🔎 Find a Course
Look up any course — walk the holes on GPS, check the scorecard & slope/rating, then start a round with it already set.
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Crew rounds in progress — tap one to watch live.
⚙️ Additional settings
🔔 Push notifications
💵 Payment handles
🏌️ My clubs
Set the real distance range for each club in your bag. The GPS plays-like sheet then recommends from your bag instead of typical amateur numbers. Ranges are in yards. Leave a club blank to skip it, edit any label (wedge lofts included), remove what you don't carry, add anything custom.
📋 My shots
Shots you saved from the GPS — drive estimates and tracked shots — with the date, conditions (wind & temp), and course. Tap × to remove one.
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Found a bug, something confusing, or have an idea? Tell us what happened and attach screenshots — it goes straight to the Bad Golf crew.
📹 Live Holes Across America
▸Peek at live course cams nationwide.
Account
Events
Tournaments, scheduled rounds, and saved round templates.
Scheduled Rounds
Plan a regular round ahead of time — course, players, games all saved (up to 5 players). On game day, one tap starts it.
Tournaments
Big-group events for more than 5 players. Pick team cup (two teams, match points) or individual (one combined leaderboard), over one or several days. Build cart groups, set each day's course & format, and invite players with a tap.
Saved rounds
No saved rounds yet
After you finish a round it'll show up here. You can re-open it any time to view the leaderboard, settle-up totals, or banker history.
Round Templates
ℹ️ How round templates work
Reusable game setups (format, games & default course) so you never rebuild the same round twice. Save any event as a template from its home screen; "Use" creates a fresh copy — just add players. Want a regular round with your games & players saved? Use "+ Schedule a round" above and tick "⭐ Save as reusable template" — tapping it loads the whole setup into Play to tweak, then Start or re-schedule.
Start a new round
Set up a round, share the join link with buddies, and everyone sees the live scoring.
💰 Settle up — who pays who
Money standings
Scorecard
Game results
📖 Bets explained
A reference for every game and side bet in the app. Tap any header to expand. New to a bet? Read it here, then enable it on the Setup screen when you create a round.
Main games
🎯 Skins
How it works: The lowest score on a hole wins the "skin" (the dollar value for that hole). If two or more players tie for low, no one wins — the skin either carries over to the next hole (pot grows) or is split among tied players, depending on what you set.
Par-or-better requirement (optional): turn this on and the lowest score still has to be at par or better to win the skin. Choose "net par" (after handicap strokes) or "gross par" (raw score). If the leader makes bogey or worse, no one wins — the skin carries over (or dies, per your tied-skins rule).
Example: $1 skins. You make a 4 on a par 4 while everyone else makes 5. You win $1 from each player. Next hole, the low score is a 6 on a par 5 — with par-or-better off, the low scorer wins; with par-or-better on, no one wins because nobody made par, and the skin carries to the next hole.
Setup options: dollar value per skin, tie behavior (carry / split / none), win requirement (any score / net par / gross par).
⛳ Nassau (with Huckle)
How it works: Three separate bets in one — front 9, back 9, and overall 18. Each is worth the same dollar amount.
Two scoring formats:
• Stroke play (default): lowest total score wins each segment.
• Match play: count holes won (e.g., "1 up after 5"). Closes when one player can't catch up ("3&2" means won 3 with 2 to play).
Special-score bonuses: on top of the segment bets, every birdie, eagle, and hole-in-one pays a bonus from each other player. Albatross pays at the eagle rate.
📣 Huckle: if you're down 2+ in any segment (strokes for stroke play, holes for match play), you can call a Huckle — a fresh side bet for the same dollar amount, between you and the current leader, played from this hole through the end of that segment.
• When you're eligible, the score-entry screen shows a 📣 Call Huckle button.
• Huckles can stack: if you're down 2+ in your active Huckle, you can Huckle again on top of it.
• Counter-huckles are not allowed: only the original trailing player can stack.
• If you don't call before the segment ends, the bet just plays out.
