• sdm logo 400Welcome to the home page of the Serra de Monchique Golf Club.

    Please feel free to navigate through the site using the menu buttons on the top bar.

    Serra de Monchique Golf Club is the club associated with Silves Golf Course. The club aims to provide competitions, control handicaps and to provide a social life for its members guided by the values statements authorised by the membership. Its rules are set up to provide a structure around which the club can be run.

    Serra de Monchique Golf Club was formed in 2005, at Morgado de Reguengo when the regular players were invited to form a club. There were 30 founder members and the first General Meeting of the membership was held on 8th November 2005. At the end of 2006 the club moved to Silves Course, which had just opened. Mark Ellerton was appointed Captain for 2007. Pestana's very favourable terms of green fee arrangements led to an substantial increase in membership in 2008. Many Northern European countries are represented, including a number of Portuguese members.

    The club plays competitions on Tuesdays, Thursdays and Saturdays. Tuesdays are for singles competitions either as Monthly medal or Stableford Qualifier. On Thursdays some members play at Silves in a format of their own choice, but many members elect to play on the other courses within the Pestana group. On Saturdays there is a wide variety of game formats, normally as team competitions as pairs or teams of four players. There are occasional qualifying competitions on Saturdays to suit our members who are in full time employment. Our eventlist will show these.

     

     

MEDAL (or STROKE PLAY)

This is the form of individual competition in which the player totals his score for each of the 18 holes giving a gross score. Then the deduction of the sloped handicap after 18 holes gives a net score. The lowest net score wins the competition. In some major competitions, there is also a winner based on the best gross score.

STABLEFORD

Rather than count the total number of strokes taken, as in Stroke Play, points are scored based on the number of strokes taken on each hole. Unlike Stroke Play, where the aim is to have the lowest score, the objective in a Stableford competition is to have the highest score. The system of scoring was developed to deter golfers from giving up after just one or two bad holes, and has the added benefit of speeding up play - once a player can no longer score a point, the hole does not need to be completed, and the player should pick up their ball and proceed to the next hole.

The par for the course is adjusted for each player, based on the player's sloped handicap, and the stroke indexes of the individual holes, starting with the lowest stroke index (1) through to the highest (18). A player with a handicap of 12 would get additional strokes on holes with stroke index 1-12, whereas a player with a handicap of 24 would get two additional shots on holes with stroke index 1-6, and one additional shot on the holes with a stroke index of 7-18, etc

2 points are scored for a net par, i.e. matching the adjusted required number of strokes. Every stroke above the adjusted par results in a reduction of the points, so that completing the hole in 2 shots more than the adjusted par results in 0 points being scored. (Hence the possibility to then pick up and proceed to the next hole.) Every stroke below the adjusted par results in additional points being scored, i.e 1 stroke under adjusted par =3 points, 2 shots under = 4 points etc.

SPLIT SIXES

This is a golf match played by 3 players, where 6 points are played for on each of the 18 holes. The player's receive a handicap based upon their full sloped playing handicap. The lowest handicap player's allowance is then reduced to 0 shots and the other 2 players receive shots "off" this player: example:

Player A's sloped handicap is 12, player B's sloped handicap is 18, and player C's sloped handicap is 24, then the "shot" situation would be as follows:

Player A – 0 shots     Player B – 6 shots      Player C – 12 shots

Note: the stroke indices of the holes determines which holes the shots are received on.

The 6 points available on each hole are awarded as follows:-

1 person winning a hole

The winner of the hole will receive 4 points, the next best will receive 2 points and the third player 0 points. If the other 2 players tie the hole then the 2 points are shared and they will therefore receive 1 point each.

2 players tied on a hole

In the event of 2 players being tied, then the 2 players will receive 3 points each and the third player will receive 0 points.

3 players tied on a hole

In the event of all 3 players having the same score, then all 3 players will receive 2 points

Note: All scores are net scores, having allowed for the number of shots determined by handicap difference.

At the end of the game, the winner is determined by adding up all the points.

For the Men's and Ladies Thursday Leagues, the player with the most points will receive 2 points in the league, the second player 1 point and the third 0 points. In the event of the winner having a score of 50 or more then they will be awarded 3 points.

3 CLUBS AND A PUTTER BETTERBALL

Simply a Pairs Betterball competition in which players may only take 3 clubs (of their choosing), and a putter out on the course. Yellow tees for Men and red tees for Ladies.

3 CLUBS AND A PUTTER STABLEFORD

Simply a Stableford competition in which players may only take 3 clubs (of their choosing), and a putter out on the course. Yellow tees for Men and red tees for Ladies.

