Reference

Games & Rules

Every format ParTracker supports, explained in plain English. From classic Stableford to All In, Nassau and Split Points — rules, scoring, and a concrete example for each.

Stableford

Stableford

The points game that forgives a bad hole.

What it is

Stableford assigns points to each hole based on how many strokes you take relative to par, after handicap strokes are applied. A horrible hole costs you 0 points — not a round-ruining double-bogey that wrecks your stroke total.

Scoring
  • Albatross or better: 5 points
  • Eagle: 4 points
  • Birdie: 3 points
  • Par: 2 points
  • Bogey: 1 point
  • Double-bogey or worse: 0 points
  • Pick-up (forfeit): 0 points — allowed at any time
Rules & quirks
  • Full handicap allowance (100%). Strokes distributed by stroke index — the hardest holes get strokes first.
  • Highest cumulative points wins.
  • Pick-up is allowed: if you can’t score better than 0 points on a hole, pick up and move on. It shows as P/U, never 0.
When to use it

Your default social round — fast, forgiving, and works perfectly with handicaps.

Example

You get a stroke on hole 7 (SI 11, par 4). You make 5 gross → 4 net → 1 Stableford point. Your opponent makes 4 gross → 3 net → 2 points.

Stroke play

Stroke Play

Every shot counts. No hiding.

What it is

Classic stroke play: total up every gross stroke taken across all 18 holes. Lowest total wins. Net stroke play subtracts the playing handicap from the gross total.

Scoring
  • Gross: count every stroke on every hole.
  • Net: gross total minus playing handicap.
  • Pick-up is NOT allowed — a minimum score of 1 per hole is required.
Rules & quirks
  • No pick-up. A hole left unfinished voids the scorecard in strict play.
  • Ties are broken by a count-back (last 9, last 6, last 3, last hole).
  • Handicap allowance: 100% for individual stroke play.
When to use it

Competitions, club days, or any time you want a single definitive gross or net total.

Example

You shoot 84 gross. Playing handicap 12. Net score: 72 — level par.

Match play

Match Play

Win holes, not strokes.

What it is

Match play is played hole by hole. Win a hole (net lowest score) and you go ‘1 up’. Lose a hole and you go ‘1 down’. The match ends when one player leads by more holes than there are holes remaining.

Scoring
  • Win a hole: take the lead (or extend it) by 1.
  • Halve a hole: no change in standing.
  • Concede a hole: opponent wins it — common to concede short putts.
  • Pick-up: you forfeit the hole. Your opponent takes it only if their own Stableford points are above 0.
Rules & quirks
  • Handicap: difference method — subtract the lowest handicap from all players and give the difference on the hardest holes by stroke index.
  • Turning on carryover makes the round a skins game instead.
  • Dormie: leading by exactly the number of holes remaining — you cannot lose, only be halved.
When to use it

Head-to-head golf where one blow-up hole costs you a single hole, not the round.

Example

After 10 holes you are ‘2 up’. Your opponent needs to win 3 of the last 8 to take the match.

Skins

Skins

Hole by hole. Winner takes all.

What it is

Each hole is worth one ‘skin’, played for an agreed stake. Win the hole outright and you take the skin. If two or more players tie, the skin carries to the next hole — building tension until someone wins one clean.

Scoring
  • Win a hole outright: collect the skin for that hole.
  • Tie: the skin carries over to the next hole.
  • Pick-up: you forfeit the hole and cannot win a skin.
Rules & quirks
  • Handicap: difference method — the lowest handicap gives strokes to the others on the hardest holes by stroke index.
  • Each skin transfers the stake from every opponent to the winner, so a skin in a 4-player round is worth three times the stake.
  • A carried skin is worth the accumulated number of holes: a skin carried twice pays ×3.
  • With 4 players a 3-way tie still carries — only a clean win collects.
  • In All In, skins are played per individual, at a rate set when the round is created.
When to use it

Adding an edge to a social round — every hole has something riding on it.

Example

Holes 1–3 all tie, so hole 4 is worth 4 skins. You birdie it cleanly and pocket all four — at 20 kr a skin in a four-player round, that is 80 kr from each of the other three.

All in

All In

Nassau on High-Low decides the round. The nines pay; the full match is for the honour.

What it is

All In is a 4-player team format where Nassau is the main game, played on High-Low: every hole holds two contests, better ball against better ball and worse against worse, and the team with more points on the hole takes it. The front nine, the back nine and the full match are three separate match-play legs. The two nines carry the stake; the full match is for the honour and the clubhouse beverage. Stableford, Skins, Split Points and Dots run at the same time, so every hole is live in several games at once.