Example: $5 Nassau with $10 birdies. After 5 holes you're down 2 strokes on the front — call Huckle. New $5 bet runs holes 6–9 between you and the leader. Lowest total over those 4 holes wins the Huckle. The original front-9 bet still plays out separately.
Setup options: dollar value per side, format (stroke/match), allow Huckles toggle, birdie/eagle/HIO payouts.
💰 Stroke play pot
How it works: Everyone puts a fixed amount in the pot. Lowest 18-hole total takes it all.
Example: 4 players, $20 buy-in = $80 pot. Whoever shoots the lowest gross (or net, your choice) wins the whole pot.
Setup options: buy-in amount, net or gross scoring.
🏦 Banker
How it works: One player is the "banker" each hole. Every other player plays a 1-on-1 match against the banker. Each player picks their own bet for the hole. The banker plays everyone simultaneously.
Banker rotation: rotates through the order on holes 1–15 (configurable cutoff). On the last few holes, the biggest loser picks who's banker next.
Pressing: any player can press their bet, doubling their own wager. The banker can press back, doubling everyone's bet (stacks on top of player presses). Banker presses always available, even with no player pressing.
Birdie auto-double: optional setting. If on, anyone making a birdie automatically doubles their match for that hole (or all matches that hole, your choice).
Example: Banker shoots a 4 on a par 4. You bet $5, made 5. You owe banker $5. Tyler bet $2 and pressed → his bet became $4 — but he made a 3 (birdie), so banker owes him $4 (or $8 if "doubles all" is on).
Setup options: net or gross, loser-picks rule cutoff hole, banker rotation order (setup or random), birdie auto-double behavior.
🎰 Vegas (4 players, 2v2)
How it works: Four players split into two teams of two. Each team's score on a hole is formed by combining both partners' scores into a two-digit number — lower digit first. So a 4 and a 5 = 45. Difference between the two teams = points won by the lower team.
Team rotation (setup option):
• Rotate every 6 holes (default): three segments — A&B vs C&D for holes 1-6, A&C vs B&D for holes 7-12, A&D vs B&C for holes 13-18. Everyone partners with everyone over the round.
• Fixed teams all 18: the first pairing (A&B vs C&D, based on player setup order) plays the entire round. Useful when you've already settled who's on what team and don't want it to shift.
Birdie flip: if your team makes a birdie, the OPPONENT's score gets flipped (5+4 becomes 54 instead of 45) — makes their number bigger and increases the swing against them.
Eagle: flips the opponent AND doubles the point swing on that hole.
Tie escalation: when a hole ties, the next hole's bet DOUBLES. Two ties in a row → next hole is 4x. Three in a row → 8x. Four → 16x. The first hole someone wins clears the streak and the multiplier resets to 1x. Stacks with eagle doubles (so a 4x carry hole with an eagle pays 8x). No cap.
Example: Team A scores 4 + 5 = 45. Team B scores 5 + 6 = 56. Team A wins 11 points × $0.25 = $2.75. If hole 2 ties (no points won), hole 3 becomes 2x. If hole 3 also ties, hole 4 becomes 4x. If hole 4 also ties, hole 5 becomes 8x. Whenever a hole is finally won, that hole pays out at the elevated multiplier and the next hole resets to 1x.
Setup options: $ per point, net or gross, team rotation (rotate / fixed).
Requires exactly 4 players. Birdie flip, eagle doubles, and tie escalation always on — same logic as Dynamic Vegas.
🔀 Dynamic Vegas (4 players)
How it works: Same scoring as Vegas — two teams of two, scores combined into a paired digit number, low digit first (4+5 = 45), difference = points to the low team. The twist: partnerships shift every hole based on the previous hole's results.
Team formation:
• Hole 1: random pairings (deterministic by game code so all phones agree).
• Holes 2–18: the player who scored highest on the previous hole partners with the player who scored lowest. The other two are the second team.
• Ties (high or low): partnerships from the previous hole are reused as-is.
Birdie flip: if your team makes a birdie, the OPPONENT's score gets flipped (5+4 becomes 54 instead of 45) — makes their number bigger and increases the swing against them.
