting triggered by raiders while they're away.
Gibbo is on holiday for 2 weeks. Raids pile up and push him to -$120. Without Danger Zone, he'd be triggered immediately. With it, he has until the period end to play a round and try to claw back.
🛡️ Same-Day, Different Session
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If a mate plays on the same calendar day as you but in a different session — not the same group you tagged together — their raids and effects still land on your balance, but they can't fire a trigger or rob you of a beat that day. Your threshold check only sees your OWN round on top of your start-of-day balance. Their damage waits in your balance until your next round, where the normal escape-or-trigger rule applies. Same-session play (you tagged each other) is NOT exempt — same-day games and raids count normally, because you were there and knew the scores. Rounds played in your group on a different day are also not exempt — you knew you were heading into the Danger Zone. One hard edge: the period close. The shield only lasts until your next round — and if the period ends first, the Period-End Trigger fires on your REAL balance, raid damage included. On the last day of a period there's no tomorrow coming to save you: climb clear before the close or the boundary catches you.
Saturday: McCoy plays the morning at Royal Sydney, no co-players tagged, beats the threshold $20 → $40 carry. Blake plays the afternoon at Pennant Hills (different session), eagles a hole, raids McCoy $34. McCoy ends Saturday at $6 — the raid landed but didn't rob the beat. If that raid had instead pushed McCoy from -$80 to -$114, he wouldn't trigger Saturday — he'd be in the Danger Zone awaiting Sunday's round. But if Saturday was the LAST day of the period, there is no Sunday — the period closes and the Period-End Trigger fires on the real -$114 (a single trigger at a $100 threshold).
🤝 Same-Day Games
Optional head-to-head games for players physically playing together on the same day. Admin enables in group settings, players toggle individually per round.
Head-to-Head (H2H)
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All-vs-all matchup. Every pair plays front 9, back 9, and overall 18. Winner of each block earns a payout. Ties = no payout.
Front 9 & Back 9: 15% of threshold | Overall: 10% of threshold
McCoy beats Sarn Remo on front 9 (+$15), loses back 9 (-$15), wins overall (+$10). Net: McCoy +$10.
Skins
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Hole-by-hole stableford battle. Highest points wins the skin. When two or more players tie a hole, a carry pot opens up — OWNED by the tied players (ownership frozen at the first tie). Later ties grow the carry without changing ownership. If an OWNER later wins a hole outright, they claim the base skin plus the whole carry. If a NON-OWNER wins outright, they take only the base skin and the carry is forfeit. The carry resets on any outright win; an unclaimed carry at the end is lost.
Each skin: 5% of threshold
P1 + P2 tie hole 1 (carry = 1 skin, owners = P1 & P2). P3 + P4 tie hole 2 (carry = 2, owners stay P1 & P2). P1 wins hole 3 outright = 3 skins. If P3 had won hole 3 instead, just 1 skin — the carry is forfeit.
Snake 🐍
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Three-putt hot potato. First three-putt picks up the snake. Snake passes — and doubles once — when a NEW player three-putts. Same holder three-putting again just holds it (no double). If multiple players three-putt the SAME hole, they ALL become co-holders. The snake keeps passing all round but stops growing once it reaches 100% of the group threshold — that's the ceiling. PURE PENALTY: only whoever is currently holding when the round ends pays — survivors get $0. Two or more still holding at the end = split evenly.
Base: 3% of threshold | Doubles once per pass to a new player (not per three-putter on a tied hole) | Capped at 100% of threshold
$100 threshold. McCoy 3-putts H3 (snake $3). Fish 3-putts H7 (pass+double → $6). McCoy 3-putts H14 (pass+double → $12). McCoy holds alone at end → -$12, Fish $0. Tied final pass alternative: if McCoy was holding $6 after H7 and BOTH 3-putt H18 → snake passes to both, doubles to $12 → co-hold at end → -$6 each.
🎯 Nearest to the Pin
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Par-3 only. On each par-3, NTP-tagged players who land their tee shot on the green record a distance from the pin. Closest distance wins the whole pot; tied distance splits it evenly. If nobody hits the green, the pot doubles and rolls to the next par-3. The pot resets to base after any winning par-3, and a final unwon pot disappears. One-sided positive — nobody pays in, the money is conjured for the winner.
Pot starts at 3% of threshold per par-3 | Doubles each par-3 where nobody hits the green
$50 threshold (base $1.50). H4 par-3: all miss → pot $3. H8 par-3: all miss → pot $6. H12: McCoy on the green at 2.4m, Fish at 4m → McCoy +$6. H17: all miss → final pot $3 lost.
🎯 Punt Points (Punting Ladder)
A parallel ladder, separate from GC Points. Settled trigger bets earn or lose Punt Points based on the bet zone (Hail Mary / Value / Mug) × outcome (won / lost), plus streak bonuses. Tracked on its own leaderboard tab — does NOT merge into GC Points. Streaks are season-wide, reset only at season boundary into finals.
Bet Zones
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Every settled bet is classified by decimal odds (potential winnings ÷ stake). Boundary inclusive: exactly $4.00 = Hail Mary, exactly $1.60 = Mug.
Base contribution per settled bet, by zone × outcome. Asymmetry rewards beating the longshot, punishes chasing the favourite.
Hail Mary: +5 win / -1 loss | Value: +1 win / -1 loss | Mug: +1 win / -3 loss
McCoy goes 2-and-3 on Hail Marys: 2×(+5) + 3×(-1) = +7. Sarn Remo goes 4-and-2 on Mugs: 4×(+1) + 2×(-3) = -2. Same number of bets, opposite leaderboard outcome.
🔥 Heater (3 wins in a row)
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Three settled bet wins in a row (across any zones) fires Heater for +2 Punt Points. "In a row" means the order the bets RESULTED, not the order the triggers fired — a run is something you live through. Single-fire on threshold cross. Re-arms after a loss.
Specifically punishes consecutive Hail Mary losses. Counts only HM losses — non-HM events don't increment the counter. At 3 in a row → extra -3. At 5 in a row → extra -5 AND counter resets to 0. Long HM-loss streaks fire the cycle multiple times. Counter resets on any HM win. Non-HM wins do NOT reset it.
3+ HM losses in a row: -3 | 5+ HM losses in a row: -5 (then counter resets)
5 HM losses in a row: 5×(-1) base + Collapse(-2) + HM3+(-3) + HM5+(-5) = -15. 10 HM losses in a row: -10 -2 -3 -5 (reset) -3 -5 = -28. After a HM win the counter resets and the next 3 HM losses fire HM3+ again.
👑 The Three Period Crowns
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Every period hands out three separate crowns, one for golf and two for money. They can go to three different people, or all to one. When a period closes the group gets a single post and a single email naming all three.
🏆 Period Champion — topped the GC Points ladder for the period. Shared on a tie, and every co-champion gets the trophy. This one pays no Punt Points: it is a golf award, already paid in golf currency and in its Award Night chip stack.
🎰 The Prop Punter — took the most money off the rest of the group on prop bets that settled in the period. Win a prop and you book what the losers put up; lose one and your stake is gone. Add it up: the crown goes to whoever finishes furthest in front. Solo challenges don't count — those are against the pot, not against a person.
🎫 Beat the Book — finished furthest ahead at the bookie: winnings minus stake across every settled punt, including the ones a lost prop forced you to place. This is a judgement of your punting, not money you kept — a won punt sends its full return to the pot, so nobody gets richer. It is a scoreboard, not a payout. A punt counts in the period its result lands, not the period the trigger fired — a period-end trigger's punt belongs to the next period, so a period's pool is complete the moment it closes.
The two money crowns never share a dollar. Props are player-against-player; the bookie pool is what you staked with a sportsbook. They are counted apart on purpose, so one good month can't be paid twice.
Won on money made, not strike rate. A $5 fluke at 4:1 doesn't take the month off someone who ground out a profit over ten bets. ROI is the first tie-break only, and there are never joint winners on the money crowns. If nobody finishes a period in front, nobody wins it — a losing period simply has no money crown.
🏆 no points award | 🎰 +5 Punt Points | 🎫 +5 Punt Points | 10 Award Night chips each
Period 3, Going Blackwards. Fish topped the GC Points ladder on 31 pts → 🏆. Fish also finished $105 up on the group across his prop bets → 🎰, and that's 5 Punt Points on top. McCoy finished $445 clear of his stake at the bookie → 🎫, another 5 Punt Points — and not a dollar of it in his pocket, because every winning punt paid the pot. Two players, three crowns, two different pools of money.
Streak Scope & Defaulted Bets
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All Punt Points streaks (Heater, Collapse, HM Loss-Streak) are SEASON-wide. Persist across periods, reset only at season end into finals. Defaulted triggers (no bet slip submitted, or the bet window missed) contribute 0 Punt Points — only WON / LOST bets count. Not betting at all is neutral.
Streak scope: Season | Default: 0 Punt Points
McCoy loses 2 HM bets at end of March. Period ends. He triggers in April and loses another HM bet → HM3+ fires (-3). Without season-wide scope, the period reset would have wiped the streak.
🤝 Prop Bets
Formalised side action — the bets mates were already making in the group chat, with the money building the trip pot. Fully opt-in: create one, accept one, or ignore the whole thing. All money flows player → pot; the winner collects Punt Points and bragging rights, never cash. Nothing is ever live until the other side accepts. It also covers solo challenges — you against the pot at engine-set odds — and scheduled rounds, where bets attach to a booked round and the scorecards settle them automatically.