SEATTLE SHAMBLES

Teams of 4 - All players drive on each tee. Stableford scoring.

The team then decides which of their balls is in the best position for the next shot. The position of the ball must be marked. The player whose ball was chosen must play first. The other players in the team may clean the balls and then play them from that position:

 - On the green or fairway they must place it, not nearer the hole, within 6 inches (the height of a scorecard);

 - Otherwise (e.g. in the rough, in a bunker etc.) they must drop it, not nearer the hole, within one club-length. When dropping in the hazard the ball must hit part of the hazard first.

After the drive, all players play their own ball until they hole out. Various number of best Stableford scores per hole are to count, and each player must have a certain number of his/her drives selected and clearly marked on the card. These will be indicated in the instructions for specific individual competitions.

PAIRS SEATTLE SHAMBLES

Teams of 2 - Both players drive on each tee. Stableford scoring.

The team then decides which of their balls is in the best position for the next shot. The position of the ball must be marked. The player whose ball was chosen must play first. The other player in the team may clean the ball and then play it from marked position:

 - On the green or fairway they must place it, not nearer the hole, within 6 inches (the height of a scorecard);

 - Otherwise (e.g. in the rough, in a bunker etc.) they must drop it, not nearer the hole, within one club-length. When dropping in the hazard the ball must hit part of the hazard first.

After the drive, both players play their own ball until they hole out. Each player must use minimum of 7 drives each, and these must be clearly marked on the card. Best Stableford score to count on each hole. 

DUBAI

Teams of 4 - Play your own ball. Stableford scoring.

On all par 5's, two players stableford score are to count: on all par 4's three players stableford scores are to count: and on all par 3's, all four players stableford scores are to count.

SHARJAH

Teams of 4 - Play your own ball. Stableford scoring.

On stroke index 13 to 18, two players stableford score are to count: on stroke index 7 to 12,  three players stableford scores are to count: and on stroke index 1 to 6, all four players stableford scores are to count.

2 Up

Teams of 4 - Play your own ball. Stableford scoring.

All Stableford scores of 2 or more to count towards team total - i.e. net pars or better. 

Please do not putt out for 0 or 1 points, as this does not add to the team score, and hopefully will lead to a quicker round. 

ROULETTE

Teams of 4 - Play your own ball. Stableford scoring.

Like a 4 ball betterball, the two best stableford scores per hole count towards the team score. However, on 4 holes the scores will be doubled. The holes will be selected by a random number generator, and announced on the competition start sheet.

MYSTERY ROULETTE

Teams of 4 - Play your own ball. Stableford scoring.

Like a 4 ball betterball, the two best stableford scores per hole count towards the team score. However, on 4 holes the scores will be doubled. The holes will be selected by a random number generator, and announced after the competition has been completed.

SECRET HOLES PAIRS

Teams of 2 - Play your own ball. Stableford scoring.

Like a Pairs betterball, however, on 6 holes both players scores will be counted. The holes will be selected by a random number generator, and announced after the competition has been completed.

SECRET HOLES TEAM

Teams of 4 - Play your own ball. Stableford scoring.

Like a Betterball Stableford, however, on 6 holes all 4 players scores will be counted. The holes will be selected by a random number generator, and announced after the competition has been completed.

PAIRS COMBO

Teams of 2 - Play your own ball. Stableford scoring.

On all Par 4's, only the best score counts. On Par 3's and Par 5's, both scores count towards the team total.

PAIRS MULTIPLIER

Teams of 2 - Play your own ball. Stableford scoring.

The teams stableford score is Player A's score multiplied by Player B's score on each hole. For example,

Player A scores 1 point and Player B scores 3 points - the team scores 3 (1 x 3) points.

Player A scores 3 points, but player B blobs - the team scores 0 (3 x 0) points.

Player A scores 2 points and player B scores 3 points - the team scores 6 (2 x 3) points.

and so on for 18 holes.

4 BALL MULTIPLIER

Teams of 4 - Play your own ball. Stableford scoring.

The teams stableford score is the two best scores multiplied together on each hole . For example,

Player A scores 0 points, player B scores 2 points, player C scores 3 points, player D scores 3 points - the team scores 9 (3 x 3) points.

Player A scores 0 points, player B scores 0 points, player C scores 1 points, player D scores 4 points - the team scores 4 (1 x 4) points.

Player A scores 0 points, player B scores 0 points, player C scores 0 points, player D scores 4 points - the team scores 0 (0 x 4) points.

and so on for 18 holes.

TRAFFIC LIGHTS

Teams of 4 making use of all Tees: White, Yellows and Red! Play your own ball. Stableford scoring.