Eagle: flips the opponent AND doubles the point swing on that hole.
Tie escalation: when a hole ties, the next hole's bet DOUBLES. Two ties in a row → 4x. Three in a row → 8x. First win resets back to 1x. Stacks with eagle doubles. No cap.
Settlement: one running total over 18 holes. Final point swing × $/point splits between winners and losers.
Example: Hole 5, you and the high scorer from hole 4 are partners. You shoot 4, partner shoots 6 → your team is 46. Opponents shoot 5+5 → 55. You win 9 points. If your team also made the birdie, opponents' 55 stays 55 (already the high — can't flip). 9 × $0.25 = $2.25 to your team.
Setup options: $ per point, net or gross.
Requires exactly 4 players. Always-on flip and eagle doubles — no toggles. The score-entry screen shows the current hole's teams at the top.
6️⃣ 6's / Round Robin (4 players)
How it works: Four players, partnerships rotate every 6 holes so everyone is partnered with everyone else for one segment. Best ball per team wins or loses each hole's bet.
Example: Holes 1–6: A+B vs C+D. Holes 7–12: A+C vs B+D. Holes 13–18: A+D vs B+C. Total each segment separately, settle up at the end.
Setup options: $ per hole won, net or gross.
Requires exactly 4 players.
🔢 Splix 6's / Split Sixes (3 players)
How it works: Three players, stroke play. Each hole has 6 points to distribute: 4 pts for best score, 2 pts for middle, 0 pts for worst. Ties split evenly (two tie for best = 3-3-0; two tie for second = 4-1-1; all tie = 2-2-2).
Betting mode 1 — Per-point value: Settled per hole against the field. The average is always 2 pts (6 ÷ 3 players). Each point above 2 earns $value; each point below 2 costs $value. Example at $2/pt — hole result 4-1-1: best player earns (4−2)×$2 = +$4; each of the tied second-place players pays (1−2)×$2 = −$2. Normal hole 4-2-0: best +$4, middle $0, worst −$4. All tie 2-2-2: $0 each.
Betting mode 2 — Buy-in pool: Everyone antes a fixed amount. Points are tracked the same way. Most total points after 18 holes wins. Winner takes all splits the pot on a tie. 80/20 pays 1st place 80% and 2nd place 20% of the pot.
Setup options: Betting mode, $/pt or buy-in, payout type, net or gross.
Requires exactly 3 players. Also known as Split Sixes, the 6-Point Game, Cricket, or English.
🎯 Bingo Bango Bongo
How it works: Three points are up for grabs every hole. Bingo goes to the first player whose ball lands on the green. Bango goes to the player closest to the pin once all balls are on the green. Bongo goes to the first player to hole out. Each point earns the winner $X from every other player.
Example: $1/pt, 4 players. You win Bingo and Bongo on a hole — you collect $1 from each of the 3 other players twice = +$6. The Bango winner also collects $3. Players who won nothing that hole: −$1 for each of the 3 points = −$3.
On the score screen: After entering scores each hole, tap who won Bingo, Bango, and Bongo. The tracker handles the math automatically.
Setup options: $ per point (paid from each other player).
Great for mixed-skill groups — handicaps don't apply and big blowup holes barely matter. Any number of players (2+).
📊 Stableford
How it works: Points-based scoring against par. Each hole earns: Double Eagle=5 pts, Eagle=4, Birdie=3, Par=2, Bogey=1, Double bogey or worse=0. High score wins — unlike stroke play, big blowup holes barely matter (they just score 0).
Betting mode 1 — Buy-in pool: Everyone antes a fixed amount. The player with the most total points wins. Two payout options: Winner takes all — highest points wins the entire pot (ties split evenly). 80/20 — 1st place collects 80% of the pot, 2nd place collects 20% (ties at the same position split that share).
Example (80/20): $5 buy-in, 4 players = $20 pot. A: 42 pts, B: 36 pts, C: 30 pts, D: 28 pts. A wins $16 (80%), B wins $4 (20%). C and D each lose $5.