🤝 Prop Bets — Call a Mate Out
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Anyone can throw down a bet at a mate — golf or completely off-golf ("Fox finishes ahead of Burns"). Describe it, set the stake and a settle-by date. Nothing is live until the other side ACCEPTS — nobody gets a bet declared on them. Loser pays their stake into the trip pot; the winner gets Punt Points and glory, never cash. Either side can call the result; the loser confirms (or it self-confirms after 48 hours). A bet nobody results within 7 days of settle-by VOIDS with a public died-of-neglect post — no money, no points, eternal shame. The creator can edit a bet, but an edited bet is a new offer: every acceptance resets and the new terms must be accepted again. Stakes are capped per group (default $100 a side, admin-configurable).
"Fox finishes ahead of Burns at Portrush" — $50 each way, loser pays the pot. Accept → live with its own banter thread. Fox pips Burns → loser owes the pot $50 (Wise reference on the card), winner banks +2 punt pts and a week of airtime.
👥 Group Props
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One bet, open to everyone — the creator sets the per-player stake and a join deadline, members opt in until it locks. Two or more in at the deadline → LIVE; fewer → it quietly voids (no quorum, no money). Winner(s) take the glory, every loser pays their stake to the pot. Co-winners allowed — ties at the top each collect the win in full.
"Saturday four-ball: most net birdies takes it, $20 each." Four in by Friday 6pm → locked. Top scorer gets +2 punt pts; the other three each owe the pot $20. Pot +$60.
🖕 Knocking a Bet Back
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Saying no is always free. Knock a bet back and it voids on the spot: no money moves, no points move, no obligation is created — not now, not later. No decline fee, no strike count, no forced counter-offer; knock back a hundred bets and it costs you exactly nothing. The only price is social — a knock-back posts with a 🖕 and sits on your prop-bet record, and the group chat handles the rest. Want different terms instead of a flat no? Knock it back and get them to re-send — haggling happens in the banter.
Declining = no action, ever | no money, no points, no penalty
"$50 says you don't break 90 Sunday" gets knocked back → bet voids, 🖕 hits the feed, nothing owed, nothing scored. Re-sent at $20 with 5:1 stakes, THAT one gets accepted.
🎲 Uneven Stakes — Setting Odds
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For long shots the STAKES carry the odds: "my $10 against your $50" reads as 5:1. Each side risks their own stake; the loser pays their own stake to the pot. No payout multiplication, no bookmaker — the app never prices real-world sport. You set the line; your mate accepts, declines, or haggles in the banter. The group cap applies to the larger side, and for the bet to earn Punt Points the smaller side must be at least $5 AND there must be at least $50 total on the table — what separates farming from a real bet is total money at risk, not the symmetry of it.
Odds = uneven stakes | cap applies to the LARGER side | smaller side ≥ $5 and $50 total for points
"My $10 against your $50 says Cam Smith wins the Open" — 5:1. He misses the cut → $10 to the pot. He wins it → $50 to the pot and a decade of dining out.
💵 Loser's Forfeit — Pot / Punt Slider
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The creator picks the loser's punishment when creating the bet. The creator sets it on a FIVE-RUNG slider before anyone accepts — 100% pot, 75/25, 50/50, 25/75, or 100% punt. POT money goes straight into the trip pot, guaranteed, the hard way. The PUNT half must be placed as a sportsbook bet for the group — a "prop bet trigger" with the normal 48-hour window (admin-settable 24–168h), slip upload, result phase, and winnings to the pot. A rung that would leave a punt leg under 5% of the group threshold is blocked when the bet is created, never quietly collapsed at settle. Unlike a GC trigger, a prop punt owes ONE half only — no pot fee on top. It counts on their betting record and Punt Points like any real bet.
Lose a $40 bet with a PUNT forfeit → 48h to put $40 on something for the group. The Hail Mary lands at $4.20 → $168 to the pot (and somehow a trig-points profit). Ghost the window → $40 straight to the pot instead.
📊 Period Duels — Scorecards Decide
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Challenge a mate over a whole period on a tracked stat: GC Points, Avg Stableford, Birdies (Net or Gross), Eagles, Fewest wipes. (3-putts were retired as a duel metric — they are only recorded on Snake-tracked live rounds, so a duel on them quietly favoured whoever live-scores least.) Player-created duels are strictly binary — a straight same-metric comparison, no lines. The engine settles the duel automatically at period close from the submitted scorecards: no claiming, no confirming, no arguing. A dead heat is a PUSH — the bet voids, nobody pays, no points. Duels can't die of neglect; the period boundary settles them no matter what. The current standings are visible when you're deciding whether to accept.
"More eagles than you this period, $30." Period closes 1–0 → the engine settles it overnight, loser owes the pot $30. Both finish on 0 → push, nobody pays, both claim moral victory.
⛳ What Counts — Birdie or Better
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Every prop bet on a counting stat — birdies, net birdies, eagles, wipes — counts anything better than the thing named. A bet on BIRDIES counts birdies, eagles, albatrosses and holes-in-one. A bet on NET BIRDIES counts every hole worth 3+ stableford points, which includes gross birdies and eagles. A bet on EAGLES counts eagles and albatrosses. WIPES are the floor — nothing is worse than zero points — so there is no "or better" to add, and that line always runs the other way (fewest wins). This applies to round props, stat lines, Ask-the-Engine bets, period duels and Back Yourself challenges alike. Lines read as .5 so no counting bet can ever push on the number. Betting only: the scoring modules and the birdie raids still count a gross birdie as exactly one under par, because there the split stops one hole being paid twice.
McCoy bets Fish "over 3.5 birdies on Saturday". Fish cards three birdies and an eagle — that's FOUR, the over wins. Under the old rule the eagle vanished from the count and Fish lost the bet for playing better golf.
🔗 Combining Your Punts
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Carrying more than one punt — prop losses, GC triggers, tributes, period-end triggers, any mix — you can roll them into a single bet slip instead of placing four separate bets. Only PENDING obligations combine, they must all be yours, and the combined slip inherits the earliest deadline of the set, so combining never buys you more time on the tightest one. Only the punt halves combine: a GC trigger still owes its own pot fee separately, because a fee never goes to a bookie. The trade-off is deliberate — one slip gets ONE zone classification and ONE punt-points event, so you swap several shots at punt points for one bigger one. Every constituent keeps its history and stays visible to the group.
Milldog owes four punts of $55 — two from props McCoy won, one from a prop Fish won, one from his own GC trigger. He rolls them into one $220 slip and it comes back $1,100. The card reads "4 punts rolled into one" and, once settled, "50% forced by McCoy, 25% by Fish, 25% your own".
🎯 Prop Bet Points & Floors
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Settled prop bets feed the TRIGGER POINTS ladder, never GC Points — GC Points decide playoff seeding and stay strictly golf-only. Winner +2, every accepted participant +1, provided the bet clears both floors — the smaller side of the bet is at least $5 AND there is at least $50 total on the table (5% and 50% of the default $100 threshold; a group with a bigger threshold scales with it). The floors gate everything, the winner's +2 included: under the floors a bet is money and banter only. In return there is no cap — punt a lot, risk real money, and every settled bet counts in full. (Points were capped at 8 per period until 12 August 2026; earlier periods keep their capped numbers.) Voided, declined and pushed bets award nothing; co-winners each collect in full. Prop bets have no odds and no bookie stake, so they are no part of the 🎫 Beat the Book pool — but they are the whole of the 🎰 Prop Punter pool.
Winner +2 | participants +1 (smaller side ≥ $5 and $50 total — 5% / 50% of threshold) | no cap since 12 Aug 2026
Win two $50 prop bets and lose one in a period: 2×(+2) + 3×(+1) = +7 punt pts, inside the cap. The fifth settled bet that period earns zero — the ladder stays a punting contest, not a volume contest.
💰 Pot Top-Ups
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Won big outside GC? Chuck money in the pot whenever you like from the Pot screen — pick an amount, add a note the whole feed sees, and send it with your personal top-up reference so it auto-matches as a named contribution. Top-ups earn no points and are never an obligation. They count toward The Benefactor at Award Night, and the note field doubles as the group's informal fines channel.
Collect $2K at the bookies while sitting mid-table for GC → the group pile-on writes itself. Top up $100 with the note "taking my medicine 💊" — named row in the pot, feed post, honour restored.
📈 Group Challenges — Over the Line Together
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A group challenge is the whole playing side against one combined number — say 13+ birdies across everyone's next 2 rounds. Someone opens it (metric, rounds each, stake, join deadline), mates join the golf side, everyone votes on the quoted line, and the opener locks a leader of the vote — the engine prices the odds off the field's actual form, so the line is never a self-serve. From lock, only each entrant's next N counted rounds feed the number — extra golf is not in the bet. A challenge is not a period bet: it rides until every entrant has played their N rounds, across period boundaries if it takes that long, and it settles the moment the result is known — the line beaten, or the last counted round in. Never finish the rounds and it settles on the golf that happened at season end. Cross the line and every entrant's win lands on their balance at the locked odds; miss and each stake goes where the opener pointed it. Doubters can take the against seat after lock, before any counted golf — their prize is punt points scaled by how many golfers they took on, never balance. How a win pays is the opener's choice at creation, locked like every other term: same for everyone (the standard — every winning entrant collects the same credit), or split by contribution — the combined pool divides by each player's share of the number, counted over everyone's FULL committed rounds. In contribution mode the win locks in the moment the line is crossed (a count only ever rises), but the money waits until the last committed round lands, so nobody's share is decided by who happened to tee off first — and make none of the numbers and you win nothing at all. Contribution mode only exists on over-the-line metrics (birdies, net birdies, eagles): on an under line there is nothing to contribute. Fairness tip: gross birdies favour the low markers, so a mixed group usually wants NET birdies before splitting money by them.