Scoring
  • Nassau (the main game): each hole is decided by its High-Low points, played on net strokes off the low — the lowest handicap plays off scratch and the others take the difference by stroke index. Each team’s better net ball is compared for the low point and its worse net ball for the high point; the lower net wins each, level is halved. Stableford points never decide a contest: with the Stableford gate on (the default; it can be switched off when the round is created) a player without a Stableford point on the hole, on full playing handicap, is simply out of it. More points on the hole takes it; level is halved. Front nine, back nine and the full match each keep their own match-play standing: 2 up, AS, dormie.
  • Stableford: individual points per hole, per standard rules.
  • Skins: the lowest net score on the hole wins it, but only if it is worth at least one Stableford point. A tie carries to the next hole and a carried pot is never split. A pot still open after the last hole is dead.
  • Split Points (Amerikanere): 12 per-hole points ranked by net Stableford (8-4-0-0). Only players with at least one Stableford point earn — a hole with no qualifier carries the pool to the next, where a lone qualifier sweeps it.
  • Dots: birdie 1, eagle 5, albatross 10, hole-in-one 8, greenie 1, sandie 1; an anti-greenie costs 1. Everyone settles against the group average at the unit stake.
  • Money: the front nine and the back nine each pay the leg stake, every member of the winning team collecting it from every member of the losing team. The full match pays nothing.
Rules & quirks
  • The full match, played on High-Low, decides the round. Level after the last hole is a halved round and no winner is declared.
  • The full match carries no stake — the money settles through the two Nassau nines, Skins, Split Points and Dots.
  • In All In there is never a bonus point for winning both contests on a hole. The optional third point exists only in standalone High-Low.
  • Handicap: High-Low, Skins and Split Points all use the difference method — the lowest handicap in the group plays off scratch and everyone else receives the difference on the hardest holes by stroke index. The Stableford scorecard keeps full handicap.
  • Skins carries money in All In, at a rate you set when creating the round. Set it to 0 to play skins for the honour alone.
  • Exactly 4 players, split into two teams of 2.
  • Nassau in All In is the 2v2 team match, the same two teams throughout. Presses are disabled and hidden in All In — auto-press exists only in standalone Nassau.
  • Greenies and anti-greenies exist only on par 3s. A par 3 where nobody taps either carries one unit to the next par 3: there a greenie earns 1 plus the carried units and an anti-greenie costs 1 plus the carried units, and either resets the pot. A pot still open after the last par 3 is dead. Beyond that they stay on the honour system — the app records the tap and does not check who was closest.
  • Super sandie — holing out from a bunker — is not in the app. It would need a shot the app does not record, so the group settles it between themselves.
  • A common game in some Danish social golf clubs; ParTracker was originally built for this format.
When to use it

Your regular Saturday group that wants one round to settle everything — the Nassau match on High-Low at the top of the table, with Skins, Stableford, Dots and Split Points settling alongside.

Example

Par 4, everyone still in with at least a Stableford point. Off the low you make a net 3 and your partner a net 5; the opponents make net 4 and net 4. Your 3 beats their better ball’s 4, so your team takes the low point. Their worse ball’s 4 beats your partner’s 5, so they take the high. One point each, so the hole is halved in all three Nassau legs. Meanwhile Stableford and Dots keep counting, Split Points distributes its 12 and the skins pot builds.

Fourball

Fourball / Best Ball

Two vs. two — best score from each side counts.

What it is

Fourball (also called Best Ball) is a team format for four players split into two pairs. On each hole, both partners play their own ball and the team’s score is the lower (better) of the two net scores.

Scoring
  • Both players play their own ball the entire round.
  • Best net score from each team on each hole counts.
  • The team total is the sum of its best score on every hole. Highest total wins.
Rules & quirks
  • Handicap: each player uses their full handicap applied to the stroke index.
  • One partner can pick up once the other has secured a score.
  • Exactly 4 players, in two teams of two. ParTracker forces team mode when Four Ball is the base format.
  • Four Ball settles no money of its own; it has no stake and no settlement section.
  • Inside All In, High-Low took its place on 2026-08-29 — the same best ball, plus a contest between the worse balls. All In rounds played before that date keep their Four Ball result.
When to use it

Team match play — popular in club competitions and Ryder Cup-style events.