Betting mode 2 — Per-point value: No buy-in. At the end of the round each pair settles by their total point difference × $/pt. Beat someone by 6 pts at $1/pt → they owe you $6.
Setup options: Betting mode, $ buy-in or $/pt, payout type, net (recommended) or gross.
Works for any number of players (2+). One of the most popular formats in recreational and competitive golf worldwide.
🐺 Wolf / Captain
How it works: The "Wolf" rotates each hole. After watching the others tee off, the Wolf either picks a partner for that hole (1v1 against the other two) or goes Lone Wolf against all three (2x bet). Brave Wolves can call Blind Lone Wolf before anyone tees off (3x bet).
Example: $2 Wolf bet. You're Wolf, you go Lone Wolf — that's $4. You win → each opponent owes you $4 (total $12 for the hole). You lose → you owe $4 to each.
Setup options: $ per hole.
Best with 3–4 players.
🤝 Match play (1v1)
How it works: Pair players up head-to-head. Each pairing plays match play — count holes won, not strokes. "1 up" means up by 1 hole. Match closes when one player can't possibly catch up ("3&2" = won 3 holes with 2 to play).
Example: $20 match. You're 2 up after 16. Opponent can win at most 1 of the last 2 holes — match closes, you win $20.
Setup options: $ per match, net or gross.
👥 Team match play
How it works: Pick fixed teams up front. Each hole, the better ball (lowest score) on each team competes — team with the lower best ball wins the hole. Match decided hole-by-hole over 18.
Example: 4 players, 2v2. Hole 1: Team A's best ball is 4, Team B's is 5. Team A is 1 up. Match closes when one team can't catch up.
Setup options: $ per player, net or gross, team picker for any even-sized team (2v2, 3v3, 4v4, etc.).
Requires an even number of players (2+).
🎯 Team low ball
How it works: Same teams as Team match play, but instead of hole-by-hole match play, you sum up each team's best ball over all 18 holes. Lowest total wins.
Example: Team A's combined best balls = 68. Team B's = 71. Team A wins by 3 strokes — collect the bet.
Setup options: $ per player, net or gross, team picker.
Requires an even number of players (2+).
🏆 Ryder Cup (2v2, 3 segments)
How it works: Two teams of two compete across 18 holes split into three 6-hole segments. Each segment uses a different format — Best Ball (each player plays their own ball, team uses the lower score), Scramble (both players hit, pick the best shot, repeat), or Alternate Shot (partners share one ball, alternating shots). You choose the order of formats at setup.
Scoring: 1 point for a hole win, 0.5 points each for a halve (tie), 0 for a loss. After 18 holes, the team with more total points wins — they collect point differential × $/pt per player.
Example: $2/pt. Team A wins 10–8. Diff = 2 pts × $2 = $4 per player. Each Team A player collects $4; each Team B player pays $4.
On the score screen: Best Ball holes use each player's individual score (entered above). Scramble and Alternate Shot holes show a team score entry panel — enter one score per team for that hole.
Setup options: $ per point, net or gross, choose the format for each 6-hole segment, team picker.
Requires exactly 4 players (2v2).
🏌️ Scramble (2v2)
How it works: Two teams of two. Every shot, both players hit, the team picks the best shot, and everyone plays from that spot — repeat until holed. Results in one team score per hole.
Match play mode: Team with the most holes won over 18 wins a flat $/player payout. Ties result in no money changing hands.
Stroke play mode: Team with the lowest 18-hole total wins. Payout = stroke difference × $/stroke per player.
Example (stroke): $2/stroke. Team A shoots 68, Team B shoots 72. Team A wins by 4 strokes × $2 = $8 per player.
On the score screen: Enter one team score per hole using the +/− buttons — no individual player scores needed for this game.
Setup options: Match play or stroke play, $ per player/stroke, team picker.
Requires exactly 4 players (2v2).
