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Challenge Golf at Pebble Beach

Challenge Golf at Pebble Beach Rulebook

Table of Contents

Table of Contents

  • Set Up
  • Play
  • Rules of Challenge Golf
    • Sides and Matches
    • Match and Stroke Play
    • Effect of Wind
    • Ball Touching More Than One Area
    • Special Shots
    • Water Hazards
    • Ball Out of Bounds or Unplayable
    • Scoring
  • Playchart
    • Distance
    • Chip Shots
    • Traps
    • Putts
    • Direction
    • Shots From Rough
    • Shots Behind Trees
    • Effect of Wind
    • Colour Key (Playchart Terrain)
    • Player Notes
    • Green Location Key

Set Up

Each player rolls the dice to determine which golfer he will be. High dice is first; low dice, last.

Golfer's NicknamePlaying Strength
Old SmoothyPlays a very steady, reliable game. Keeps ball in play and has average distance. (Any time he rolls 2 or 12, read result through 7 column for both distance and direction.)
IronsidesStrongest point is his long iron play. More accurate hitter than his opponents. (When using long irons, read results through short iron row for both distance and direction.)
BoomerBig hitter with all woods. Has wood range of 190 to 280 yards rather than average distance of 190 to 250 yards.
The BladeExcellent with putter. (When putting, use Putt Chart for The Blade.)

Players decide on type of play (match or stroke, see Rules of Challenge Golf) and place Playchart so it may easily be read by all. A scorekeeper is chosen; he receives the scorecard on which he writes the names of all players.

Play

Dice are rolled to establish wind speed and direction.

RollWind
220 mph North to South
3No Wind
420 mph South to North
510 mph East to West
620 mph West to East
710 mph North to South
810 mph West to East
920 mph East to West
1010 mph North to South
1130 mph East to West
12No Wind

Optional: Roll dice at beginning of back nine to establish any change in wind speed and direction.

The following steps will determine the outcome of each stroke, showing you exactly where your ball lands.

  1. Starting at first tee (and on all shots thereafter), estimate distance of your shot, checking Playchart for average club yardage, and announce your club selection and intended distance. (Note exception for Boomer's wood distance.)

  2. Place Distance Finder on fairway with intended distance mark next to ball (black dot) on tee. Sight Distance Finder along fairway in line of intended flight (allowing for distance, direction and wind effect) with zero mark furthest from tee.

    Player's intended distance is 250 yards. He places 250 mark next to ball on tee and aims Distance Finder in the direction he wishes ball to travel.

  3. Without moving Distance Finder, roll dice and, on Playchart, match number rolled with club used. Add or subtract number shown from your intended distance and adjust Distance Finder accordingly. Be certain to account for a head or tail wind (see Effect of Wind, Rules of Challenge Golf) when adjusting the Distance Finder.

    With intended distance of 250 yards, player rolls 7. Ball travels the entire intended distance. Since there is a tail wind (20 mph), he moves the Distance Finder ahead 20 yards, placing the 270 mark next to the ball.

  4. Roll dice again to determine direction (left or right) by matching number rolled with club used on direction chart. Allow for any cross wind (see Effect of Wind, Rules of Challenge Golf).

  5. Mark ball location with special pencil. (Marks from special pencil are easily erased with tissue or soft cloth.)

  6. After tee shots, ball furthest from hole is played first, etc. Repeat steps 1 through 6 until ball reaches green.

  7. When ball reaches green, determine location of ball on green, roll dice and consult proper Putt Chart to determine number of putts it takes to hole out.

Rules of Challenge Golf

The following are rules which apply to CHALLENGE GOLF. Golfers may note that some rules have been adapted to fit the situations which will arise in the game. Any rules not given in these instructions should be played in accordance with the rules of golf.

Sides and Matches

  • Side — a player or two or more players who are partners
  • Single — match in which one plays against another
  • Threesome — match in which one plays against two, each side playing one ball
  • Foursome — match in which two play against two, each side playing one ball
  • Three-ball — match in which three play against one another, each playing a ball
  • Best-ball — match in which one plays against the better ball of two or the best ball of three players
  • Four-ball — match in which two play their better ball against the better ball of two others

Match and Stroke Play

Match play is played by holes. The side which holes out in fewer strokes wins the hole. When both sides hole out in the same number of strokes, the hole is halved. Side winning the greater number of holes wins the match.

In stroke play, player holing out in the fewest number of strokes wins.

Effect of Wind

Tail winds add to the distance while head winds are subtracted from the distance; cross winds blow the ball to the right or left. Wind affects woods and short irons more than long irons. Effect of Wind is listed on the Playchart.

The arrow near each hole indicates the direction North. This is to help establish wind direction in relation to the actual Pebble Beach hole.

Ball Touching More Than One Area

When a ball is touching more than one area, use the following rules:

Ball TouchingDeclared
Water and RoughIn water
Water and FairwayIn water
Water and GreenIn water
Water and TreeIn water
Tree and FairwayUnder tree
Tree and RoughUnder tree
Tree and GreenUnder tree
Tree and TrapIn trap
Trap and GreenIn trap
Trap and FairwayIn trap
Trap and RoughIn trap
Fairway and Green

Special Shots

Shots From Under Trees. Any time his ball is under a tree, player must play a Recovery Shot (see Playchart). Recovery Shots are played as usual, rolling dice for distance and direction.

Chip Shots. When making a Chip Shot to the green, the distance between the green and the ball is measured (lining the edge of the Distance Finder with the hole). If any part of the ball is within 50 yards of the green, the Chip Shot may be made. The circled number indicates location of ball on green.

Shots From Traps. If the ball is in a trap next to the green, roll the dice and refer to Traps, Next to Green (on Playchart). The circled number indicates the location of the ball on the green.

