RULES OF PLAY

The Classic

The rules that govern The Classic. Anything not covered here is decided by the standard Rules of Golf, and any question of play is settled by the two captains.

1

The Competition

1.1
Team match play. The Classic is a team competition between Team Red (Captain Gavin) and Team Blue (Captain Bel). Every player is drafted to one team and plays head-to-head (1 v 1) matches against the other team.
1.2
Captains. Each team has a captain who sets the lineup, enters or oversees scoring, and rules on any question of play (Rule 9). Captains also play their own match.
1.3
The draft. Players are seeded and drafted in snake order (Red, Blue, Blue, Red, …). Captains are not draft picks. A player competes only for the team that drafted them.
1.4
Groups. Matches are played in groups that tee off together. Each group contains two matches and shares a scorer.
1.5
A substitute may be used only with both captains' agreement. A substitute inherits the original player's pops for that match.
2

Points & Winning

2.1
Two points per match. Each match is worth 2 points — one for the front nine and one for the back nine. The two nines are scored as separate contests.
2.2
Winning a nine. The player who wins more holes over a nine wins that nine and its point.
2.3
A halved nine. If the holes are split evenly, the nine is halved and each player earns ½ point.
2.4
Team total. A team's score is the sum of every point its players earn across all matches.
2.5
Winning The Classic. The team with the most total points wins.
If the team totals are level, the Classic is shared — unless the captains agree to a playoff (e.g. captain vs captain, or a nominated group replaying a hole).
2.6
Live scoring. Points are shown on the live leaderboard as each nine is decided. A match need not reach the 18th hole (Rule 6.4).
3

Handicaps — The Pops System

3.1
Purpose. Pops even the matches by giving strokes to the higher-handicap player.
3.2
Your pop number is your seed for the year, set before the draft. It does not change during play.
3.3
Strokes given. In a match, subtract the lower pop number from the higher. The difference is the number of strokes the higher-handicap player receives.
3.4
Where strokes fall. Strokes are applied on the hardest holes first, using the course's stroke index — one stroke per hole.
3.5
Par 3s are excluded. No strokes are ever given on a par 3.
3.6
One stroke per hole, 14 maximum. A player gets at most one stroke on a hole. With 14 non-par-3 holes, the most anyone can receive is 14; a larger difference still gives one stroke on each non-par-3 hole.
3.7
Net score. On a hole where a player receives a stroke, subtract one from their gross score before comparing to decide who won the hole.
Example. Austin (4 pops) vs Colby (16 pops) → 16 − 4 = 12. Colby gets one stroke on each of the 12 hardest non-par-3 holes.
4

Playing a Hole

4.1
Tee shots — best drive. On every hole except par 3s, teammates in the same group may take the best of their tee shots. Each player then plays their own ball from that spot for the rest of the hole.
4.2
Par 3s. Every player plays their own tee shot. There is no shared tee shot on a par 3.
4.3
No help after the tee. From the chosen spot onward each player plays their own ball and holes out on their own. No advice beyond your own group, and no assisted shots.
4.4
Wrong ball. Play your own ball. If you play the wrong ball you lose the hole; put it right and continue.
4.5
Equipment. Distance devices (rangefinders, GPS, watches) are allowed.
5

The Course

5.1
Tees. Play the Silver tee boxes.
5.2
Preferred lies (lift, clean & place). Through the green you may lift, clean and place your ball within one club-length, no nearer the hole.
aYou may not improve your lie from rough to fairway, out of a bunker, or from fringe to green.
bThe captains may extend or suspend preferred lies for the day before play begins (for example, allowing placing in bunkers if it has rained).
5.3
Out of bounds & lost ball. For pace, drop within two club-lengths of where the ball crossed out of bounds or was likely lost — in the nearest fairway or rough, no nearer the hole — for a one-stroke penalty, and play on. (Stroke-and-distance is not required.)
5.4
Penalty areas (water). One-stroke penalty. Drop within two club-lengths of where the ball last crossed the margin, no nearer the hole, or replay from the previous spot.
5.5
Bunkers. Play the ball as it lies unless preferred lies in bunkers were called that day (Rule 5.2b). Rake when finished.
5.6
Unplayable lie. One-stroke penalty; drop within two club-lengths, no nearer the hole.
5.7
Cart path & casual relief. Free relief from cart paths, sprinkler heads, casual water and ground under repair — one club-length, no nearer the hole.
6

Match Play & Scoring

6.1
Winning a hole. The lower net score wins the hole. Equal net scores halve the hole.
6.2
Concessions & gimmes. You may concede a hole, or your opponent's next stroke (a "gimme"), at any time. A conceded putt counts as holed. A concession cannot be withdrawn.
6.3
Pick up when you're out of it. Once you can no longer win or halve a hole, pick up — the hole is lost. This keeps pace and matches the way the leaderboard scores holes.
6.4
Closing out a nine. A nine is decided once a player leads by more holes than remain in that nine. The remaining holes of a decided nine need not be played, and the scorer may close it out. A match is final when both nines are decided.
6.5
Reporting scores. Report each hole to your group's scorer as you go. The live leaderboard updates as scores are entered.
6.6
A hole in doubt. If a hole's result is disputed and can't be settled on the spot, play it as a half, note it, and let the captains resolve it (Rule 9).
7

Mulligans

7.1
One per nine. Each player gets one mulligan on the front nine and one on the back nine.
7.2
How it works. A mulligan is a re-hit of the previous stroke with no penalty. The re-hit ball must be played — you cannot keep the better of the two.
7.3
Where. A mulligan may be used on any full stroke — a tee shot or a stroke through the green — but not on a putt.
7.4
No carry-over. An unused mulligan does not carry to the other nine or bank for later.
8

Pace & Conduct

8.1
Keep up. Stay within reach of the group ahead. Play ready golf and be prepared to hit when it's your turn.
8.2
Search time. Give a lost ball no more than three minutes before taking relief under Rule 5.3.
8.3
Respect the course & each other. Repair pitch marks, replace divots, rake bunkers, and keep it friendly — it's still a competition.
9

Rulings & Disputes

9.1
Captains decide. Any question of play is settled by the two captains together. If they can't agree, the standard Rules of Golf apply.
9.2
When in doubt, play on. If a ruling can't be made on the spot, note the situation, finish the hole, and resolve it afterward rather than holding up play.
9.3
Spirit of the game. These rules exist to keep matches fair and fast. Where a rule is silent, do the fair, obvious thing.
The Classic — Rules of Play. Subject to revision by the captains before the event.