🎯 Quota (Points)
How it works: Each hole earns Classic Quota points — Albatross 8, Eagle 6, Birdie 4, Par 2, Bogey 1, Double bogey or worse 0 (net or gross, your choice). Each player has a quota target: Auto = 36 − handicap (a 15-handicap → 21), or Manual (type each player's quota, e.g. for a dogfight). Your result = points earned − quota. Most over quota wins.
Betting modes: Buy-in pool — everyone antes; winner takes all (or 80/20 between 1st and 2nd). Per-point — each pair settles by their result difference × $/point.
Setup options: net or gross, auto or manual quotas, pool or per-point.
Net scoring plus a handicap-based quota applies handicap twice. That's a valid way to play — flip to Gross if it feels too generous to high handicaps.
🎯 Team Quota
How it works: Even teams (2v2, 3v3, …). Each player earns points and carries a quota exactly like Quota. Team total = sum of each member's (points − quota). Higher team total wins.
Settlement: Per point — (Team A total − Team B total) × $/point, paid per player (zero-sum on even teams). Fixed pot — everyone antes; the higher-total team splits the pot; ties refund.
Setup options: net or gross, auto or manual quotas, per-point or fixed pot, team picker.
Requires even teams — an odd player count is blocked with a message.
9️⃣ Niners (5-3-1) (3 players)
How it works: A three-player points game. Every hole splits 9 points by score: 5 to the low, 3 to the middle, 1 to the high. Ties combine and split the points evenly — two tie for low = 4-4-1, two tie for middle/high = 5-2-2, all three tie = 3-3-3.
Optional Blitz: win a hole outright by 2 or more strokes and you sweep all 9 points.
Betting mode 1 — Buy-in pool: everyone antes; most total points after 18 wins. Winner takes all (ties split) or 80/20 (1st gets 80%, 2nd gets 20%).
Betting mode 2 — Per-point: the per-hole average is 3 (9 ÷ 3 players). Each point above 3 earns $value, each point below costs $value, settled against the field.
Example: $1/pt, a 5-3-1 hole. Low player +2 pts over average = +$2, middle player $0, high player −2 = −$2.
Setup options: betting mode, $/pt or buy-in, payout type, Blitz on/off, net or gross.
Requires exactly 3 players. Also known as the 9-point game.
⚖️ High & Low (2v2)
How it works: Two teams of two, everyone plays their own ball. Each hole is worth two points: one to the team with the better LOW ball, one to the team with the better HIGH ball (lower score wins each). A tied ball halves that point.
Optional birdie-double: a birdie that wins its point doubles that point.
Settlement: the point difference over the round × $/point, paid per player.
Example: $1/pt. Over 18 your team ends +6 points on the combined high/low tally → each opponent owes $6.
Setup options: $ per point, net or gross, birdie-double on/off, team picker.
Requires an even number of players (4+).
🦍 Animals
How it works: A running penalty side game. Tap who earns each animal as it happens — Gorilla (out of bounds), Snake (3-putt), Shark (in the water), Camel (in a bunker), Jackal (a shank), Dolphin (two waters on one hole), Crab (two bunkers on one hole).
The catch: each animal passes to the last player who did it, so only the final holder pays for that animal. Birdies, eagles and albatrosses (read straight off the scorecard) cancel penalties out.
Settlement: net points settle per point at the end of the round.
Setup options: $ per point.
Any number of players (2+). Tap the animal chips on each score row as they happen.
⭐ Marks
How it works: A highlight-reel game — most marks wins, not the lowest score. Earn marks for the flashy plays: GIRs, sandies, chip-ins, fishies (par after a penalty), darts (closest on a par 3) and muscles (longest drive), plus birdies, eagles and albatrosses straight off the card.
Why it's fun: an erratic ball-striker who makes a few spectacular plays can win even with a messy card.
Settlement: net marks settle per point.
Setup options: $ per point.
Any number of players (2+).
🥔 Hot Potato
How it works: One token nobody wants. Pick a trigger at setup — 3-putt, double bogey, out of bounds, or water. Whenever someone does it, tap them: the potato moves to them and doubles in value every time it changes hands.