Two best stableford scores per hole to count. Sloped handicaps are to be taken from the yellow Tees, for both Men and Women.

Tee off Hole 1 using the White tees, Hole 2 using the Yellow tees, Hole 3 using the Red tees, Hole 4 using the White tees and so on. Traffic light order: White, Yellow, Red

TRAFFIC LIGHTS WITH A TWIST

Teams of 4 making use of all Tees: White, Yellows and Red! Play your own ball. Stableford scoring.

Sloped handicaps are to be taken from the yellow Tees, for both Men and Women.

Tee off Hole 1 using the White tees, Hole 2 using the Yellow tees, Hole 3 using the Red tees, Hole 4 using the White tees and so on. Traffic light order: White, Yellow, Red

On holes when the White Tee is used, 2 scores count. On holes when the Yellow Tee is used, 3 scores count. On holes when the Red Tee is used, all 4 scores are to count.

MIXED UP TEES

Teams of 4 making use of all Tees: White, Yellows and Red! Play your own ball. Stableford scoring.

Two best stableford scores per hole to count. Sloped handicaps are to be taken from the Yellow Tees, for both Men and Women.

Tee off using the Red tees on holes with Stroke Index 1-6, using the Yellow tees on holes Stroke Index 7-12, using the White tees on holes Stroke Index 13-18.

YOU CHOOSE TRAFFIC LIGHTS

Teams of 4 making use of all Tees: White, Yellows and Red! Play your own ball. Stableford scoring.

Two best stableford scores per hole to count. Sloped handicaps are to be taken from the yellow Tees, for both Men and Women.

The team can choose on which holes the White, Yellow, and Red Tees are used. 6 of each please !! Clearly marked on the scorecard. 

TWENTY TWENTY

Teams of 4 - play your own ball. Stableford scoring - 20 scores to count on the front and 20 scores to count on the back.

You MUST choose the scores you are using after completion of that hole, and BEFORE teeing off on the next hole. You can use 1, 2, 3 or even 4 scores on a hole, but AT LEAST 1 score must be recorded on every hole (even if it is nil points). You may not choose more than 20 scores on the front 9, and no more than 20 scores on the back 9.

Be strategic, for example, you don't want to have to rely on using 4 scores on the last hole!

AUTO TWENTY TWENTY

Teams of 4 - play your own ball. Stableford scoring - best 20 scores to count on the front and best 20 scores to count on the back.

Like Twenty Twenty, but you do not need to choose scoring holes having just completed them. At the end of the round, the best 20 scores from the front 9 and the best 20 scores from the back 9 will simply be added up - no constraints of at least one score per hole, no need for choosing scores strategically - just do your best! 

SIMPLY RED

Teams of 4 - play your own ball. Stableford scoring - 2 scores to count on each hole.

Simply a 4 Ball Betterball Stableford but with all players playing from the Red Tees. Hence ... Simply Red.

TEXAS SCRAMBLE with a twist!

Teams of 4 - All players drive on each tee. Stroke Play scoring.

The team then decides which of their balls is in the best position for the next shot. The position of the ball must be marked. The player whose ball was chosen must play first. The other players in the team (in any order) may clean their own ball and then play it from marked position:

 - On the green or fairway they must place it, not nearer the hole, within 6 inches (the height of a scorecard);

 - Otherwise (e.g. in the rough, in a bunker etc.) they must drop it, not nearer the hole, within one club-length. When dropping in the hazard the ball must hit part of the hazard first.

Next shot, again the team decides which ball is best placed, and the ball's position is marked. All players take a shot as described above. Carry on until you hole out, using the best shot each time.

Each player must have at least 4 of their drives selected, but a player may not have 2 consecutive drives selected. In other words if Player B's drive is chosen on hole 17 then Player B's drive may not be chosen on hole 18. Each player must have their 4 drives clearly marked on the card, simply by recording the gross score for the team under the column of the player whose tee shot was selected.

Players are allowed to substitute the ball, when their own ball is a distance away from the chosen ball, especially if this is done to maintain the pace of play.

How to Determine Team Handicap and NET Score: The team handicap is 10% of combined sloped handicaps for all teams. Handicap will be calculated to one decimal place. Example: 4 Player Team with combined handicap of 48 x 10% = 4.8 strokes off total gross score (e.g. final gross is 71 - 4.8 = 66.2 net).

For a 3 Player Team, on hole 1, Player A is allowed to play a "second drive", and a "second shot" at every stage of the hole, with a clearly identifiable "second ball". Player A is effectively a "playing ghost" on hole 1. It is like the team has 4 players.