Milldog, Fish and Cobie commit 2 rounds each on birdies, $25 a head, locked Over 12.5 at 2.4:1 — a hit pays $60 each. Same bet split by contribution: the $180 pool divides by birdies made, so on a 13 with Cobie having 8 of them, Cobie banks $110.77, Fish (4) takes $55.38, Milldog (1) takes $13.85 — and had Milldog made none, he'd have won nothing.
🎯 Solo Challenges — Back Yourself
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A solo challenge is you against the pot, on your own golf. Declare it BEFORE you tee off and it locks to that day. Pick what you're backing yourself on — your stableford total, or a NUMBER: birdies, net birdies, eagles (make at least), or wipes (keep it to at most). The direction is fixed by the stat, never your choice: over on the good stuff, under on wipes — the pot can't decline a bet, so the side you could tank into is never offered (and stats it can't price fairly for your game just aren't shown). Pick a stake (25% / 50% / 100% of the group threshold, shown in dollars) and an odds rung (Evens / 2:1 / 4:1). The app sets your PERSONAL target for each rung from your own scoring record — a 15-marker's 4:1 target and a single-figure marker's 4:1 target are completely different numbers, priced to be equally hard. The targets sit a touch harder than a fair coin-flip at every rung (about ~10% harder) — the pot is the house, and the house keeps an edge. Your round settles it automatically off the submitted scorecard: no claiming, no confirming. WIN and the payout (odds × stake) lands on your BALANCE as engine money — it counts in the threshold check, so a big solo win can beat you over the line on its own. LOSE and the stake lands where you pointed it at declaration: real cash to the pot (Wise payment reference on the card), or — if you chose the punt — it rides as a real-world punt placed for the group, same as any punted prop loss. Up until you tee off you can re-cut the line, odds, stake and pot↔punt; after that it locks, and a challenge can never be cancelled or deleted once set.
Stakes 25% / 50% / 100% of threshold | Rungs Evens / 2:1 / 4:1 | the pot's edge ~10%
Declare Saturday: 50% stake ($50 at a $100 threshold) at 4:1, personal target "42+ stableford". Shoot 43 → +$200 lands on your balance with the round — a double beat, +6 GC pts. Shoot 41 → $50 to the pot, reference on the card.
🚧 Solo Challenge Limits
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The guard rails: back yourself as many times as you like on one round-day — but the payouts add up, and the total can't pass 4× the threshold. Four bets at 4:1 for a quarter-stake each is fine; a fifth isn't. Only bets still waiting on a card count toward it. (A next-round bet with no date booked is still one at a time — it has no day to pool with.) The menu only unlocks after 5 submitted rounds (your targets are priced off your history — no history, no price). The no-escape rule: a challenge can never be cancelled or deleted once set. Booked round called off, unscheduled or never played? The challenge doesn't die — it ROLLS FORWARD and settles off your next counted round instead, so cancelling a booking is never cancelling the bet. The admin can void a genuine washout (rain, injury), and that's the only way out. No Punt Points — the balance swing IS the reward; one bet never feeds two ladders. Nothing doubles it — Double Down, Double Rounds and Majors never multiply a solo payout. And you can't mulligan a challenge day: you took on a bet, the round counts.
unlimited per day, 4× threshold combined | unlocks after 5 rounds | washout = rolls to your next round | no trigger points | no doubling | no mulligan
Cobie takes three lines on Saturday at once — 4+ birdies, an eagle, 38 points — a quarter-stake each. All three ride. A fourth big one gets stopped: together they'd pay more than 4× the threshold, and that ceiling holds however many bets it's spread across. Separately: declare an Evens challenge and the day washes out — no card ever comes in. The challenge doesn't die and doesn't pay: it rolls to your next round, whenever that is. Send the admin a photo of the flooded 7th → voided, nothing owed. The mate who tries to dodge one by cancelling the booking watches it roll straight onto his next card instead.
📅 Scheduled Rounds — Book It In
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Any member can book a round in advance — course (or TBC), tee time, and who's playing — and it posts to the group. Home shows the next one up with a countdown in season time, who's in, any 🚩 Double Flags waving in the field, and how many bets are riding on it. Only the creator or an admin can edit or cancel a booking — and editing one that already has bets attached is a changed offer: every attached bet resets and everyone must accept the new terms (a changed tee time is changed terms). Cancelling a scheduled round VOIDS every bet attached to it — no round, no bet, nobody pays. The one exception is a Back Yourself solo challenge: that's not a bet between players, it's a commitment, and it ROLLS FORWARD to the player's next counted round instead of dying with the booking.
Saturday 7:10 at Long Reef, four booked. The "Next up" card counts it down all week, shows one waving 🚩, and by Friday there are three bets riding on it. Saturday's scorecards do the rest.
🤝 Betting on a Scheduled Round
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A scheduled round is a betting surface: from the round card (or mid-round from live scoring) anyone can attach a prop bet to it — stat bets like highest stableford in the round, lowest gross, most net birdies or fewest wipes, plus ordinary described bets. Normal prop-bet rules apply (acceptance mandatory, stakes capped, loser pays the pot). The difference is the settling: when the field's scorecards come in, the engine resolves attached stat bets automatically off the cards — no claiming, no confirming, and a tie is a PUSH (void, nobody pays). A booked player who never submits by the day after? The booking lapses and every attached engine-settled bet involving them VOIDS as a push — silence never creates a money obligation; a no-show is a dead bet, not a lost one. Free-text attached bets still settle the normal way. And once your bets are riding on a round, you can't mulligan it — a mulligan is never a free exit from a bet.
Engine settles stat bets off the scorecards | tie = push | no-show = push, never a loss | cancel voids attached bets
"Most net birdies Saturday, $20 each" attached to the booking, all four in. Cards land Saturday arvo → the engine names the winner straight off the scorecards. One player pikes and never submits → every bet they were in pushes instead — nobody pays for an empty chair.
💰 Pot Funding
The trip pot is 100% player money — zero app cut. It funds your group's golf trip at season end. Money flows INTO the pot from six sources: recurring period buy-ins, one-off late-joiner buy-ins, trigger contributions, trigger forfeits, returned trigger-bet winnings, and the proceeds of a bailed bet. This section explains each source, how it's collected, and how the app tracks what's owed vs paid.
Period Buy-Ins (Recurring Fee)
v3.1.287▼
Every active group member owes a recurring period fee — set by the admin at group setup (default $50). The fee is due on day 1 of every period from the day the season started; period length is configurable (weekly / fortnightly / monthly). You pay via the group's Wise / BSB+Account details, with a stable reference code unique to you: GC-{SURNAME}-PERIOD (e.g. GC-MCCOY-PERIOD). The app auto-matches incoming Wise CREDITs against PENDING obligations FIFO oldest-period-first — pay $100 for two periods in one transfer and both rows flip PAID. Pay $30 against a $50 obligation and it stays PENDING (admin can manually mark short-paid via the override flow). Paid members stay invisible on the leaderboard; unpaid members get a public "💸 Owes $X" badge until reconciled.
Group threshold $100, monthly fee $50, season starts 11 May. Period 1 runs 11 May → 11 Jun. On 11 May every active member gets a $50 PENDING period_payments row auto-seeded. McCoy sends $50 via Wise ref GC-MCCOY-PERIOD — auto-reconciles to PAID, banner disappears. Fish forgets — stays PENDING, "💸 Owes $50" badge visible to everyone on the leaderboard until he pays.
🔮 Ask the Engine
Ask the app for a fair bet: pick a player, a stat (birdies, net birdies, wipes, or a big-round target) and a window of rounds, and the engine names the coin-flip target off their real scoring form — or prices YOUR target in plain words ("that lands about 1 time in 6 — fair money is your $10 against his $50"). Haggle the target and the price moves with you. One tap makes it a bet; they still have to accept.
The window starts when the bet is accepted and runs over that player's next rounds. Mulligans don't count. Season ends before the window finishes? The bet pushes — nobody pays. Scorecards settle it automatically. And the engine only prices what it can defend: ask for a gross-score bet and it offers the stableford version instead of inventing a number.
Late-Joiner Buy-In
v3.1.362▼
When a mate joins a group that's already been running, the pot is part-built from everyone else's period buy-ins and trigger money. A late-joiner buy-in is a fair share of that pot — the current pot split across the existing members — so the newcomer doesn't get a free ride on money other people put in. The admin picks who owes one (the app never guesses from join dates — mates accepting the invite a few days apart at the start of a season is normal, not a late join) and can discount it as far as they like, but can never charge above the fair share. The buy-in is owed into the Wise pot with the member's normal GC-{SURNAME}-PERIOD reference and reconciles like any other payment. This is what makes late joining FAIR: the newcomer tops the pot back up to where it should be, so nobody who's been in since day one loses a cent — and the group can keep growing all season.
Season's 3 months in, pot sits at $772 across 4 members. A 5th mate joins. The admin sets a buy-in of $772 ÷ 4 = $193 (or discounts it for a mate). The mate pays $193 into the pot → pot is now $965 across 5, every original member's share is unchanged, and the new mate is square.
How Payments Auto-Reconcile
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The app pulls Wise transactions daily. Any incoming CREDIT whose reference note matches a player's GC-{SURNAME}-PERIOD or GC-{SURNAME}-TRIG-YYYYMMDD code auto-matches against the player's outstanding obligations (period buy-ins and triggers respectively). Period buy-ins reconcile FIFO oldest-period-first and are amount-aware — surplus rolls forward as "credit ahead" toward the next period. Reference must match exactly (case-insensitive). Typo or wrong reference → manual reconciliation by admin (see below).