The sting: whoever is holding the potato after the 18th hole pays its current value, split among everyone else. The pressure builds all the way to the clubhouse.
Example: $1 start, doubling. After it changes hands 4 times it's worth $16 — and it's live until the final putt drops.
Setup options: starting value, trigger (3-putt / double / OB / water).
Any number of players (2+).
🍀 Side bets
Small per-event bets that pile on top of the main games. Each earner gets paid the bet amount from every other player.
⛳ Par 3 Greenie (with Hero Tax)
How it works: Closest to the pin on a par 3 wins from each other player — but only if they make par or better. Default $5 per other player. Bigger stakes than the junk-style Greenie, lives as its own side game.
💩 Hero Tax (built-in option): if the Par 3 Greenie winner 3-putts, two things happen at once: (1) they forfeit the greenie payout entirely, and (2) they pay every other player a fixed amount (default $5).
On the score screen: on every par 3, you'll see a Par 3 Greenie row with chips for each player. Tap to mark the winner. If Hero Tax is on, a "did the greenie winner 3-putt?" sub-row appears whenever there's a winner — tap a name to mark them. Their greenie chip will get crossed out to show the payout was canceled.
Example: $5 greenie, $5 Hero Tax, 4 players. You stick it to 3 feet on a par 3 — greenie is yours. Then you 3-putt for bogey. Result:
• Greenie: $0 (forfeited)
• Hero Tax: −$5 from each other player = −$15
• Net for the hole: −$15. Brutal.
🐦 Birdie Override (optional): The greenie normally goes to whoever's closest to the pin. With Birdie Override on, if that player doesn't make birdie but someone else on the green does, the greenie is handed to the birdie-maker instead. If two or more players birdie, the one closest to the hole among them wins it (tap them on the score screen). Closest-to-pin still wins outright whenever they birdie themselves.
Setup options: $ per other player for the greenie, Hero Tax on/off, Birdie Override on/off.
Independent from the smaller junk-style Greenie — you can run both if you want a $1 junk Greenie alongside this $5 game.
🎯 Closest to the Pin
How it works: The organizer picks which holes qualify when setting up the round (any holes — usually the par 3s, but it's your call). On each qualifying hole, every player antes the set amount, the group marks who stuck it closest — ball must be on the green — and logs the distance in feet and inches. Closest takes the whole pot.
On the score screen: qualifying holes show a 🎯 Closest to the Pin row — tap the winner, punch in the feet + inches. The Board lists every CTP hole with the winner, distance, and pot (and flags holes nobody's logged yet).
In tournaments: when rounds are linked to an event, the tournament card automatically shows the single best CTP across all groups for each hole — one prize, the whole field competing.
Example: $5 CTP on holes 3, 8, and 15 with 4 players. On hole 8, Kevin sticks it to 3' 7" — closest of the group. He collects $5 from each of the other three: +$15.
🐦 Birdie Pool
How it works: set a payout for birdies, eagles, and holes-in-one. Any participant who makes one collects that amount from every other participant — straight off the scorecard, no tagging needed.
Example: $10 birdie, 4 players. You birdie the 9th → collect $10 from each of the other three: +$30. Eagles and aces pay their own (bigger) amounts.
🟢 GIR (Green in Regulation)
How it works: Hit the green in regulation — meaning your ball is on the putting surface in par minus 2 shots. So one shot on a par 3, two on a par 4, three on a par 5. Works on any hole, not just par 3s.
⚡ Auto-fill: if the round is tracking GIRs (Setup → "Track GIRs"), this side bet marks itself — enter scores and putts (or tap the GIR chip) and the right players are credited automatically. No double entry.
Example: $1 GIR, 4 players. You hit the green on a par 4 in 2 shots. Collect $1 from each of the other 3 players. Multiple players can earn it on the same hole — everyone who hit the green in regulation gets paid.
Different from "Par 3 Greenie" in the Main games section — that one is closest-to-pin on par 3s only and pays bigger. GIR is a smaller side bet that triggers any hole you stick the green on time.