On hole 2, Player B must play the additional ball, on hole 3 Player C, and then back to Player A on hole 4, etc. This should mean that a 3 player team is not disadvantaged relative to a 4 player team. The "ghost", like all other players, should have 4 drives identified clearly on the score card, and the teams gross score recorded in a separate column labelled "ghost" when the "ghost" drive is used.

The lowest handicapped player being player A, the middle handicapped player being player B and the highest handicapped player being player C.

TEXAS SCRAMBLE

Teams of 4 - All players drive on each tee. Stroke Play scoring.

The team then decides which of their balls is in the best position for the next shot. The position of the ball must be marked. The player whose ball was chosen must play first. The other players in the team (in any order) may clean their own ball and then play it from marked position:

 - On the green or fairway they must place it, not nearer the hole, within 6 inches (the height of a scorecard);

 - Otherwise (e.g. in the rough, in a bunker etc.) they must drop it, not nearer the hole, within one club-length. When dropping in the hazard the ball must hit part of the hazard first.

Next shot, again the team decides which ball is best placed, and the ball's position is marked. All players take a shot as described above. Carry on until you hole out, using the best shot each time.

Each player must have at least 4 of their drives drives selected. Each player must have 4 of their drives clearly marked on the card, simply by recording the gross score for the team under the column of the player whose tee shot was selected.

Players are allowed to substitute the ball, when their own ball is a distance away from the chosen ball, especially if this is done to maintain the pace of play.

How to Determine Team Handicap and NET Score: The team handicap is 10% of combined sloped handicaps for all teams. Handicap will be calculated to one decimal place. Example: 4 Player Team with combined handicap of 48 x 10% = 4.8 strokes off total gross score (e.g. final gross is 71 - 4.8 = 66.2 net)

For a 3 Player Team, on hole 1, Player A is allowed to play a "second drive", and a "second shot" at every stage of the hole, with a clearly identifiable "second ball". Player A is effectively a "playing ghost" on hole 1. It is like the team has 4 players.

On hole 2, Player B must play the additional ball, on hole 3 Player C, and then back to Player A on hole 4, etc. This should mean that a 3 player team is not disadvantaged relative to a 4 player team. The "ghost", like all other players, should have 4 drives identified clearly on the score card, and the teams gross score recorded in a separate column labelled "ghost" when the "ghost" drive is used.

The lowest handicapped player being player A, the middle handicapped player being player B and the highest handicapped player being player C.

 PAIRS TEXAS SCRAMBLE

Teams of 2 - Both players drive on each tee. Stroke Play scoring.

The team then decides which of their balls is in the best position for the next shot. The position of the ball must be marked. The player whose  ball was chosen must play first. The other player in the team may clean their ball and then play it from the marked position:

 - On the green or fairway they must place it, not nearer the hole, within 6 inches (the height of a scorecard);

 - Otherwise (e.g. in the rough, in a bunker etc.) they must drop it, not nearer the hole, within one club-length. When dropping in the hazard the ball must hit part of the hazard first.

The next shot is taken by both players from the best position (which must be marked) and so on until the hole is finished. Each player must use a minimum of 7 drives each, which must be clearly marked on the card, simply by recording the gross score for the team under the column of the player whose tee shot was used.

Players are allowed to substitute the ball, when their own ball is a distance away from the chosen ball, especially, if this is done to maintain the pace of play.

How to Determine Team Handicap and NET Score: The team handicap is 20% of combined sloped handicaps of both players. Handicap allowances will be calculated to one decimal place. Example: 2 Player Team with combined handicap of 48 x 20% = 9.6 strokes off total gross score (e.g. final gross is 74 - 9.6 = 64.4 net) 

FLORIDA SCRAMBLE

Teams of 4 - All players drive on each tee. Stroke Play scoring.

The team then decides which of their balls is in the best position for the next shot. The player whose ball is selected then marks the position of their ball and picks it up. He/she does NOT play the next shot. The other players in the team (in any order) may clean their own ball and then play it from the marked position:

 - On the green or fairway they must place it, not nearer the hole, within 6 inches (the height of a scorecard);

 - Otherwise (e.g. in the rough, in a bunker etc.) they must drop it, not nearer the hole, within one club-length. When dropping in the hazard the ball must hit part of the hazard first.

This procedure (select->mark->each player plays, except the player whose ball is chosen) is repeated until the hole is completed.
Each player must have a certain number of his/her drives selected and clearly marked on the card, simply by recording the gross score for the team under the column for the player whose tee shot was selected. The number of required drives will be indicated in the instructions for specific individual competitions.