McCoy has Period 4 and Period 5 PENDING ($50 each). Sends $100 with reference GC-MCCOY-PERIOD. Both rows flip PAID, oldest first. Banner disappears. If he sends $150, Period 4 and 5 both PAID + $50 "credit ahead" shown on PotScreen — applies automatically when Period 6 seeds.
Manual Reconciliation (Admin Override)
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Real-world payments don't always match cleanly: a player typos the reference, the spouse rewrote the memo from a joint account, the bank truncated, or someone paid in cash / Beem'd you. Admins have a "Mark Paid" override on PotScreen's Reconciliation Gap tile — paste the original reference, the amount, an optional reason ("paid by direct deposit", "cash on the day"), and the row flips PAID with full audit-log attribution. Append-only — never DELETEd, only compensated.
Fish Beems Luke $50 in cash because he's late. Luke (admin) opens PotScreen → Reconciliation Gap tile → expand → Fish row → reason "paid in cash 12 May" → Mark Paid. Fish's PENDING row flips to PAID via manual source. Audit log shows: marked_by=Luke, amount=$50, reason="paid in cash 12 May".
Admin Waive (Hardship / Member Left)
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Admins can waive a PENDING period fee — used for hardship, members who left mid-season, or any legitimate cause to forgive the obligation without money changing hands. Requires a reason (audit-logged). Row flips to WAIVED status, banner disappears, but the row stays on file forever as a record. Distinct from "Mark Paid" because no money actually came in.
Milldog gets injured in May, doesn't play. Group decides to waive his June fee. Luke (admin) → PotScreen → period buy-in row → reason "injured, group consent". Status flips WAIVED. Milldog's banner goes away. Audit shows waived_by=Luke, reason recorded.
Trigger Contributions to Pot
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When you trigger, half the threshold ($50 at a $100 threshold) goes straight to the pot. This is the "fee half" — separate from the period buy-in, separate from the bet half. Owed the moment the trigger fires. Reconciled the same way as period buy-ins: Wise CREDIT with reference GC-{SURNAME}-TRIG-YYYYMMDD, or admin manual mark-paid. Multi-trigger sessions scale linearly: 2× trigger = $100 fee, 3× = $150.
McCoy's balance plays a -$60 round at -$48 → triggered at -$108. $50 immediately owed to pot. Reference GC-MCCOY-TRIG-20260512. Wise CREDIT lands within a few days → reconciled, "Paid" pill on the trigger card. If late: appears on PotScreen Reconciliation Gap tile until paid.
Trigger Forfeits (DEFAULTED → Full Threshold to Pot)
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Miss the bet window on a trigger and the bet half is forfeit to the pot too. Pot impact = FULL threshold for that trigger session (× the multi-trigger count). No separate fixed penalty fee — the forfeited bet half IS the consequence. Persistent defaulters get ejected by admin.
Fish double-triggered Wednesday, didn't place a bet by next Wednesday (default 7-day window). Both halves forfeit: $200 (full $100 threshold × 2) goes to pot. Pot row shows $200 contribution attributed to Fish for the DEFAULTED session.
Trigger Returns (Won and Bailed Bets Return to Pot)
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If your mandatory trigger bet WINS, the winnings return to the pot — not to your pocket. You bet $50 on Inter Miami at +200 odds, they win, you collect $150 from the sportsbook → all $150 lands in the trip pot. This is intentional: the bet half is a discipline mechanic ("you have to risk something"), not a way to extract money from the pot. The upside still goes to the trip. Bet winnings are tracked PER PLAYER on the "Paid Into Pot" tile (PotScreen → Balances tab) as a separate column from Contributions, because they're a different source even though they all flow into the same pot.
McCoy triggered, $50 bet at +200 odds wins. Sportsbook pays $150 ($50 stake returned + $100 winnings). McCoy sends $150 to Wise pot. PotScreen shows McCoy's "Trigger winnings: $150" as a distinct entry from his contributions. Pot total in for McCoy = period buy-ins + trigger fees + trigger forfeits + $150 won-bet return.
🪂 Bailing on a Trigger Bet (Cashing Out Early)
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Bookmakers let you settle a bet early for whatever they're offering at the time — they call it cashing out. We call it bailing. Tap Bail when you result a placed punt, upload the slip, and tell us what they paid you. Whatever the bookie hands back goes to the pot, exactly like a winning punt — and that holds even when the number is less than your stake. Bail above your stake and it counts as a win; below your stake and it counts as a loss. Either way you are out the threshold, no more and no less, which is the same as every other way a trigger can end. You are scored on the price you actually got, not the price you took: bail out of a long shot for a couple of dollars and you're marked as the short-priced punt it turned into, not as a Hail Mary that landed. A losing bail keeps the zone you originally bet into — you took that risk, you just cut it short. Get out level and it's a scratch: it counts as a bet and scores nothing. Bail the whole thing or don't bail — taking part of your money early isn't a bail; the punt is still live and you report the total the bookie handed back once it's all done.
Cobie has $50 on a 10.00 roughie. It's going badly, so he bails for $40. That's a LOSS — $10 down on the stake — and the $40 still goes to the pot on top of his $50 trigger fee. He's out $100, exactly as he would have been if the punt had lost outright or won. Same punt but he bails at $260 instead: a Hail Mary win, +5 Punt Points, and all $260 goes to the pot.
Paid Into Pot (Per-Player Breakdown)
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PotScreen → Balances tab shows two distinct columns per player: Contributions (period buy-ins paid + reconciled trigger fees + DEFAULTED forfeits — obligations the player owed and paid) and Trigger winnings (won-bet returns the player generated for the pot). Right side shows the total "paid into pot" — Contributions + Trigger winnings. Single non-negative number; there's no "net balance" because no money flows OUT to players mid-season. The pot accumulates all season until end-of-season disbursement.
After two months: McCoy has paid 2 × $50 period buy-ins ($100), been triggered once and paid the $50 fee + won a bet returning $80 to pot. His row: Contributions $150 · Trigger winnings $80 · paid into pot $230.
Public Visibility (Self-Policing)
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Every active member can see who owes what. Unpaid period buy-ins surface as: (a) a sticky orange banner on your own HomeScreen when YOU owe, (b) an orange "💸 Owes $X" badge next to other players' rows on the Leaderboard, (c) a "Period buy-ins outstanding" section on PotScreen's Reconciliation Gap tile listing every PENDING row group-wide with age in days. There's no DM nag system — the public visibility is the enforcement lever. Persistent non-payers get ejected by admin via the existing member-removal flow.
Fish hasn't paid Period 1 by day 10. Everyone in the group sees "Fish — 💸 Owes $50" on the Leaderboard whenever they open the app. Pretty quickly the group chat nudges him. He pays via Wise, banner + badge disappear automatically within seconds of the next loadGroupData.
End-of-Season Disbursement
TBD▼
The accumulated pot is disbursed at season end to the season winner(s) per the Period / Season Awards mechanic. The exact distribution model — top 3 split, winner-takes-all, or a custom group config — is admin-configurable but the in-app tracked-transaction flow for the actual payout to player accounts hasn't been built yet (planned for a later deploy). For now, the pot accumulates; admin manages payout off-platform at season end.
2026 Pilot Season ends November. Final pot is $1,500. Admin manually distributes via Wise — 60/30/10 split → champion $900, runner-up $450, third $150. The "Paid Into Pot" tile becomes the receipt of who contributed what across the year.
📅 Seasons & Trip Pot
Periods
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Season divided into periods (usually monthly). All balances reset at period end. Multiple beats and triggers can happen within a single period.
March period: McCoy beats on Round 4, ledger resets, then survives rest of month = 3+1 = 4pts total.
Trip Pot
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100% player money. Grows from five sources: recurring period buy-ins (paid by every member each period), trigger contribution halves, DEFAULTED trigger forfeits, won-bet returns, and bailed-bet proceeds. Zero app cut. Funds your group's golf trip at season end. See Pot Funding for the complete breakdown of each inflow source, reconciliation flow, and per-player accounting.
6 players, $100 threshold, $50/period buy-in, monthly. Per month: 6 × $50 = $300 baseline contribution. Plus ~3 triggers/month × $50 fee-half = $150 trigger contributions. Plus occasional DEFAULTED forfeits and won-bet returns. ~$450–550/month into pot → ~$3,000 over a 6-month season toward your trip.
🃏 Home Turf
Pick your home course in your Profile and every hole on it becomes a season-long battle. A net birdie conquers a hole. A wipe takes it back. The card shows exactly which holes you own — and which ones own you.
How the Card Works
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Every hole at your home course has a state: CONQUERED (your most recent result there this season was a net birdie or better — 3+ stableford points), WIPED (your most recent result was a wipe — 0 points, pickups included), or untouched. Last result wins, all season: a hole you conquered in April can be wiped in June and won back in August. Only rounds at your home course move the card — and the moment you set your home course, the card fills in from every round you've already played there this season. Mulligan rounds still paint the card (golf stats always count) but never fire the money — any milestone they cross pays on your next counted round at your home course. Champ Day rounds never touch the card.
Fish nets a birdie on the 13th at Long Reef in May — conquered. He wipes it in July — back to red. The group chat has opinions about this.
