Notebook
General
Tournament Handicapping
Practice Balls
* Dress Code
Smoking Rooms
* Awards & Trophies
Onsite Help & Questions
* Weather, Bugs, and Weather Delays
Times & Itinerary
Bag Storage
Scoring & Long Putts
* DO NOT FORGET
Pace of Play
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Daily Pairing Sheets
Winning and Sandbagging
Lynchburg Transportation
General Transportation Information
Driving Directions - AMHERST TO POPLAR GROVE
Meals
* Beverages
Quality Inn
Snacks
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Awards Presentation
Trip Administrative Rules
Baseball Game
Poplar Grove Golf Club
Defective Apparel, Gifts, Prizes, & Goodies
The Greens
4-man Scramble
Upon Arrival
Roommates and Pairing Preferences
Wednesday
Cattle Annies & Big Lick Tropical Bar
Shop Carl
Driving Directions - QUALITY INN to POPLAR GROVE
Driving Directions - POPLAR GROVE to QUALITY INN
* Printing Pairing Sheets
Tuesday Tee Times
Shop Carl
Event Rules
Golf Rules
4-man Scramble

FORMAT
The 4-man Scramble will be played on Friday afternoon and evening. It will be teed using a shotgun format with two four-man teams (eightsomes) on each hole. There are 20 teams, 7 eightsomes, 3 ninesomes, and 10 starting holes. We will be using Poststats Points to determine the winner.

The eightsome format is designed for additional camaraderie and fun. It will naturally slow down pace of play. Please do what you can to keep a 4 1/2 hour round. This can involve telling your best friend to move faster for the best interests of the golf trip.

The 4-man Scramble will be played as a traditional scramble with some exceptions. This event requires scorecards to be filled for each team by each team to ensure scorecard integrity.

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DICE
Each team will be given a foam die. Each player on each team is assigned a number on the die. The player number is determined by order listed in the 4-man Scramble Pairing Sheet. This will ensure nobody forgets their number or tries to change their number.

The six-sided die will be rolled at each tee box.

Assuming a team of 4... If a 1-4 is rolled, the single player assigned to that number rolled will tee off at that particular hole. The 5 and 6 are neutral for that team.

Assuming a team of 3... If a 1-3 is rolled, the single player assigned to that number rolled will tee off at that particular hole. The 4, 5, and 6 are neutral for that team.

Assuming a team of 5... If a 1-5 is rolled, the single player assigned to that number rolled will tee off at that particular hole. The 6 is neutral for that team.

Teams will play their team ball from the result of the player(s) who teed off. This goes for water hazards, out of bounds, trees, weeds, lost balls, and duffs off the tee.

If the die roll results in neutral (5 of 6 rolled for a team of four), the entire eightsome will tee off and each team will select the best ball to play from; just like a traditional golf scramble.

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THROWS
Each participant will be granted one "throw" during the round. A "throw" is an advancement of the team ball without taking a stroke. Teams must take a minimum of one stroke per hole. The ball must be thrown with your hand/arm and there are no running starts. Both feet must remain on the ground throughout the throw. There are no mulligan throws and a ball advanced into the sand trap will be played from the sand trap.

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HANDICAPPING
The 4-man Scramble is handicapped using Poststats Points. The handicapping allows a team of five preferred partners regardless of skill to compete equally with a team of three preferred partners who experienced a last minute cancellation from their best player.

The computer handicaps a team by first determining the stroke handicap of the best player. As an example, Jason Ridgeway has a 0 handicap. The computer sets his team baseline handicap at 0. The computer then searches the team for its second best player. It uses hundreds of scramble statistics to determine the value of the 2nd best player. As an example, Mike Davis would contribute 7 strokes. The team baseline handicap is adjusted downward to -7 strokes. The computer searches the team for its third best player. As an example, Chad Long would contribute 3 strokes. The team baseline handicap adjusts downward to -10 strokes. The computer searches the team for its fourth and possibly fifth best player. It lowers the team stroke handicap to -12 strokes. Each stroke handicap from -22 to +22 have a corresponding set of Poststats Points. The points for the team are set.

The computer handicaps based on general scramble statistics and USGA Stroke Handicap Indexes. It does not handicap using driving distance per player or putting skills of each participant.