How to Determine Team Handicap and NET Score: The team handicap is 10% of combined sloped handicaps for all teams. Handicap will be calculated to one decimal place. Example: 4 Player Team with combined handicap of 48 x 10% = 4.8 strokes off total gross score (e.g. final gross is 71 - 4.8 = 66.2 net)

For a 3 player team, on hole 1, Player A is allowed to play a "second drive",and a "second shot" at every stage of the hole, with a clearly identifiable "second ball". Player A is effectively a "playing ghost" on hole 1. It is like the team has 4 players.

On hole 2, Player B must play the additional ball, on hole 3, Player C, and then back to Player A on hole 4, etc. This should mean that a 3 player team is not disadvantaged relative to a 4 player team. The "ghost", like all other players, should have 4 drives identified clearly on the score card, and the teams gross score recorded in a separate column labelled "ghost" when the "ghost" drive is used.

The lowest handicapped player being player A, the middle handicapped player being player B and the highest handicapped player being player C.

YELLOW BALL GAME

Teams of 4 - Play your own ball. Stableford scoring.

The best two stableford scores per hole are to count.

Each team to use 2 yellow balls (or similar, ie clearly identifiable as the teams 'yellow' balls).  One yellow ball MUST be used on each hole, and MUST be used by each player on at least 4 holes, unless both balls have been lost. Remember to clearly record this on the score card! 

If the first yellow ball is lost, then on the next hole, the second one may be used. Any scores acheived whilst using the yellow ball will count double. The hole must be completed with the yellow ball with which the whole was started.  

If you return with the original two yellow balls an extra 10 points will be added to the score. If you return with just one ball you can add an extra 5 points to your score. If you return with no yellow balls, sadly you add nothing to your score. The number of balls you return with MUST be recorded on the scorecard - otherwise, it will be assumed that both balls were lost.

If you only have 3 players, a ghost player will be added to your team (teams of 3: please record all your scores on every hole, and use the Yellow Ball at least 5 times each). The lowest handicapped player being player A, the middle handicapped player being player B and the highest handicapped player being player C.

CHA CHA CHA

Teams of 4 - Play your own ball. Stableford scoring. 

No, it's not a dance. It's a twist on a traditional fourball format, with only the best score counting on the 1st hole, two scores on the 2nd and then three on the 3rd. The process repeats, so that you count the best score on the 4th, two best on the 5th and so on.

CHA CHA CHA REVERSED

Teams of 4 - Play your own ball. Stableford scoring. 

So the traditional Cha Cha Cha, is 1, 2, 3, 1, 2, 3 etc i.e only the best score counting on the 1st hole, two scores on the 2nd and then three on the 3rd. The process repeats, so that you count the best score on the 4th, two best on the 5th and so on.

Today, the sequence will be reversed, so the best 3 scores count on the 1st hole, two scores on the 2nd and then only one on the 3rd. The process repeats, so that you count the three best scores on the 4th, two best on the 5th and so on.

So 3, 2, 1, 3, 2, 1 etc

BETTERBALL STABLEFORD

Teams of 4 - Betterball Stableford. Play your own ball.

The rules are fairly simple in that the two best stableford scores per hole count towards the team score.

ODDS & EVENS

Teams of 4 - Play your own ball. Stableford scoring.

Two stableford scores to count on odd holes and 3 stableford scores to count on even holes. 

EVENS & ODDS

Teams of 4 - Play your own ball. Stableford scoring.

Two stableford scores to count on even holes and 3 stableford scores to count on odd holes. 

PAARL PAIRS

Teams of 2 - Play your own ball.

Betterball Stroke Play for the first 9 holes and a Betterball Stableford for the back 9 holes. Deduct the stableford points on the back 9 from the net score on the front 9. 

THE HIGH ROAD AND THE LOW ROAD

Teams of 2 - Play your own ball. Stableford scoring.

All scores to count towards the team total, but the Low handicap player's score is doubled on holes stroke index 15-18, and the High handicap player's score is doubled on holes stroke index 1-4 - like 4 jokers each, but you don't get to choose the holes.

If both players in the pair have identical sloped handicap allowances, then one must choose the "high road", and one must choose the "low road" - this must be clearly indicated on the score card.

DOUBLE JOKER

Teams of 4 - Play your own ball. Stableford scoring.

Two stableford scores to count on each hole. Each player must choose 2 Joker holes BEFORE teeing off on the 1st Tee. Mark these holes on your Score card accordingly.  Any points scored on Joker holes are doubled.

