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Posted
My bro and I are looking to start making things a little more interesting by playing for money. (Nothing Big, just very small amounts but enough to put a little pressure on each other) We are similar skill levels. We have similar handicaps but I find that throughout 18 holes I would make more birdies and pars but blow up on a few holes whereas he is much more consistent and consists mainly of bogeys and pars.

We thought of match play like a skins type where we bet a dollar per hole with tied holes carrying over to the next hole and so on. I find that I would have an advantage here because I usually score better on the majority of holes.

If we do strke play it would be anybody's game and we can do something like betting $10 a round.

Are there any other interesting ways to play/bet when its just heads up?
What's in my Bag
Driver R7 9.5 Stiff
3 Wood R7 Stiff
Irons R7 TP Stiff 3-PW
Wedge Vokey Spin Milled 52, 56, 60Putter Studio Select Newport 2.0Ball NXT

Posted
An interesting game to play is Bingo-Bango-Bongo (or some such name). The 3 names refer to the 3 'money' events on each hole - First on the green; closest to the hole; and first to hole out. In most playings of this game the score doesn't matter - just those three parameters. First on could be one players 2nd shot if the other player hits a longer drive and the others work the same way. The closest to the pin is determine once all (or in your case 'both') players are on the green. First In is interesting because the person furthest from hole has the first opportunity. It's a fun game to play with 2-4 players.

Of course, you can easily make it 4 'games' per hole if best score also counts. If you made each game worth .25 then each hole is worth $1.
Driver: SQ DYMO STR8-Fit
4 Wood: SQ DYMO
2H (17*), 4H (23*) & 5H (26*): Fli-Hi CLK
Irons (5-6): MX-900; (7-PW): MP-60
Wedges (51/6*): MP-T Chrome; (56/13): MP-R ChromePutter: White Hot XG 2-Ball CSPreferred Ball: e5+/e7+/B330-RXGPS Unit: NEOPush Cart: 2.0

Posted
My personal favorite is a match play nassau. Make it $5 or $10 each way to keep it interesting, but no one will ever get hurt.

Classic.

In David's bag....

Driver: Titleist 910 D-3;  9.5* Diamana Kai'li
3-Wood: Titleist 910F;  15* Diamana Kai'li
Hybrids: Titleist 910H 19* and 21* Diamana Kai'li
Irons: Titleist 695cb 5-Pw

Wedges: Scratch 51-11 TNC grind, Vokey SM-5's;  56-14 F grind and 60-11 K grind
Putter: Scotty Cameron Kombi S
Ball: ProV1

Awards, Achievements, and Accolades

Posted
  David in FL said:
My personal favorite is a match play nassau. Make it $5 or $10 each way to keep it interesting, but no one will ever get hurt.

I looked up how to play Nassau and it looks very fun

Is this pretty much the rules? http://www.golflink.com/how_402_play-nassau.html I dont quite understand the meaning of "pressing" like double or nothing so say we bet $2 for front 9 and $2 for back nine. And we bet another $2 for overall score. Do you usually limit the number of presses or is it open for anyone thats trailing? Also can you lay 2 presses at once? Say you are trailing by 2 after 6 holes. Can you put a press on holes 7-9 as well as the overall score of holes 7-18 OR do most people wait to press the overall score until much later?
What's in my Bag
Driver R7 9.5 Stiff
3 Wood R7 Stiff
Irons R7 TP Stiff 3-PW
Wedge Vokey Spin Milled 52, 56, 60Putter Studio Select Newport 2.0Ball NXT

Posted
  badbeatj said:
I dont quite understand the meaning of "pressing" like double or nothing

Whenever a team or player goes down by 2 holes, he/they have the option to press. It just makes another match out of the remaining holes. Some people play automatic presses, so if you go down 2 after 3 holes, then you have to press and we start this new match along with our other one. If you go down 2 on that match, then you'd have to press again. If someone is playing very badly and there are automatic presses, he could lose a lot of money.

In my Ogio Ozone Bag:
TM Superquad 9.5* UST Proforce 77g Stiff
15* Sonartec SS-2.5 (Pershing stiff)
19* TM Burner (stock stiff)
4-U - PING i10 White dot, +1.25 inches, ZZ65 stiff shafts55*/11* Snake Eyes Form Forged (DGS300)60*/12* Snake Eyes Form Forged (DGS300)Ping i10 1/2 MoonTitleist ProV1


Note: This thread is 5922 days old. We appreciate that you found this thread instead of starting a new one, but if you plan to post here please make sure it's still relevant. If not, please start a new topic. Thank you!

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  • Posts

    • All great info. Thanks for the reply. 
    • Yea, it's more complicated than your high school projectile motion equations.  I am thinking it could increase under certain conditions. A gust of wind blowing in the same direction as the spin, causing more high and low pressure on the ball in a certain way that it increases the spin?  It has zero vertical velocity at its apex. So, it is all velocity caused by gravity for the vertical component.  Yea, landing angle is a big thing.  It is parabolic. Your apex is 90 yards in the air. A 30-yard elevated green is 1/3rd that height. At the apex, your vertical descent angle is zero, it should be horizontal. So, you are going from zero theta to let's say 45 degrees. Even if it was linear, let's say you're landing angle is close to 30 degrees. That is less than a driver and probably is significant.  Yea, it depends on how you hit it. Especially for downhill shots. If you hit a flighted shot, it might react more like a normal shot because of the lower launch and lower apex relative to your position. Versus a normal shot might come in at like 70 degrees, instead of 45 degrees.       
    • Wordle 1,553 3/6 ⬜🟨🟨🟨🟨 ⬜🟨🟩🟨🟨 🟩🟩🟩🟩🟩
    • Spin will decay slightly over time, but not by a lot. The horizontal portion of the velocity will also decay due to air resistance. The vertical component will be increasing since the ball is accelerating due to gravity (albeit that the spin is creating lift, which will counteract that some). Neither of those has much of an impact of how the ball will react. The biggest difference is the vertical land angle. The angle theta prime (not sure how to show that on here) will be shallower than theta. That means the ball will stop faster at theta than at theta prime. The other thing is because there is still a horizontal component to the velocity, it will carry less far at theta prime than at theta.  The effects of those two things work in opposite directions. Which one "wins" will depend on ground conditions, ball flight, spin, any necessary carry distances, etc. Fortunately the margins are fairly small so you can wing it with enough experience. The calculation of the carry distance change is what your range finder estimates when you have slope turned on.
    • So, I was looking at this image and wondered what the best way is to play your approach to an elevated green versus a lowered green. Is the spin and velocity profile at θ' much different than at θ? I don't know the physics of it but to my wee brain, it would seem that at θ' the spin would be higher but velocity lower. At θ the spin would seem to be lower but velocity higher since it has more time to fall from its peak where it would be zero. Even the image below is off visually since we know the arc of the ball flight isn't consistent throughout.    It's okay if you tell me I'm overthinking this. 😂  
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