The Ladder — Milestones & Dollar Values
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The ladder pays as your card fills — and stings as it rots. Milestones are high-water marks: each one fires once per card, so dropping from 12 conquered back to 10 and re-climbing to 12 doesn't pay twice. Counts are simultaneous — "16 conquered" means 16 holes green at the same time. Values are a percentage of your group's threshold and are tiered by handicap (same tiers as raids), because the all-net battle isn't naturally even: a stroke on every hole means a high-marker conquers with a gross par, while a low-marker needs gross birdies on their no-stroke holes — and loses them to gross doubles. The tiers keep the chase worth chasing for everyone.
Milestone
Elite (HC ≤5)
Low (6–10)
Mid (11–18)
High (19+)
🟩 12 conquered
+30% ($30)
+30% ($30)
+20% ($20)
+12% ($12)
🟩 16 conquered
+80% ($80)
+80% ($80)
+14% ($14)
+10% ($10)
🏆 FULL CARD — all 18 at once
+250% ($250)
+250% ($250)
+55% ($55)
+45% ($45)
🟥 Card Crisis — 9 wiped at once
−40% ($40)
−50% ($50)
−65% ($65)
−75% ($75)
🟥 Wipe Wave — 14 wiped at once
−85% ($85)
−95% ($95)
−105% ($105)
−115% ($115)
💀 TOTAL WIPEOUT — all 18 wiped
−150% ($150)
−150% ($150)
−150% ($150)
−150% ($150)
Dollar figures shown at a $100 threshold. Fill all 18 either way — green or red — and the card resets to blank with a prestige marker ("Conquest ×2"), and the whole ladder goes live again.
Milldog (HC 18) holds 16 holes green at once → "16 conquered" fires for +$14. Later in the season he holds all 18 → FULL CARD pays +$55, the card resets, and he starts the conquest again with a 🏆 next to his name.
🏅 Golden Card (Gross Honour)
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The money ladder quietly favours higher handicaps — strokes on every hole make net birdies easier to come by. The Golden Card is its mirror image, and it pays nothing but glory. Bank a gross birdie or better on all 18 holes at your home course across the season and you earn the 🏅 Golden Card — a badge of honour only a scratch or low-single-figure player will ever realistically achieve. Gross-eagle every par 5 at your home course on top of it and the 🏅👑 Golden Crown sits above even that. Season-long, never resets with the card cycle, no dollars attached — purely a name in lights. The moment either lands, the group hears about it: a feed post, an email, and a permanent 🏅 beside your name on the season ladder. At Award Night the Card is worth +15 chips and the Crown stacks +25 more. The high markers chase the cash; the sticks chase the Golden Card.
Blake (off 5) has gross-birdied 17 of the 18 at his home course by August — the par-3 14th is the holdout. He finally rolls one in on the 14th in September: 🏅 Golden Card — the app announces it to the group on the spot. Eagle both his par 5s before season's end and it becomes the 🏅👑 Golden Crown. No money changes hands. He will not shut up about it.
Card Money Counts in That Round
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Card money lands in the session total of the round that fired it — the same rule as Same-Day Games. That means a card bonus can push you over the threshold for a beat, and a Card Crisis can tip you into a trigger. It's real money in the real round, not a side ledger.
Fish is at +$75 for the session when his 15th conquered hole fires +$30 → session total +$105 → BEAT. The 13th hole did it. Of course it was the 13th.
🏌️ Champ Day
Not every group wants a months-long season. A Champ Day is Golf Champs for a single day — the whole game, played out and settled the same day. Ideal for a one-off hit with mates or a corporate golf day.
What's a Champ Day
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A Champ Day is a one-day competition — the full Golf Champs game (live scoring, the leaderboard, raids, blunders and same-day side games) played out and settled in a single day. No season, no trip pot, no long-term table. Start a day, play it, close it, and it resets for next time.
Saturday hit-out: 8 mates, one round each, leaderboard live all afternoon, settled at the clubhouse. Next Saturday starts a fresh day.
Starting & closing a day
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The group admin starts a Champ Day — picks a course, sets the day's threshold and (optionally) a buy-in — and everyone plays. When the round's done the admin closes the day: the app shows the final standings (ranked by who's up the most), who beat and who triggered, the side-game results and the buy-in payout. Closing archives the day; the next one starts fresh from zero.
Money settles outside the app
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A Champ Day has no trip pot. If there's a buy-in, it's cash agreed and settled between the players themselves — the app never holds money. It just shows the closing settlement: the pool, and who collects what. A day can also be run social — pure leaderboard, no money at all.
$20 buy-in, 12 players → $240 pool. The app shows the winner collects $240; the group sorts the cash between themselves.
Champ Day vs Champ Season
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A Champ Season is the long game — a running leaderboard, periods, the trip pot, a championship over months. A Champ Day is the one-off — same scoring engine, same drama, but it begins and ends in a day. You pick which way a group plays when you create it. A Champ Day group can later be turned into a Champ Season, carrying its history across.
Foursomes — playing as a team
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A foursome is the group you played with — the four-ball you walked the course with. On a Champ Day your raids stay inside your foursome (you raid the mates you played with, not strangers across the field), and the foursome competes as a team for Foursome of the Day and the category awards.
Foursome Score & Foursome of the Day
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A foursome's headline score = average stableford, plus birdies and eagles per player, less blunders per player. Good play counts, blunders cost. Every term is a per-player rate, so a foursome of three competes fairly against a foursome of four. The highest score wins Foursome of the Day.
🎯 Sharpest Cards
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The foursome with the highest average stableford across its players. Pure scoring — which four-ball shot the best golf as a group.
🐦 Birdie Machine
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The foursome that made the most birdies and eagles per player. Both count, divided by how many played — so a three-ball is judged fairly against a four-ball.
🌋 Most Volatile
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The foursome with the most drama per player — raids landed plus blunders dropped, added up and divided by player count. The wildest ride of the day, good and bad.
🛡️ Cleanest Round
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The foursome with the fewest blunders per player. Tidy golf — no meltdowns, no collapses, no bogey streaks.
💸 Side-Hustlers
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The foursome that won the most side-game money per player — head-to-head, skins, snake and nearest-the-pin combined.
🤝 Prop Bets on a Champ Day
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An option the admin switches on for the day — plenty of days won't want it and won't see it at all. When it's on, anyone can throw down a bet at anyone else in the group: describe it, name your opponent, and you both set what you're putting up. Nothing is live until the other side accepts. This is NOT the season prop-bet game: there is no trip pot to pay into, no Punt Points, and no confirm window. The money is between the two of you and settles in cash, exactly like the buy-in — the app keeps score of it and never holds a cent.
Admin opt-in | player-set stakes | settled in cash, player → player | no pot, no punt points
McCoy calls out Milldog: most stableford points, $20 each. Milldog accepts. Cards land, McCoy wins by three, and Settle Up shows "Milldog owes McCoy $20". Paid in the car park, ticked off.
🎯 What You Can Bet On
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Every champ-day bet has to be settled by the scorecard, so you can only bet on things the card already knows. On an individual: Most stableford points, Lowest gross, Most net birdies, or Fewest wipes. On a team, when the day runs a team format: Most points on the day. On a foursome: Best Foursome Score, or Highest average stableford. That constraint is the point — nobody is judging anything, so there is nothing to argue about afterwards.
Two foursomes go at each other: "Best Foursome Score takes it, $10 a head." Both fourballs are in, the app reads the same numbers the Foursomes screen shows, and one side wins.
💷 Setting the Stakes
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There is no season history on a one-day event, so the app never prices a champ-day bet — you do. Each side names a number, and if the numbers differ that IS the odds: $50 against a mate's $10 is you laying 5 to 1. A bet on a team or a foursome is a whole-side bet and the stake splits equally across that side, so a $40 team stake is $10 each in a four. One nominated player on the other side accepts, and that strikes the bet for everyone on both sides.
Uneven stakes = the odds | team & foursome stakes split equally | one acceptor strikes it for the whole side
A foursome backs itself at $40 against another's $20 — 2 to 1. That's $10 a head one side, $5 a head the other. One player accepts and all eight are on.
📋 The Card Decides It
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A season prop bet is a claim someone makes and the other side confirms, which is why it has a confirm window. A champ-day bet isn't a claim — it's a fact the round produces. As the cards land the app resolves every bet against them automatically, using exactly the same numbers the leaderboard, the team board and the Foursomes screen are showing. Nothing to call, nothing to confirm, nothing to dispute. A tie on the chosen number is a push and nobody owes anything.
The last foursome submits at 4pm. By the time they've walked off, every bet on the day has a result and the Settle Up list is complete.
✅ Settling Up
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Settle Up turns the day's bets into the shortest possible list of payments. If you owe someone and they owe you, the two net off and only the difference shows. When cash changes hands either of you ticks it and the app records that it's been paid — that tick is a note about the payment, not the result, and it can't change who won. Closing the day with bets still unresolved shows the admin a warning listing them, but the close goes ahead: a group in the car park should never be locked out of finishing their day by a bet somebody forgot.
Pairs net off | paid ticks never change a result | closing WARNS, never blocks
McCoy owes Fish $20 on one bet, Fish owes McCoy $35 on another. Settle Up shows one line: "McCoy is owed $15 by Fish."
⏸️ Player Pause
Players can be paused during legitimate absences such as holidays, injuries, or other reasons. While paused, a player is completely frozen from all game mechanics.
Player Pause
NEW▼
Admins can pause any player from Group Settings. Players can also request a pause (requires admin approval). While paused: no raid damage received, no round submissions allowed, balance frozen. Resume when you're back.
McCoy goes on holiday for 2 weeks. Admin pauses him. Sarn Remo eagles Hole 7 — McCoy is excluded from the raid penalty. When McCoy returns, admin resumes him and he's back in the game.
Who Can Pause
Group admin can pause/unpause any player directly. Players can request a pause which requires admin approval.