BOX OF TRICKS

Teams of 4 - Play your own ball. Stableford scoring. Because this is going to be SO, SO easy (?), 3 best Stableford scores per hole to count. 

At the start of the round, each team is "given" a box of tricks, as follows -

Joker - 2 per player.  Each player must choose 2 Joker holes BEFORE teeing off on the 1st Tee. Mark these holes on your Score card accordingly.  Any points scored on Joker holes are doubled.

Mulligan - 1 per player. This is a retake of a drive, without penalty. This cannot be used as a provisional - if a player elects to take a mulligan, then that is the drive that must be used. The mulligan is then used up, even if the player subsequently finds their first drive, and unfortunately thinks it is in a better position than their mulligan!

Gift - 1 per player. This is a putt that is "given", from any distance - but the ball must clearly be on the green.

Wish - 1 per player. If you don't like your drive, but like someone else's - move your ball to be adjacent to theirs. The position of the drive to be matched must be marked. The player using their match may clean their own ball and then play it from the marked position. (On the green or fairway they must place it, not nearer the hole, within 6 inches (the height of a scorecard). Otherwise (e.g. in the rough, in a bunker etc.) they must drop it, not nearer the hole, within one club-length. When dropping in the hazard the ball must hit part of the hazard first.) 

Please note all tricks are NON-TRANSFERABLE - i.e. they are personally assigned to each player. If one player has no need to use let's say their Mulligan, they cannot let another player in the team use it. If an individual player has no need of their tricks - well aren't they wonderful. Use em, or lose em !

ONLY ONE TRICK CAN BE USED PER HOLE BY ANY ONE PLAYER !!! For example, you may not use your Wish on a Joker hole, or a Gift having already used your Mulligan on that hole, etc. Different players in the team may use one of their tricks on the same hole.

BOGEY

Play your own ball.

This is a competition in which the golfer plays a hole-by-hole match against the course. Unlike a true match, the whole round must be completed (e.g. does not finish on hole 16 if you are four up against the course) and the ball MUST BE PUTTED OUT ON EVERY HOLE, unless the hole has already been lost against the course.

Each player or team records on each hole whether, after receipt of their handicap stroke(s) for the hole, they have won, drawn or lost against the course. A bogey competition is scored plus (+) for a score better than NET PAR, zero (0) for a score of NET PAR and minus (-) for a score worse than NET PAR. At the end of the round the player/team returns a score of plus or minus versus the course, or 0 if the "match" was halved.

BONUS BOGEY

Identical to a Bogey, but with one additional scoring opportunity.

Play your own ball.

This is a competition in which the golfer plays a hole-by-hole match against the course. Unlike a true match, the whole round must be completed (e.g. does not finish on hole 16 if you are four up against the course) and the ball MUST BE PUTTED OUT ON EVERY HOLE, unless the hole has already been lost against the course.

Each player or team records on each hole whether, after receipt of their handicap stroke(s) for the hole, they have won, drawn or lost against the course. A bogey competition is scored plus (+) for a score better than NET PAR, zero (0) for a score of NET PAR and minus (-) for a score worse than NET PAR. In addition, any player or team winning a hole with a GROSS birdie, earns an extra 1/2 (+).  At the end of the round the player/team returns a score of plus or minus versus the course, or 0 if the "match" was halved.

ONE, TWO, THREE

Teams of 4 - play your own ball. Stableford scoring.

One score to count on holes 1 - 6, two scores to count on holes 7 - 12 and three scores to count on holes 13 - 18.

TED ROGERS

Teams of 4 - play your own ball. Stableford scoring.

For those who are non-Brits, Google this man, and his nifty hand sign! He hosted a gameshow back in the 80's called 3, 2, 1.

Hence 3 scores to count on holes 1 - 6, two scores to count on holes 7 - 12, and 1 score to count on holes 13 - 18. Sort of an Australian One, Two, Three?

GREENSOMES (AS PLAYED AS PART OF "NOT THE RYDER CUP")

Teams of 2 

Greensomes begins with EACH member of a team, or side, hitting drives. They decide which is the best drive, and then play alternate shots until the hole is completed. e.g If Player A hits the second shot, then Player B plays the third stroke, Player A the fourth, and so on until the ball is in the hole. 

Handicap: Take 60-percent of the lower-handicapped golfer’s handicap and add it to 40-percent of the higher-handicapped golfer's handicap. The sum is the side's handicap.

