Format

This is a 45-hole Better Ball (FourBall) Match Play event. Teams consist of a Member and their Guest. There will be 16 flights each consisting of 6 two-man teams. Play will be within the flight and will consist of five 9-hole matches: two on Friday and Saturday and one on Sunday morning.

 

Flights 

Flights for The Gunslinger have been determined by combining both players' index handicaps (Member LTMGC index and Guest GHIN LHI index). In the event two or more teams have the same team handicap and it falls on a flight break, ties will be broken by taking the lowest team combined index and then by taking the lowest of the Member's index for the flight in question. All handicaps are then adjusted to 90%. This is your Gunslinger handicap. 

 

Flight names: Wyatt Earp, Billy the Kid, Buffalo Bill, Wild Bill Hickok, Waco Kid, Butch Cassidy, John Wesley Hardin, Bass Reeves, Doc Holliday, Jesse James, Sundance Kid, Bat Masterson, Pistol Pete, Black Jack Ketchum

 

Scoring System 

The Gunslinger handicaps will be adjusted to 90% of the contestant's course handicap. For all matches, play will be from the lowest handicap contestant in the four-ball. The lowest handicap contestant will play at scratch, with the other three players receiving strokes based on the difference between their handicaps and the lowest handicap member on the four-ball.

 

      Each 9-hole match represents nine possible points. 

     One (1) point for winning a hole 

     One-half (1/2) point for halving a hole 

     Zero (0) points for losing a hole 

     All matches shall complete the designated 9 holes.

 

Shotgun Start

There will be two shotgun starts at 8 am and 1:30 pm on Friday and Saturday. If you start your round on the front 9, you'll stay on the front 9 regardless of starting position. Example: You start your round on hole 5, and you'll finish your round on hole 4. It's the same for teams starting on the back; if you begin on 13, and you end on 12. If you start on the front in the am, you'll play the back in the pm.

 

Once you complete your first 9-hole match, please proceed directly to your assigned hole for the next 9-hole match. You have only a 10 MIN window to arrive at your next starting hole or could be subject to loss of holes missed if you are late to your starting hole in your 2nd match.  DO NOT DRIVE TO THE CLUBHOUSE! 

 

Pace of Play

Each 9-hole match, MUST be played within 2 hours and 30 minutes.  If a group falls behind and has an open hole in front, the golf staff could move the foursome forward into position and the teams will halve the hole(s) that were skipped. Any match that is not completed in the allotted time, remaining holes will be halved.  

 

Tournament Tees

Gunslinger Tees - Gunslinger Logo tee markers, Blue

Rule of 75 – Orange Tees

Rule of 85 – White Tees

Scorecards will indicate tees – Gunslinger – B, Orange – O, White – W

 

Tiebreakers

        Two teams tied for flight winners will be decided by:

        1st Tie Breaker: Head to head match 

        2nd Tie Breaker: Most points versus the third place team

        3rd Tie Breaker: Most points versus the fourth place team       

        4th Tie Breaker: Most points versus the fifth place team

        5th Tie Breaker: Most points versus the sixth place team

        6th Tie Breaker: Chip Off

 

 

        Two teams tied for second place within the flight will be decided by:

        1st Tie Breaker: Head to head match 

        2nd Tie Breaker: Most points versus the third place team

        3rd Tie Breaker: Most points versus the fourth place team       

        4th Tie Breaker: Most points versus the fifth place team

        5th Tie Breaker: Most points versus the sixth place team

        6th Tie Breaker: Chip Off

 

 

       In the unlikely event three teams are tied, the tie will be decided by:

        1st Tie Breaker: Head to head win/loss record during the tournament 

        2nd Tie Breaker: Accumulated points received in head to head matches of all teams tied

        3rd Tie Breaker: Most points versus the highest finishing team in the flight and not in the tie       

        4th Tie Breaker: Most points versus the next highest finishing tea in the flight and not in the tie

        5th Tie Breaker: Most points versus third highest finishing team in the flight and not in the tie

        6th Tie Breaker: Chip Off