What Happens
Excluded from raid penalties. Cannot submit rounds. Balance frozen until resumed.
When To Use
Holidays, injuries, emergencies, or any period where you can't play and shouldn't be penalised.
👑 Group Admin — Powers & Responsibilities
Admins set up and run the group: threshold, period length, modules, same-day games, member management, money flow. The powers are deliberately broad because Golf Champs assumes you're playing with mates, not strangers. Trust cuts both ways — every mutation is captured in the audit log. The admin's job is fairness and transparency, not control.
Who Becomes Admin
By default, whoever creates the group. Multiple admins per group is supported — promote a co-admin to share the workload, especially for marking Wise transfers received when one of you is on holiday.
Day-to-Day
Most weeks: nothing. Period rollover and season boundaries are when the workload spikes — close out the leaderboard, chase the last Wise transfers, configure the next stretch.
The Code
Never edit your own scores. Never waive your own triggers. Document discretionary calls in the group chat with reason BEFORE actioning. Don't change threshold or modules mid-period to chase a result. The audit log captures every mutation with your id.
Configuration powers
💲 Setting the Threshold
▼
The single dollar amount your whole game is calibrated to. Every scoring module, raid, blunder, and side game is expressed as a percentage of this. Pick something the most cash-strapped player could afford to lose two of in a bad month — that's the realistic max trigger exposure if someone double-triggers a period. Changing mid-period is rude: it retroactively changes the dollar value of every event already booked into the ledger. Wait until period rollover, or better, set it at season start and live with it.
Threshold $100 → 38 stableford = +$25. Eagle = $34 raid × 4 other players = $136 total damage. Trigger = $50 to pot + $50 mandatory bet.
📅 Period Length & Season Lifecycle
▼
Choose monthly (default), fortnightly, or weekly. Monthly matches Wise pay cycles. Fortnightly suits high-volume groups. Weekly is brutal but workable. Admin also renames the season, edits the end date, runs End Season to close out, and Start New Season for the next one. Don't end a season mid-period or you'll orphan in-flight triggers and bets.
Monthly periods → April closes 30 April 23:59, balances reset, May period payments due day 1. End of December: rename to "Summer 2026", End Season, awards calculate, Start New Season for "Autumn 2026".
🎯 Trigger Config — Split & Bet Window
▼
Default 50% to pot / 50% mandatory bet, 168hr (7 day) bet window. Both configurable — split anywhere 0–100%, window anywhere 24–168hr. 100% pot / 0% bet removes the betting layer entirely (simpler if your group isn't into punting). 24hr window punishes procrastinators harder — miss it and the bet half ALSO forfeits to pot.
Split 50%, window 72hr. Milldog triggers Friday → bet due Monday afternoon. Misses it → full $100 forfeits to pot. No separate default penalty fee (removed v3.1.250).
⚙️ Scoring Modules On / Off
▼
Stableford is non-negotiable. Optional layers — Round Streaks, Birdies (Gross), Eagles, Chip-In, Challenge Hole, Steady Play, Birdies (Net), No-Wipes Round Bonus — toggle per group. Don't toggle mid-period: players who earned bonuses from a now-disabled module won't have them stripped, but new rounds won't earn them — creating two ledger regimes in the same period. Switch at period rollover.
Leave Steady Play ON to reward consistency — players who string together bogey-free runs get a bonus regardless of handicap. Turn it off if your group wants pure round-total scoring with no per-run bonuses.
🤝 Same-Day Games On / Off
▼
Four optional games: H2H, Skins, Snake, NTP. Admin sets the menu; players opt into each game per round. Same-day results count for the threshold check (v3.1.186+) — a $40 H2H loss can push you into a trigger. Players need to know what's enabled before they tee off.
Skins + Snake on, H2H + NTP off. Saturday foursome tags each other → Skins + Snake run automatically once all 4 submit. H2H and NTP options are hidden.
🏖️ Trip Pot Config
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Name the destination, set a goal amount (for visuals — pot doesn't cap), and a monthly fee every member owes day 1 of each period. Monthly fee is the recurring funding floor — pot grows even in months where nobody triggers. Set to $0 if you're trigger-only.
Destination "Royal Pines 2026", goal $5,000, monthly fee $40. 6 players → $240/month guaranteed plus trigger contributions. Pot screen shows "$2,140 of $5,000 — 43% there".
🏦 Wise Deposit Details
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Account name, PayID (email or phone), BSB + account number — whatever your bank uses. Surfaces on every Payments Due card, the Pot screen, and every trigger settlement. Without these set, members have nowhere to send money — set them day 1 or the whole money flow stalls. Wise recommended (low fees, fast international, multi-currency for overseas trips); any bank account works.
Pause = balance frozen, no rounds, no raid damage. Admin pauses directly OR approves player-requested pauses (request lands in your Group Settings inbox). For holidays, injuries, work travel, family stuff. Don't approve a pause from a player who's about to trigger and is trying to dodge it — that's exactly the case the pause was NOT designed for.
Cobie books 3 weeks in Italy → requests pause. Luke approves. Balance ($-45) frozen. Fish eagles during her absence → Cobie excluded from the raid. Cobie returns, unpaused, resumes at $-45.
🚪 Removing & Re-Adding Members
▼
Remove ≠ delete. Their historical rounds, triggers, raids, balance all stay on the books. They simply can't submit new rounds, don't count as raid recipients, and disappear from the active leaderboard. Re-add later via Group Settings > Removed Members > Restore — old data is still there waiting. Use for members who've left permanently or persistent defaulters who won't pay up.
Gibbo defaults 3 triggers, ignores every Slack ping, hasn't played in 2 months. Luke removes him. Historical ledger ($-340) stays in season stats. 2 months later Gibbo pays up — Luke restores him at $0 (new period), old data still in season history.
Score & money corrections
✏️ Editing & Deleting Submitted Rounds
▼
RLS-enforced admin-only power. Edit hole scores, delete a round entirely, recalculate. Engine re-runs and ledger recomputes from that round forward. Every edit captured in the audit log with admin id, timestamp, and what changed. Use for genuine fixes only — editing to favour or punish destroys trust faster than anything else in the app. When in doubt, get the player to confirm the fix in Slack first and screenshot it.
BlackFish enters hole 8 as a wipe (0 pts) when it was actually a bogey (1 pt). Luke edits → engine recomputes → round total 32 → 33. Audit log records: "admin Luke edited hole 8 for round 4521 from 0→1 on 2026-05-17 14:22".
🚫 Waiving Triggers & Bets (v3.1.327)
NEW▼
Triggers Screen → tap a pending trigger → Waive Bet. Sets status to BET_WAIVED — no bet required, no default, no forfeit for the bet half. Pot half is independent (waive separately if you also want to refund). Use for: rule changes that retroactively created an unfair trigger (e.g., v3.1.323), or genuine extenuating circumstances. Document the reason — surfaces on the trigger card and in the audit log. Don't waive because someone whinged in chat.
v3.1.323 same-day cross-session rule retroactively makes Milldog's R3 trigger unfair. Luke clicks Waive Bet, reason: "v3.1.323 retroactive rule fairness — R3 pre-dated cross-session exemption". Status → BET_WAIVED, no bet required.
✅ Marking Period Payments Paid
▼
Monthly buy-ins don't auto-confirm — Wise happens outside the app. Admin reviews the Payments Due banner, matches incoming Wise transfers, marks each payment received. Reconciliation is FIFO and amount-aware: $40 April + $40 May owed, member sends $50 → April cleared, $10 applied to May, $30 still owing. Every payment card shows a unique Wise reference for matching.
May 1: 6 members owe $40 each ($240 due). 4 transfers come in over the next week. Luke marks each paid. 2 members haven't paid by mid-May — pings them in Slack, considers Removing if they stay quiet.
💸 Setting Late-Joiner Buy-Ins (v3.1.362)
NEW▼
Group Settings → Late-Joiner Buy-Ins. When a mate joins a season that's already running, charge them a fair share of the pot the group has built so far. You pick the member from the list — the app makes no date-based guess (a few days between mates accepting the invite at season start is normal, not a late join). The app proposes the fair buy-in: the current pot ÷ the other members. You can discount it for a mate, right down to a full waiver, but you can never charge above the fair share. Every discount shows the per-member dilution it costs ("a $100 discount dilutes each of the 6 of you by $16.67") so the call is made with eyes open. The buy-in reconciles into the Wise pot like any other payment. Use it to keep the group growing mid-season without short-changing the members who've been in since day one.
Cobie joins in month 4. Pot is $1,200 across 5 members. Luke opens Late-Joiner Buy-Ins, picks Cobie → fair buy-in $1,200 ÷ 5 = $240. He discounts it to $180 because Cobie's a good mate; the app warns the $60 discount dilutes each of the 5 by $12. Luke charges $180. Cobie pays it into the pot, and everyone else has effectively chipped in $12 toward welcoming him.
Course & data integrity
⛳ Course Catalogue & Scorecard Overrides
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Two powers: (1) Add a new course to the global catalogue — name, club, state, tees, par + SI per hole. Becomes selectable for every group going forward. (2) Override an existing course's scorecard for YOUR group only — fixes wrong SI or out-of-date holes without affecting other groups. Overrides apply retroactively (can shift handicap allocation and balances) — prefer fixing the global course unless it's genuinely group-specific.
Bankstown's published SI doesn't match what the members actually play. Luke creates a per-group override with correct SI for holes 4 and 12. Next round at Bankstown uses the overridden SI.