Example

On a par 4 you make 3 Stableford points and your partner 1; the opponents make 2 and 2. Your team banks 3 for the hole, theirs 2.

High low

High-Low

Two points a hole: best ball against best ball, worst against worst.

What it is

High-Low is a 2v2 team game where every hole holds two separate contests. LOW compares the two teams’ better balls; HIGH compares their worse balls — each worth one point. Suddenly the partner grinding out a bogey matters exactly as much as the star rolling in a birdie.

Scoring
  • LOW: the better net score from each team is compared, in strokes — the lower one takes the low point.
  • HIGH: the worse net score from each team is compared, in strokes — the lower one takes the high point.
  • Each hole is worth 2 points: a team can win both, split one each, or halve.
  • Optional 3-point variant: a third point for the better combined team total, chosen when the round is created. 2-point is the default, and inside All In it is the only option — All In never awards the bonus point.
  • A tied contest is halved — no point to either side, and nothing carries to the next hole.
Rules & quirks
  • Handicap: difference method — the lowest handicap in the group plays off scratch and the others receive the difference on the hardest holes by stroke index, as in Nassau and Skins.
  • There is no carryover anywhere in High-Low — every hole settles itself.
  • Players without a Stableford point on the hole are out of the count — the setting on the High-Low card, on by default. The point is judged on the player’s full playing handicap, not on the strokes off the low; 0 points or a pick-up and you are out of that hole. A team with one player out has only its low ball: the empty high slot loses to any opponent still in, and two empty slots halve. Switched off, every ball is holed out and compared, and a pick-up leaves the hole undecided.
  • Exactly 4 players, in two teams of two.
  • High-Low settles no money of its own; it is a scoring layer with no stake. In All In it is how every Nassau hole is decided, and the full-match leg on it decides the round.
  • Part of All In — and just as good chosen on its own.
When to use it

Four-player teams where nobody should be able to hide — the weaker ball is worth exactly as much as the stronger one.

Example

Par 4. You make a net 4, your partner picks up. The opponents make net 5 and net 6, each worth at least a point. Your 4 beats their better ball’s 5 — your team takes the low. Your partner is out, so their 6 takes the high against an empty slot. One point each, hole halved.

Foursome

Foursome

Alternate shot — one ball, two players.

What it is

In Foursome, each two-player team plays a single ball in alternate shots. One player tees off, the other plays the second shot, and so on until the hole is completed.

Scoring
  • One score per team per hole — the alternating strokes count as one total.
  • Match play scoring: win, halve or lose each hole.
Rules & quirks
  • Partners alternate tee shots throughout the round — if one tees on odd holes, the other tees on even holes.
  • Combined playing handicap: add partners’ handicaps and divide by 2.
  • One pick-up ends the hole for the whole team.
  • One ball per team, so this round does not count toward your handicap statistics.
When to use it

The fastest team format — half as many shots, double the communication required.

Example

You tee off on hole 1. Your partner plays shot 2. You play shot 3 from the bunker. Your partner holes out for a 4.

Greensome

Greensome

Both drive, pick the best, then alternate.

What it is

Greensome is a team format where both players hit a tee shot, the team picks the better drive, and they play alternate shots from there to the hole. Each player influences every hole from the start.

Scoring
  • Both players tee off.
  • The team chooses the preferred drive.
  • The player whose drive was NOT chosen plays the second shot; partners alternate from there.
  • Team score is the strokes taken from tee to hole.
Rules & quirks
  • Combined handicap: typically 60% of the lower handicap + 40% of the higher.
  • If the better drive is in the rough, you must play it from there.
  • One ball per team, so this round does not count toward your handicap statistics.
When to use it

A kinder team format than Foursome — both players contribute from the first swing.

Example

You drive it 240 down the middle, your partner’s drive is in the rough. The team picks yours, so your partner plays shot 2. You hole out in 4 total.

Scramble

Scramble

All play, pick the best, repeat.

What it is

In a scramble, every player hits a tee shot. The team picks the best shot, then everyone plays their next shot from that spot, and so on until the hole is done. It creates low scores and high spirits.

Scoring
  • All players hit each shot.
  • The best shot is selected after each stroke.
  • All players play from the chosen spot.
  • Team score is the total strokes taken.
Rules & quirks
  • Combined handicap: ParTracker applies a fixed percentage based on team size.
  • Exactly 4 players, in two teams of two.
  • One ball per team from the second shot on, so this round does not count toward your handicap statistics.
When to use it

Corporate days, charity events and large groups — everyone stays in every hole.