🏖️ Sandy
How it works: Make par or better after being in a bunker on that hole.
Example: Hit a fairway bunker, blast out, two-putt for par on a par 4. That's a sandy.
🌳 Barkie
How it works: Make par or better after hitting a tree.
Example: Drive ricochets off an oak, you punch out, then stick it close and save par. Barkie.
📏 Polie
How it works: Make a long putt — typically 10+ feet. Group sets the standard.
Example: Drain a 25-footer for birdie. Polie.
🐍 Snake
How it works: Whoever 3-putts gets the snake. It hangs on you until someone else 3-putts — and it always sits with the last person to 3-putt. If two people 3-putt the same hole, whoever holed out last holds it. Whoever's holding it after the final hole pays. The pot grows with every 3-putt on the round, so the more snakes, the bigger the sting.
Example: $0.50 snake. You 3-putt hole 4 — snake's yours. Tyler 3-putts hole 11 — passed to him. He holds it through 18. With 5 total 3-putts on the round, Tyler pays 5 × $0.50 = $2.50, split among everyone else.
Defaults to $0.50 because it tends to land on the same person.
⛳ Arnie
How it works: Make par without hitting the fairway or the green in regulation. Named for Arnold Palmer's go-for-broke style — out of trouble all day, still makes par.
Example: Drive into the rough, second shot into a bunker, blast out and one-putt for par on a par 4. Pure Arnie.
🎯 Chip-In
How it works: Hole out from off the green for par or better. The shot has to be a chip, pitch, or putt-from-the-fringe — anywhere off the putting surface — and it has to score par or under. A chip-in for bogey doesn't count.
Example: $1 chip-ins, 4 players. You miss the green left on a par 4, in 2. You chip in from 30 feet for a 3 (birdie). Collect $1 from each of the other 3 players. If you'd chipped in for a 4 (par), still counts. If you'd been chipping for bogey, no chip-in.
Holed-out shots from on the green don't count — that's just a putt. Chip-in implies the ball was off the green when you hit the holed shot.
📏 Long Putt
How it works: Everyone antes the set amount. Whoever makes the longest putt of the round wins the whole pot.
On the score screen: tap who currently has the longest putt and log the distance — update it any time someone drains a longer one. The 📏 bubble on the GPS screen jumps you straight to logging it.
In tournaments: the longest putt across the entire field wins one pot.
Example: $5 Long Putt, 4 players = $20 pot. Kevin rolls in a 40-footer on 14 and nobody beats it — he takes the $20.
💥 Long Drive
How it works: Everyone antes; the longest drive on the designated hole wins the pot. The organizer marks the winner (and an optional yardage) — there's no auto-measure.
In tournaments: the longest drive across the whole field takes the prize.
Example: $5 Long Drive on hole 7, 4 players = $20. The group marks the bomb of the day and that player collects the pot.
A tournament-style side bet — set it up when a round is part of an event.
Handicap rules
📊 Handicap basis
Each player uses their own handicap: traditional setup. A 12-handicap gets 12 strokes, an 8-handicap gets 8.
Play off the lowest handicap: the lowest-HCP player plays scratch (0 strokes). Everyone else gets the difference. So if the lowest is a 5, the 12-handicap gets 7 strokes (12 − 5). Common in match play to keep things fair without giving up too many strokes.
⚖️ Handicap percentage
Slider from 25% to 100%. Multiplies everyone's effective handicap. Common conventions:
• 100%: full handicap (default)
• 90%: stroke play with mixed groups
• 80%–85%: typical for fourball / better-ball matches
• 75%: singles match play in some leagues
• 50%: heavy reduction, only the high handicaps get strokes
Combine with "play off lowest handicap" for proper match-play conventions.
3️⃣ No strokes on par 3s
Optional rule. When checked, no player gets a stroke on any par 3 hole, regardless of stroke index. Useful when the group feels giving strokes on short holes inflates handicaps unfairly.