🩹 Healing Season Scoring
▼
Re-derives every round_result and ledger entry in the active season from the current engine. Use ONLY after a rule change explicitly says "backfill required" in the CHANGELOG. Destructive by design — wipes round_results + ledger_entries for the season and replays from scratch. Don't run casually; depends on the engine producing the same outputs you want now as before the rule change.
v3.1.323 deploys cross-session exemption. CHANGELOG calls for backfill. Luke runs Heal Season Scoring → unfair triggers vanish from the ledger, balances re-derive cleanly under the new rule. For surgical fixes the CHANGELOG sometimes provides backfill SQL instead — use whichever the release specifies.
⚖️ The Admin Code (what NOT to do)
The unwritten rules
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Admin powers are deliberately broad because Golf Champs assumes you're playing with mates, not strangers. That trust cuts both ways. The unwritten rules:
1. Never edit your own round scores. If you find a mistake, get another admin to fix it, or screenshot to the group chat first. 2. Never waive your own triggers. Always escalate to another admin or, if you're solo, put it to a group vote in chat. 3. Always document discretionary calls (pauses, waives, removals) in the group chat with reason BEFORE you action them. 4. Don't change threshold or modules mid-period to chase a result. Wait for the rollover. 5. The audit log captures every mutation with your id — assume someone will look at it eventually.
Luke triggers Saturday. Doesn't waive it — pays like everyone else. Next month another admin (Blake) handles a Cobie pause request because Cobie is on Luke's flight to Bali and Luke would be conflicted. Audit log shows Blake approved it, reason logged. No drama, no whispers.
🏆 Majors — Doubled-Stakes Group Events
The season's big days out. The admin schedules 2–4 majors a season — a real date, a real course, and a name (The Boss's Open, The Season Decider) — and everyone tries to be there. On the day, everything counts double for the field: scoring modules, blunders, GC points, and side games. Best stableford wins the title and the major's emoji in the group's honour roll, forever. Majors exist to get the whole group on the same tee sheet — the double stakes are why nobody wants to miss one.
✋ Opting In & the 60% Field
NEW▼
When a major is scheduled it appears on everyone's Home screen with an "I'm in" button. Opt-ins are the planning signal. The major needs at least 60% of the group's active players (rounded up) actually there on the day — 3 of 4, 3 of 5, 4 of 6, 8 of 12. Short of the numbers? The admin reschedules or cancels, and anyone who turned up plays a normal round. No penalty for missing a major, ever — you just watch everyone else play for double.
Six-man group needs 4. By Friday it's Luke, Fish, Blake and Cobie in — game on. If only 3 had shown Saturday, the major moves to next month and Saturday counts as normal golf.
🔒 Match-Day Confirmation — It's ON
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On the morning, before the first group tees off, the admin confirms who's actually there (pre-filled from opt-ins). The app checks the 60% floor and from that moment the major is locked in — final, no backing out. Every confirmed player's round that day scores double from the second it's submitted, so groups teeing off one after another all play at full major stakes. Late arrival? The admin can add them to the field until the major closes. A confirmed player who pikes mid-round doesn't un-major the day.
Four groups off from 7am. Admin confirms the 10-man field at 6:50. Group one's cards count double the moment they're in — nobody waits for the 1pm group to find out what their round was worth.
💥 What Doubles (and What Doesn't)
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Doubles for every confirmed player: scoring modules (the good and the bad), blunders, Home Turf, GC points (beat +6 per crossing, survive +2, trigger −6 per crossing), and side games (H2H, Skins, Snake, NTP) when the whole playing group is in the field. The threshold check runs on the doubled money — a major can double-beat you into glory or double-trigger you into the pot. Stays single: raids. Blocked: Double Down can't stack on a major (a waved flag waits for your next normal round) and major rounds can't be mulligan'd.
Modules ×2 | Blunders ×2 | Home Turf ×2 | GC points ×2 | Side games ×2 (all-field groups) | Raids ×1 | No Double Down stacking | No mulligans
Blake's +$65 becomes +$130 → beat, +6 GC. Cobie's −$55 becomes −$110 → triggered, −6 GC. Fish's $30 snake becomes $60. Milldog's eagle raid hits everyone at normal single rates.
⚙️ Admin: Scheduling, Rescheduling & Washouts
▼
Group Settings → Majors. Schedule a major with a name (type your own, or tap Suggest for the app's ideas), an emoji, a date and a course. Any future date works — majors are usually set weeks out so people can plan, but if the whole group is suddenly free tomorrow, nothing stops a quick one.
Until the match-day confirmation the admin can reschedule (rained off, half the group at a wedding) or cancel outright. After confirmation it's committed.
Guidance from the app's season modelling: 2–4 majors a season is the sweet spot. At 5+ the majors start deciding the whole season race and the regular rounds fade into warm-ups.
🥇 Winning a Major — Countback & Co-Champions
▼
Highest total stableford in the field wins the major — the title and the emoji go into the group's honour roll permanently. Ties settle by proper club countback, in order: best back-nine stableford (holes 10–18 on the card) → the 18th hole net score, lower wins → most net birdies → fewest net bogeys-or-worse. Still level after all four? Co-champions — both names go up.
Luke and Fish both post 38. Back nine 19 apiece; both net par on the 18th; net birdies Luke 3, Fish 2 — Luke takes The Boss's Open on the third rung of countback.
🎲 The Draw & ⚙️ Admin Scheduling
▼
For big fields the admin can run a random draw into playing groups of 3–4 (a 5-man field goes 3+2), published to the feed before the day. Scheduling lives in Group Settings → Majors: name it yourself or tap Suggest, pick an emoji, a date and a course. Reschedule or cancel freely up until the match-day confirmation (rained off? bump it a fortnight — opt-ins carry over). After confirmation it's committed. The app's season modelling says 2–4 majors is the sweet spot — at 5+ the majors start deciding the whole season race.
The Boss's Open is set for the 14th. Biblical rain forecast — admin bumps it a fortnight on the Thursday. Everyone's opt-ins carry over and the feed announces the new date.
🪙 Award Night — The Chip Count
An optional end-of-season awards night, held before the playoffs. The admin buys a poker chip set; the app works out every award winner from the season's stats and runs the ceremony — each award is read out and the winner is handed real chips of that value (some awards pay red chips you don't want). At the end everyone counts their stack, and the chip count sets the playoff seeding. Chips are pure theatre — they never touch balances or the pot. Off by default; the admin turns it on per season in Group Settings.
🟢🔴 Chips & the Vault — nobody starts with chips
NEW▼
Everyone starts the night with nothing — no float, no baseline. The vault (the admin's chip case) holds two colours. Positive awards pay green chips from the vault. Negative awards hand you red chips — anti-chips that sit in front of you all night. You never surrender chips you've already won. Final count = green minus red, and it can go below zero. Before the night, the app prints a chip manifest: exactly how many of each denomination in each colour to pre-stack from a standard $1/$5/$10/$25/$50 poker set.
Milldog wins the Eagle Eye (+$15 green) but takes the Blunder Podium silver (−$10 red) and The Donor (−$10 red). His table: $15 green, $20 red → final count −$5. Bottom seed, great story.
🎭 The Three Acts (reveal order)
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The night runs worst-to-best. Act 1 — The Roll of Shame: the red chips come out first — Glass Jaw, Tilt Merchant, Snake Magnet, The Mug, The Rollercoaster (−$5 each), Raid Magnet and The Donor (−$10), the Blunder Podium (−$20 / −$10 / −$5 in reverse, like a real podium), and closing with 🥄 The Wooden Spoon (−$15) for the worst total season balance in the group.
Act 2 — The Grind: the long tail of green where nearly everyone collects — Iron Man, Chip-In King, Survivor, Heater, Comeback, Dart Thrower, Big Dog ($5), Beat Machine, Round of the Year, Purple Patch, Metronome, Houdini, Birdie Machine, Challenge Champ, Skins Shark ($10), Eagle Eye, Side Game King ($15), The Ace ($25, if anyone holed one), and closing with the three period crowns — 🏵️ The Period Champion ($10 per period won on the GC Points ladder, shared periods paying in full), 🎰 The Prop Punter and 🎫 Beat the Book, each worth the same stack per period won. Three crowns a period, awarded on three different things: the golf, the money you took off each other, and the money you made at the bookie.
Act 3 — The Big Chips: 🥇 The Major Champion ($25 per title), 🏦 The Banker ($20, best total season balance), 💰 The Benefactor ($25 — paid the most into the trip pot; the golf may have been rough, but the trip says thank you), 💥 The Enforcer ($25), 🎰 The Bookie's Nightmare ($15), then the headliners — 👑 The Punter's Crown ($75) and finally 🏆 The Season Champion ($100 / $40 / $20 podium), always the last card of the night.
Awards nobody earned are skipped silently. All values are defaults — the admin can tune or skip any award before the night.
🤝 Ties & Podiums
▼
Chips don't split. Players tied on an award each collect the full value — red included (tie for most blunders and you both take the full hit). Podium awards use competition ranking: two tied at 1st both take 1st-place chips and the next player is 3rd. If the whole group is level on a stat, that award doesn't fire.
Blake and Cobie tie on 9 blunders — both take the full −$20. Fish, next on 7, is 3rd (−$5). Nobody collects the −$10 silver.
🥇 The Major Champion — $25 per title
▼
During the season a major win earns the named title, the emoji and the permanent Awards entry — deliberately no money. Award Night is where titles get their weight: $25 in green chips per major title won, each title honoured by name as the card is read. Win two majors, collect twice. Countback co-champions both collect in full. Sweep a four-major season and your titles alone match the Season Champion award.