Example

On a par 3, three players miss the green and the fourth is 10 feet away. Everyone chips from 10 feet; one makes it, and the team makes birdie.

Texas scramble

Texas Scramble

A scramble with a minimum-drives rule.

What it is

Texas Scramble plays exactly like a scramble — everyone hits, the team picks the best ball, everyone plays from there — with one addition: each player’s drive must be used a minimum number of times over the round. It stops a strong team from riding one big hitter for 18 holes.

Scoring
  • All players hit each shot; the best is selected and everyone plays from there.
  • Team score is the total strokes taken.
  • Each player’s tee shot must be used a minimum number of times — commonly 3 or 4 per 18 holes.
Rules & quirks
  • The minimum-drives count is agreed before the round; ParTracker does not police it, so track it on the card.
  • Combined handicap: as scramble, a fixed percentage based on team size.
  • Exactly 4 players, in two teams of two.
  • One ball per team from the second shot on, so this round does not count toward your handicap statistics.
When to use it

Team events where you want the scramble format without one player carrying every drive.

Example

Standing on 16 with only two of your drives used and a four-drive minimum, the team has to take your tee shot on two of the last three holes — whatever the big hitter does.

Irish rumble

Irish Rumble

Best two Stableford scores from four count.

What it is

Irish Rumble is a 4-player team format where every player scores Stableford on each hole, but only the two best scores per hole contribute to the team total. It rewards consistency while protecting against one bad hole.

Scoring
  • Each player scores Stableford per hole.
  • Best 2 of 4 Stableford scores count on each hole.
  • Team total is the sum of those top-2 scores across 18 holes.
Rules & quirks
  • Full individual handicaps apply — Stableford strokes distributed by stroke index.
  • A player may pick up once they can’t improve the team’s top-2 score.
  • Exactly 4 players, in two teams of two. Higher team total wins.
When to use it

4-player groups wanting a team dynamic without pure alternate shot or best-ball.

Example

Hole 12: scores are 3, 2, 1, 0 points. Best two: 3 + 2 = 5 points for the team on that hole.

Split points

Split Points (Amerikanere)

A pot of points every hole, ranked by net Stableford.

What it is

Split Points — Amerikanere in Danish — puts a fixed pot of points on every hole and splits it by net Stableford ranking. With four players the pot is 12 points (Split Twelves); with three it is 6 (Split Sixes). Ties pool their positions and split equally, with any indivisible remainder going to the outright winner.

Scoring
  • Four players — clear ranking: 8 – 4 – 0 – 0
  • Four players — two tied for 1st: 6 – 6 – 0 – 0; three-way tie at 1st: 4 – 4 – 4 – 0; four-way tie: 3 – 3 – 3 – 3
  • Four players — 1st alone with a three-way tie behind: 9 – 1 – 1 – 1 (the remainder goes to the solo winner)
  • Three players — clear ranking: 4 – 2 – 0; two tied for 1st: 3 – 3 – 0; three-way tie: 2 – 2 – 2
  • Only one qualifier on the hole: that player sweeps the whole pot.
Rules & quirks
  • Net Stableford ranking with the difference-off-low handicap allowance — the lowest handicap gives strokes to the others on the hardest holes by stroke index. This is the match-play allowance, not full Stableford, so your net SF here can differ from the main scorecard.
  • Eligibility: only players with net Stableford above 0 can earn. A pick-up, or a net double bogey or worse, counts as 0 SF and earns nothing.
  • Carryover: if nobody on a hole qualifies, the pot is not awarded — it accumulates into the next hole. The first later hole with a qualifier takes the whole accumulated pot; two or more qualifiers split it by the same rank-and-tie rules, scaled to the accumulated total.
  • Round-end forfeit: if the round ends with a carryover still outstanding, that pot is forfeit — nobody receives it.
  • Highest accumulated points over the round wins.
When to use it

Three- and four-player groups who want a per-hole points game with more granularity than a simple skin. A standard side game in Danish social golf.

Example

Hole 18, par 5, hardest hole. Two players shoot 7 raw and two pick up. Off-low handicap gives one of the 7-scorers a stroke (net 6 = bogey = 1 SF); the other gets none (net 7 = double bogey = 0 SF). The two pick-ups are 0 SF. Only one player qualifies, so they sweep the full 12 — plus any pot carried in from an earlier all-ineligible hole.