📊 How handicaps work
The basics
This app uses a simplified World Handicap System calculation. Once a player has 3+ rounds with course rating & slope stored, their handicap auto-calculates and pre-fills on the Setup screen when you pick them from the saved roster.
Before 3 rounds, the HCP field shows whatever you manually enter. The roster picker badge tells you "1/3 rounds for auto-calc" so you know how close they are.
What gets stored
Every time you tap "Save & return home" on a finished round, the app archives each player's:
• Date the round was played
• Course name
• Tee played from (Forward, Middle, Back, etc.)
• Gross score (total strokes)
• Course rating & slope for that tee
• Differential = (113 / slope) × (gross − rating − weather adjustment)
Rounds without rating/slope set, or rounds where a player didn't complete 18 holes, are silently skipped.
🌦️ Weather adjustment
Bad Golf watches the live wind, temperature and rain while you play. When the weather makes a course play harder, that round's handicap differential gets a small break — the same idea as the USGA's Playing Conditions Calculation (PCC), which protects your index on rough days.
It uses the real World Handicap System formula with a conditions term added:
Differential = (113 ÷ slope) × (gross − rating − conditions adjustment)
The conditions adjustment is 0 to +3 strokes, driven mostly by wind (gusts count extra), then cold or heat, then rain. Calm, mild, dry days get 0 (no change); a nasty, windy, wet day can reach +3, which lowers that round's differential so a bad-weather score doesn't unfairly inflate your index.
Note: this is Bad Golf's live-weather estimate, not the official GHIN PCC (the USGA calculates that from other golfers' scores, not from weather). You can turn it off in ⚙️ Additional settings. Every round stores both the raw and weather-adjusted differential.
The handicap math
From the player's stored differentials, the app picks the lowest N from their most recent 20 rounds and averages them, applying small adjustments for low round counts:
• 3 rounds: lowest 1 minus 2.0
• 4 rounds: lowest 1 minus 1.0
• 5 rounds: lowest 1
• 6 rounds: avg of lowest 2 minus 1.0
• 7-8 rounds: avg of lowest 2
• 9-10 rounds: avg of lowest 3
• 11-12 rounds: avg of lowest 4
• 13-14 rounds: avg of lowest 5
• 15-16 rounds: avg of lowest 6
• 17-18 rounds: avg of lowest 7
• 19+ rounds: avg of lowest 8 of last 20
Tee selection per player
Each course can have multiple tee boxes (Forward, Middle, Back, Championship — or whatever you name them). Each tee has its own rating and slope.
When you set up a round, each player picks which tee they're playing. Their differential gets calculated using their tee's numbers — so a high-handicap player on the forward tees and a scratch on the championship tees get fair handicap math even though they're playing the same round.
Tee-adjusted course handicap: once a player has an established index, picking a tee also adjusts the handicap they play to that day, using the real formula: Index × (Slope ÷ 113) + (Rating − Par). The same 10 index plays as a 12 or 13 from a 135-slope tee and a 10 from a neutral one — the app fills it in automatically the moment the tee is picked (you can still type over it).
If a player doesn't pick a tee for a round, that round won't count toward their handicap (the round still works for betting).
🧭 Good to know
👥 Per-game participants
Each game has its own participant picker on the Setup screen. You can run a Vegas with all 4 players AND a Skins side bet with just 2 of them, AND a Nassau between a different pair — all in the same round.
Tap each player's avatar on a game's chip row to include them. Default is empty: you must explicitly pick participants. Players who aren't in a game don't pay or collect for it.
⏹ Ending a round early
Quit after 9 (or whenever) and the money still settles fairly. Match-style games — Match Play, Nassau, Team Match, Team Low Ball, 6's — settle on the holes actually played: whoever's up when you stop wins; tied at the stop is a push.
The Stroke Pot settles among everyone who played the round's full (shortened) length. One special Nassau rule: if only one nine was played, the overall bet pushes instead of paying — otherwise it would just double-charge the same nine.
Per-hole games (Skins, Vegas, Stableford, Junk…) simply count the holes that were played.
Got a bet not covered here? Send it our way and we'll add it.