McCoy took 🔥 The Full Send Invitational and 💰 The Sunday Bag Classic, and shared 🏆 The Boss's Open on countback — three titles, $75 green before the headliners are touched.
🏆 From Chips to Playoff Seeding
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The Final Count ranks everyone by chip total — that ranking is the playoff seeding, mapped through the Cup's head-start curve (see the Playoffs section below). Tied chip totals break on season GC points, then average stableford. Because chips flow from the whole season — every leaderboard, pattern, side game, blunder and major title — the seeding reflects everything that happened, not just the GC ladder. The season champ usually still seeds top-two, but a big awards haul can ambush them. That's the point.
Fish tops the count at $165 → seed 1 (+9 head start). McCoy and Blake tie at $100 — McCoy's higher GC points take seed 2 (+7); Blake seeds 3 (+5).
⚙️ Admin — chip values, skips & dry runs
▼
Group Settings → Award Night. The toggle switches the whole feature on for the season (off = invisible to everyone, members never see a trace). Every award's chip value is editable, podiums get a value per place, and any award can be skipped. A live pool readout shows total green, total red, and the Big Chips share of the pool — aim for roughly half so the finale matters without making the rest decorative. "Start the night" is the MC ceremony and is read-only: the admin can dry-run it against the live season as often as they like before the real night.
Luke doubles the Major Champion to $50 a title for a six-major season, skips the Snake Magnet, checks the pool readout, and rehearses the whole night on the couch a week out.
🏆 Playoffs / Finals
When the regular season ends, the admin can flip the group into Playoff Mode for an end-of-year trip — typically 3–6 rounds played over a few days. Season position seeds the playoff — or, if your group plays Award Night, the chip count sets the seeds — but seeding doesn't determine it. The bottom seed has a real path to win the Cup, but the top seed has earned a meaningful head-start.
The Cup — Cumulative Stableford
NEW▼
Cup standings = head-start + sum of your best (N − 1) of N trip rounds (drop-worst on by default). Pure net stableford — modules, raids, and blunders run as normal during playoff rounds for daily side action but do not feed the Cup itself. Daily H2H/Skins/Snake settle round-by-round as separate cash pots.
8 players, 4-round trip, $100 threshold. Standard head-start curve gives the 1-seed +9 stableford carry-in, the 2-seed +7, down to +0 for seeds 7 and 8. After 4 rounds, drop everyone's worst round. Highest total wins.
Head-Start Curves
▼
Admin picks one of five curves at playoff setup. Standard is the recommended default — sim-validated to give the top seed roughly a 30% chance of winning, the last seed roughly 7%, with no seed locked out.
Curve
1st
2nd
3rd
4th
5th
6th
7th
8th
No head-start
0
0
0
0
0
0
0
0
Small
+3
+2
+1
0
0
0
0
0
Standard ←
+9
+7
+5
+3
+2
+1
0
0
Strong
+12
+9
+7
+5
+3
+2
+1
0
Big
+15
+11
+8
+6
+4
+2
+1
0
Funding & Prizes
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Admin picks one funding source at setup — either the season's accumulated trip pot rolls into the Cup prize pool, or every attendee chips in a buy-in (default = group threshold). Top 3 split the pot using a preset (60/30/10 default, 70/20/10 alt, or winner-takes-all).
$100 threshold, 8 attendees, buy-in funded → $800 Cup pool. Default 60/30/10 split: Champion takes $480, Runner-up $240, Bronze $80.
Edge Cases & Tiebreakers
▼
Handicap freeze (default on) — HC locks at season end so nobody can sandbag during the trip.
Mid-trip drop-out — Missed rounds score 0 stableford. Drop-worst absorbs one missed round; missing two effectively eliminates from Cup. Player remains in side games.
Tiebreakers — Highest single-round in the trip → lower frozen HC → admin coin flip.
Raids during playoff — Raid feed stays visible for personality. Raid dollars do not affect Cup standings.
Reigning Champion — Winner gets a "Reigning Champion" badge on Group Home until next playoff resolves. Older champions archived under Past Seasons.
📊 Example Season
What does a full 12-month Golf Champs season actually look like? Below is a simulated season for a 6-player group with a $100 threshold playing twice a month at Medium volatility (default). Players are calibrated so each averages ~32 stableford regardless of HC — matching the WHS-equalised steady state the live engine trends toward. The Steady Play module (scaled by HC tier) drives positive balance from consistent net pars, while raids and blunders push you toward triggers. Every number is the average of 2,000 Monte Carlo runs using the live Golf Champs scoring engine.
Player Results — 12 Month Season
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Player
Start HC
End HC
Tier
Rounds
Avg Stblf
Beats
Triggers
GC Pts
Raids
Raid Dmg In
Pot $
Player A
4
4
Elite (≤5.0)
24
31.7
11.7
9.4
+18
5.2
$829
$840
Player B
8
8
Low (5.1–10.0)
24
31.7
10.7
7.2
+21
5.8
$834
$650
Player C
14
14
Mid (10.1–18.0)
24
31.9
21.6
10.5
+44
8.3
$794
$945
Player D
18
18
Mid (10.1–18.0)
24
31.8
22.0
20.2
+16
6.5
$813
$1,820
Player E
22
22
High (18.1+)
24
31.9
21.6
12.8
+37
12.9
$688
$1,150
Player F
28
28
High (18.1+)
24
32.2
21.7
29.1
-11
11.0
$742
$2,620
Total Rounds
144
Total Beats
109
Total Triggers
89
Trigger Rate
1 per 1.6
Total Raids
50
Trip Pot
$10,520
Based on 2,000 Monte Carlo runs of the live scoring engine (tests/season-economics-sim.mjs). Includes all modules, raids (1.3× boost), blunders (Meltdown/Collapse/Bogey Streak/Nine from Hell/Quitter), Double Down, and same-day H2H/Skins/Snake folded into the threshold check (matches v3.1.225+ submit path). Pot = $50/player/month flat + $50 per trigger to pot + ~55% of $50 trigger bets lost at 1.91 odds. Raids per player are events triggered (each raid hits the other 5 players for the listed Raid Damage).
How To Read This
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Start HC / End HC — In the live app, WHS handicap drifts with each round. The sim freezes HC and calibrates each player's gross-score distribution so everyone averages ~32 net stableford regardless of HC — that's the steady state WHS produces over a full season.
Avg Stblf — Average net stableford points per round. Calibrated to ~32 for every HC band (the real signal of "playing to your handicap").
Beats — Number of times a player's balance crossed +$100 (the positive threshold). Each beat earns +3 GC Points and removes the threshold amount from your balance (excess carries over, so a single great round can multi-beat).
Triggers — Number of times a player's balance crossed -$100 (the negative threshold). Each trigger costs -3 GC Points, $50 goes to the trip pot, and the player must place a $50 sports bet within the configured bet window (default 7 days). Includes period-end auto-triggers (Danger Zone you couldn't escape).
GC Points — Season leaderboard ranking. Beat = +3, Survive (month ends with no triggers fired) = +1, Trigger = -3.
Raids — Number of raid events this player inflicted on the group. When you raid, every OTHER player takes raid damage. Raid Dmg In = total damage received from other players' raids over the season.
Pot $ — This player's contribution to the trip pot from triggers ($50 split + ~55% of $50 trigger bets lost). On top of this, every player also pays $50/month flat — that's $600/season per player, $3,600 group total.
What This Tells You
▼
The game is active — about a beat or trigger every month per player. Across 12 months at Medium volatility, each player averages ~18 beats and ~15 triggers. That's a real-money event two-thirds of the months. The action keeps the trip pot funded and the leaderboard moving.
Beats stay open at every HC. Even Player F (HC 28) lands ~22 beats per season. Steady Play means players who string together bogey-free runs accumulate balance even if they don't birdie much. Skill still wins the GC Points race (Player C with HC 14 +44, Player F with HC 28 -11), but everyone gets their moments.
Triggers cluster on the volatile players. Higher HCs blunder more (Meltdowns, Bogey Streaks) and take more raid damage in raw dollars. Player F triggers ~29 times, Player A only ~9. The mechanic is fair — different HCs see different texture.
The pot funds the trip. ~$10,500 across the season for a 6-player $100-threshold group. $3,600 flat contributions plus $4,500 from triggers and $2,400 from lost bets. That funds a proper golf trip every year.
Volatility is your dial. Above is Medium (default). Low cuts raid + blunder damage by ~half — fewer triggers, more grind. High pumps raids and blunders ~50% — more triggers, more drama. Try the Forecast Tool below to see how your group plays at each level.
Same-day games run on top. H2H, Skins, and Snake settle round-by-round between participants and feed into the threshold check. Daily side cash is a separate texture from the season-long beat/trigger arc.
🔮 Season Forecast Tool
Adjust the sliders and options below to see how your season might play out. Per-round constants are calibrated from tests/season-economics-sim.mjs against the live scoring engine (re-run on every deploy). Change the threshold, trigger split, volatility, season length, period length, and player count to see projected beats, triggers, pot size, and per-period breakdowns. Volatility is currently a sim-only setting — when admin volatility ships, this is what your group will be choosing between.
6
$100
50% to pot
3.5
$50
3 mo6 mo9 mo12 mo
Monthly2 MonthsQuarterly
Low (grind)MediumHigh (gamble)
🏆 Playoff Simulator
Test the Cup format live. Pick a head-start curve, set the trip length, and the sim runs 2,000 simulated trips in your browser to show win rate by season seed. Goal: top seed wins ~25–35%, last seed ~5–10%, every seed has a real shot. Standard curve is the recommended default — sim-validated to hit those targets.