Dots

Dots (Junk Events)

Bonus points for special moments. Penalties for ugly ones.

What it is

Dots are opt-in side events that award or penalize points for specific feats during a round. They run alongside any primary format, and each event is worth an agreed stake per dot.

Scoring
  • From the score, automatically: birdie 1, eagle 5, albatross 10, hole-in-one 8. They stack — an ace on a par 4 is a hole-in-one and an albatross, 18 units.
  • Greenie: 1 unit, tapped by the group on the honour system — in Dots the hole score does not matter, so a bogey still earns it. (The stricter par-or-better version is what the separate Greenies game plays.)
  • Sandie: 1 unit for par or better from a greenside bunker. Tapped in live scoring.
  • Anti-greenie: −1 unit. What earns one is the group’s own rule; the app only records the tap.
  • Not in the app: chip-ins, barkies, arnies, pollys and three-putt penalties. The engine knows them; nothing on the course can record them yet.
Rules & quirks
  • Money: each player’s units minus the group average, times the unit stake. Above average collects, below pays, and it always sums to zero.
  • A single hole can earn several dot types at once — a sandie for birdie is 2 units.
  • Anti-greenies deduct from your total — a player can finish with negative dots.
  • All In only: greenie and anti-greenie exist on par 3s, and a par 3 where nobody taps either carries one unit to the next par 3 — a greenie there earns 1 plus the carried units, an anti-greenie costs 1 plus the carried units. A pot still open after the last par 3 is dead.
When to use it

Any round that wants to reward spectacular or unfortunate moments beyond the main score.

Example

On hole 6, a par 3, you find the greenside bunker, splash out to 4 feet and hole the putt for par. That is a sandie. Three-putt the same green instead and you are a dot down.

Greenies

Greenies

Closest to the pin on the par 3s — but you have to finish the job.

What it is

Greenies is the par-3 game. On every par 3, whoever hits the green from the tee and ends up closest to the pin claims the greenie — provided they then make par or better. Miss the putt and the greenie is gone. It is thirty seconds of drama on every short hole.

Scoring
  • One greenie is available on each par 3.
  • You must hit the green in regulation — from the tee — to be eligible.
  • Closest to the pin among the eligible players claims it.
  • The claim only stands if you hole out in par or better.
  • Nobody eligible, or the closest player three-putts: no greenie on that hole.
  • Anti-greenie: the greenie’s penalty twin — worth −1, so your total can go negative. What earns one is your group’s house rule; the app only records it. Tap Anti-greenie in live scoring.
Rules & quirks
  • Greenies are claimed by the players, not detected by the app — tap Greenie on the hole in live scoring to record who was closest.
  • Each greenie is worth an agreed stake, collected from every other player.
  • A round where nobody claims one still shows the Greenies section, settled at zero — so you can tell "nobody claimed" from "the game was never on".
  • Available on any round with par 3s; it settles independently of the base format.
When to use it

Any social round on a course with a good set of par 3s — it gives the short holes their own contest.

Example

Hole 8, par 3. Two of you find the green and you are 4 metres away against their 7. You two-putt for par and claim the greenie; had you three-putted for bogey, nobody would have won it.

Nassau

Nassau

Three bets in one: front nine, back nine, the match.

What it is

Nassau divides the round into three separate contests: front 9, back 9 and overall 18. Each is a standalone match worth an equal stake, so you can win one, two or all three legs.

Scoring
  • Front 9 winner: the player who won more holes on 1–9.
  • Back 9 winner: the player who won more holes on 10–18.
  • Overall winner: the player who won more holes across all 18.
  • Each leg is worth one unit; a clean sweep earns 3.
Rules & quirks
  • Handicap: difference method, as match play.
  • Optional auto-press (standalone Nassau only — disabled in All In): going 2 down in a leg starts one new side bet within that leg — once, at the moment you reach 2 down, not again on every following hole.
  • A tied leg is a push — neither player wins that unit.
  • In All In, Nassau is the main game and the 2v2 team match: each hole is decided by its High-Low points rather than best ball, the front and back nine each pay the leg stake to every member of the winning team, and the full match is played for the honour.
  • On a shotgun start the front nine is the first nine holes played, not holes 1–9, and the back nine is the last nine.
When to use it

Classic 2-player or 4-player wager format — structure and several ways back into the round.

Example

You win the front 9, halve the back 9 and lose the overall. Net result: you are up 1 unit.