GHOST PLAYER

Used when there are only 3 players in a 4 ball team game. Players to enter their names in the A, B and C sections, the lowest handicapped player being A, the middle handicapped player being B and the highest handicapped player being C. The ‘ghost’ player’s handicap is based on the average of the three players combined sloped handicap (marked on the card in the ‘strokes received’ section). E,g if there are two men playing off yellows, with sloped handicaps of 17 and 8 respectively and a lady off the reds with a sloped handicap of 26 that would give a total of 51.The ‘ghost’ player would be deemed to have a sloped handicap of 17 i.e. 51/3.

The ‘ghost’ player would be assumed to take the same number of shots as player A on holes 1, 4, 7, 10, 13 and 16, as player B on holes 2, 5, 8, 11, etc and player C on holes 3, 6, 9, 12, etc.

For each hole the ‘ghost’ player’s stableford points should be calculated, based on the deemed handicap and assumed shots taken. If, for any hole the stableford points are higher for the ‘ghost’ player than the other players (1, 2 or all of them, depending on how many are to score on each hole), then the ‘ghost’ player’s points can be included in the team's score in lieu of a lower score.

The Competition Committee will apply special procedures for specific formats, for which the conventional process outlined above either cannot be applied, or does not provide adequate compensation for having only 3 players in the team. For example Scramble competitions, Traffic Lights, etc.

 

PENALTIES IN TEAM COMPETITIONS:

1. R&A Rules of Golf and Silves Golf Course Local Rules are in force in ALL team competitions;

2. The player of a chosen ball must play first - a 2 stroke penalty will be applied to the team's final score if the player of a chosen ball does not play first (applicable to scrambles and shambles);

3. There are no "gimmies" in any format of Team Competition. The ball must be putted out in every instance, unless it is not possible to improve on the already acheived team score (e.g. in a betterball scenario, where the remaining balls to be putted would result in fewer points than the players who have already putted out). In such a scenario, in the interests of improving the pace of play, and out of courtesy to all players on the course, the ball should be picked up.

4. All other breaches of competition conditions, beyond those specificed above, will result in disqualification of the team

All Competitions on Tuesdays are to be played within the Tee times allotted by Pestana to Serra de Monchique Golf Club.
The Allotted Tee times for Stableford Competitions are as displayed on the playing list on the Serra de Monchique club noticeboard in the reception area of Silves clubhouse. The Tee times for Medals are allotted by way of the seeded draw and players, who have requested to play, will be notified by Email.
The only exception to playing outside of the Serra de Monchique allotted Tee times in a Competition is when there are no spaces left. Prior agreement to do this must be sought from the Chairman of the Competitions Committee or in his absence the Captain or Vice Captain.

Read more ...

1. Out of Bounds (Rule 18)

  • a. Beyond any wall, fence or white stakes bounding the course.
    b. Beyond the stakes bounding the clubhouse and terrace.
    c. Beyond the stakes on the left of the 18th fairway, towards the old practice putting green.
    d. Beyond the fence to the left of the left lateral water hazard along the 10th hole. Any ball that crosses this fence is out of bounds even if it comes to rest on another part of the course (5th or 11th Holes).
    e. Beyond inside edge of the road to the left of the 17th hole.
    f. The Old Clubhouse, Car Park, Green Keepers Compound and Surrounds.
  • Note: Note: Beyond – refers to inside edge of wall, line or stake at ground level. In cases, where stakes are present together with line (or wall), a stake is used as an indication and the line (or wall) is used to define the out of bounds, e.g. the painted white line on the path to the left of the 12th green.
    Where stakes are present as an indication of OOB, e.g. the inside edge of the road to the left of the 17th hole, stakes with black tops have been placed to aid visibility. These stakes are moveable obstructions. All other white stakes without black tops must not be removed.

2. Penalty Area (Rule 17)

  • a. Penalty areas are marked with yellow and red stakes.
    b. Where there are no yellow or red lines the margins follow the natural lines of the penalty area.
    c. If there is doubt whether a ball is in or is lost in the penalty area on the 12th hole, the player may play another ball provisionally under any of the applicable options in Rule 18-3a. If the original ball is found outside the penalty area, the player must continue play with it. If the original ball is found in the penalty area, the player may either play the original ball as it lies or continue with the ball played provisionally. If the original ball is not found or identified within the three-minute search period, the player must continue with the ball played provisionally.
    d. If a ball is in the penalty areas at the back of the 16th green, including when it is known, or virtually certain, that a ball that has not been found, came to rest in the penalty area, a player may: Take stroke and distance relief under Rule 17.1d (1), adding 1 penalty stroke

OR

  • Take lateral relief under Rule 17.1d (3).
  • The player may NOT take relief under Rule 17.1d (2)