If the ball is in a fairway trap, announce club selection and intended distance, position Distance Finder, roll dice and refer to Traps, Fairway on distance chart. Roll dice for direction and mark ball location after accounting for wind effect.

Some traps are not readily distinguishable as being fairway or "next to green." If there is a question as to the type of trap, use the following rules: If the ball lies in a trap within 50 yards of the green, use the section Traps, Next to Green; if the ball lies more than 50 yards from the green, use Traps, Fairway.

Shots From Rough. Maximum club distances for shots from the rough are listed under Shots From Rough on the Playchart. If a player uses the wrong distance, he misses the stroke (adding it to his score) and must replay the stroke using the proper distance.

Shots Behind Trees. To shoot over trees, measure the distance between the ball and the tree in the direction you wish the ball to travel. You may not use a club longer than listed for the yardage on the Playchart (Shots Behind Trees). Select the appropriate club and proceed as usual. A player shooting over the trees may use a club shorter than listed. If he uses a longer club than is listed, he hits the tree and his ball goes no further.

Water Hazards

A player is penalized one stroke when he hits a ball into a water hazard. He may then:

(a) play his next stroke from the spot where his previous ball lay, or

(b) drop ball anywhere behind the point where ball crossed into the water, keeping that point between himself and the hole.

A lateral water hazard is any part of a water hazard running parallel to the line of play and situated so that it is impossible to do (b) above. Any player whose ball is in a lateral water hazard may:

(a) play his next stroke from the spot where his previous ball lay, or

(b) drop the ball within two club lengths (approx. two yards) of the edge of either side of the hazard keeping the ball no nearer the hole than the point where it crossed into the water.

Ball Out of Bounds or Unplayable

If the ball is out of bounds (off the board), one penalty stroke is added to the player's score and his next stroke must be played from the spot where his ball was previously.

If the ball is unplayable, he may:

(a) play his next stroke from the spot where his previous ball lay, or

(b) drop ball within two club lengths (approx. two yards) of the point where the ball lay but not nearer the hole, or

(c) drop ball anywhere behind the point where it lay, keeping that point between himself and the hole.

Scoring

Players report their scores to the scorekeeper including in the report any penalty strokes incurred. If a player gives a score lower than actually played, he is disqualified; if he gives a score higher than actually played, the score shall stand as given.

Scoring for match play may be recorded on the "We / They" section of the scorecard using the following symbols: + (win), – (lose), 0 (tie).

Playchart

Transcribed from the scanned Playchart sheet (printed code "C-B155P-72"). The Playchart is the lookup table referenced throughout the rules. Columns are the number rolled on the dice (2–12). ⊙ = ball touching hole.

Distance

ClubAverage Yardage23456789101112
Woods (1–4)190–250−30−20−15−10−50+5+10+15+20+30
Long Irons (2–5)150–180−20−15−10

Chip Shots

Distance from green is measured in yards. The circled number is the location of the ball on the green.

Distance From Green23456789101112
30–5011232323211
10–301213132

Traps

Trap TypeResult23456789101112
Next to GreenBall location on green (circled number)Miss1233332213
FairwayYardageMiss−30−20

Putts

Number of putts to hole out. Row labels are the circled location of the ball on the green (see Green Location Key below).

Putts — Old Smoothy, Ironsides, Boomer

Location23456789101112
⊙01111111111
12112111

Putts — The Blade

Location23456789101112
⊙01111111110
12211111

Direction

Left and right yardage for each club, by number rolled on dice. Dice 2–6 are Left; 7 is straight; 8–12 are Right.

Club23456789101112
Woods4030201050510203040
Long Irons25201510505

Shots From Rough

Type of RoughMaximum Distance
No. 1 Rough220 yds.
No. 2 Rough150 yds.
No. 3 Rough100 yds.

Shots Behind Trees

Yardage From TreeMaximum Club
Over 100Wood
20–100Long Iron
0–20Short Iron

Effect of Wind

On Wood and Short Iron Shots

Wind (mph)TailHeadCross
10+10−1010 Left or Right
20+20−2020 Left or Right
30+30−3030 Left or Right

On Long Iron Shots

Wind (mph)TailHeadCross
10000
20+10−1010 Left or Right
30+20−2020 Left or Right

On Recovery Shots — no wind effect.

Colour Key (Playchart Terrain)

  • Tees & Greens
  • Fairway
  • No. 1 Rough
  • No. 2 Rough
  • No. 3 Rough — all other playable land except traps

Player Notes

  • Old Smoothy: Change dice roll 2 or 12 to 7.
  • Ironsides: Read Long Iron Shots through Short Iron rows.
  • Boomer: Has Wood range of 190 to 280.
  • The Blade: Use Putt Chart for The Blade.

Green Location Key

The number in circle indicates location of ball on green. ① = closest to hole; ⊙ = ball touching hole.

On green
Fairway and RoughIn rough
Rough and GreenOn green
Rough No. 1 and Rough No. 2In Rough No. 2
Rough No. 2 and Rough No. 3In Rough No. 3
Rough No. 1 and Rough No. 3In Rough No. 3
On Green Touching Contour LineIn contour closer to hole
On Path or RoadUnplayable (no penalty)
Touching Building or CarUnplayable (no penalty)
Off the CourseOut of bounds (penalty)
−5
−5
0
+5
+5
+10
+15
+20
Short Irons (6–9)50–140−15−10−5−5000+5+5+10+15
Recovery Shots30–150−25−20−15−10−50+5+10+15+20+25
3
2
1
2
0–10⊙312121233⊙
−20
−10
0
−3
−20
−10
0
−40
2
1
1
2
212122222221
312222222232
1
1
1
2
221112222112
321222222211
10
15
20
25
Short Irons20151050005101520
Recovery Shots2015101050510101520