3. Ground under Repair (Rule 16)

  • a. All ground under repair areas are marked by blue lines, blue and white stakes, or white tape. These areas are protected and the ball must be lifted under Rule16.1b and dropped in the nearest point of complete relief in the general playing area. (Rule 14-3)
    b. If the ball is OUTSIDE this area and it is necessary to stand INSIDE this area to take a shot, the player MUST take full relief to protect these areas.
    c. In the general playing area of the course, severe damage caused by wild boar is considered ground under repair. If such an area interferes with the lie of the ball, the player may take relief according to the procedure outlined in rule 14-3. Interference by the damage with the player’s stance is deemed not to be, of itself, interference under this Rule.
    d."Mushrooms that are attached on the putting green are GROUND UNDER REPAIR from which free relief is allowed under Rule 16.1d"
    Players should note that under this rule, a player may take free relief by placing the original, or another ball, on the spot of the nearest point of complete relief. This must be either on the putting green, or in the general area.

4. Immovable Obstructions (Rule 16)

  • All course furniture including information boards, bench seats, drainage grills and ball washers, irrigation units including sprinkler heads and control boxes, buggy paths, service roads and safety net behind 13th green, or on the left of the 18th fairway. (This does NOT INCLUDE RELIEF FOR LINE OF SIGHT).

5. Young Trees

  • Protection of young trees identified by stakes, plastic tags or individual wire mesh: if such a tree interferes with a player’s stance or area of his intended swing, the ball must be lifted, without penalty, and dropped in accordance with the procedure prescribed in Rule16.1f (Immovable Obstruction).
    Exception: A player may not obtain relief under this Local Rule if (a) interference by anything other than such a tree makes the stroke clearly impracticable or (b) interference by such a tree would occur only through the use of a clearly unreasonable stroke or an unnecessarily abnormal stance, swing or direction of play.

6. Integral Parts of the Course

  • All stone walls and ruins on the course, including the ruin to the right of the 3rd Hole, walls supporting teeing areas and buggy paths, posts and ropes on the 13th tee, are all integral parts of the course. There is no relief without penalty.

7. Aeration Holes

  • On the Putting Green a ball that comes to rest in or on an aeration hole may be placed at the nearest spot not nearer the hole that avoids the situation. This does not apply to a player’s stance or line of play.

8. Processionary Caterpillars

  • Anywhere on the course processionary caterpillars are considered abnormal ground condition (Rule 16-1 applies).

9. Restriction on Who May Serve as Caddie

  • A player is prohibited from having a professional golfer (active or retired) serve as his caddie during the stipulated round. A player having a caddie in breach of this condition must immediately upon discovery that a breach has occurred, ensure that he conforms with this condition for the remainder of the stipulated round.
    Penalty for breach of THIS LOCAL RULE is a General Penalty for each hole for which the player is helped by this type of caddie.

10. Preferred Lies - When Implememted

  • When a player’s ball lies in a part of the General Area, cut to fairway height or less, the player may take free relief ONCE, by placing the original ball, or another ball, and playing it from this relief area.
    Reference point:
    Spot of the original ball
    Size of relief area measured from reference point, 1 score card length from the reference point.
    Limit on location of relief area
    1) Must not be nearer the hole than the reference point
    2) Must be in the General Area.
    Once the ball has been placed by the player, it is in play and cannot be moved again.
    In proceeding under this rule, the player must choose a spot, place the ball and use the procedures for replacing the ball under Rule 14.2b (2) and Rule 14.2e.
    Penalty for playing the ball from a wrong place in breach of a local rule is a General Penalty under Rule 14.7a.

11. Pick, Clean and Replace - When Implememted

  • When a player's ball lies in the General area, cut to fairway height or less, the ball may be lifted, cleaned and replaced without penalty.
    The player must mark the spot before lifting the ball (see Rule 14.1) and the ball must be replaced on it's original spot (see Rule 14.2).
    Penalty for playing from the wrong place is 2 shots.

12. No Play Zones

  • Any area defined by blue stakes and blue lines anywhere on the course is now deemed to be a NO PLAY ZONE that is to be treated as an Abnormal Course Condition.

    Free relief MUST be taken under Rule 16.1f.

  • Penalty for breach of this Rule is a General Penalty of 2 shots.

 

PENALTY FOR BREACH OF ALL OTHER LOCAL RULES -
GENERAL PENALTY (2 STROKES)

 

 

 

 

 

 

 

 

 

 

Pink Ladies Day

ECLECTIC (JUNE - SEPTEMBER)

Click HERE TO REGISTER for Eclectic

Summer Eclectic

June 23rd, July 28th, August 25th and September 22nd

 

Social Dos

Upcoming Comps