Brandermill Country Club
July 12 - 11:30 AM
July 12 - 11:30 AM
Wolf Points Player Game Points Team Combined Points
86 Glen Reid 11 Viniterra 30
66 Max Meinhardt 10 Mag G + Brandermill 17
62 Matt Meinhardt 9 Hanover 2 13
55 Deesh Bhattal 8 Hanover 1 6
52 Raj Kocherlakota 7
51 Chris Ryan) 6 Prize Winners
37 Rich Pickering 5 Deesh Bhattal Closest to pin on 15 (7ft)
35 Dan McCarthy 4 John Kenyon Lowest Net Score
35 Barry MacDonald 3
23 Michael Pfaff 2
22 John Kenyon 1
Skins $55.00
Chris Ryan Net 2 on Hole 3 $13.75
Barry Macdonald Net 2 on Hole 11 $13.75
Raj Kocherlakota Net 1 on Hole 15 $13.75
Rich Pickering Net 2 on Hole 18 $13.75
Highest Wolf Points $27.50
Glen Reid $27.5
Blind Draw Game $27.50
Pfaff + Chris 153 $13.75 ($6.50 each)
Glen + Barry 153 (Glen Blind Drew Barry) $13.75 ($6.50 each)
Barry + Max 154
Deesh + Raj 156
Rich + Kenyon 156
Dan + Matt 179
Wolf Rules: A Hilarious Guide to Golf's Most Treacherous Game
Welcome, brave golfers, to the glorious, chaotic, and utterly hilarious world of Wolf! This isn't just golf; it's a strategic dance of alliances, betrayals, and the occasional moment of pure, unadulterated genius (usually followed by a shank). Prepare your funny bones and your competitive spirits!
The Sacred Tee-Off Order (Don't Mess This Up!)
First things first, we need an order. This isn't a free-for-all, folks. This is a highly structured (and potentially relationship-straining) game. The tee-off order is sacred and must be maintained throughout the round. No cutting in line, no "oops, I forgot," no "my ball just really wanted to go first."
Here's the rotation for who gets to be the first guinea pig on the tee:
Player 1: Kicks things off on Holes 1, 5, 9, 13 (The "Early Bird" slot).
Player 2: Takes the lead on Holes 2, 6, 10, 14 (The "Second Banana" slot).
Player 3: Steps up on Holes 3, 7, 11, 15 (The "Almost There" slot).
Player 4: Gets their moment on Holes 4, 8, 12, 16 (The "Bringing Up the Rear" slot).
The Wolf always tees off LAST on their designated Wolf hole. This gives them the supreme power of observation and the crushing burden of expectation.
The Grand Finale (Holes 17 & 18): On these pivotal holes, we throw the rotation out the window! The player with the least amount of points (the "Underdog Wolf") gets the honor of being the Wolf. If there's a tie for last, you can duke it out with rock-paper-scissors, a quick putt-off, or just good old-fashioned begging. If everyone's tied, revert to the original order.
The Partner Predicament (Who Will the Wolf Devour... or Befriend?)
Ah, the heart of the game! The Wolf's decision to pick a partner is a delicate dance of risk, reward, and judging your buddies' swings.
Player 1 Tees Off: The first player hits their shot.
Wolf's First Test: Immediately after Player 1's shot, and BEFORE Player 2 even thinks about touching their club, the Wolf must make a decision. They need to clearly and verbally (no grunts, no mysterious nods, no interpretive dance) state if they want to partner with Player 1.
"I'll take 'em!": If the Wolf partners with Player 1, then Player 2, Player 3, and the Wolf tee off in that order. The team is set, and the other two are now the "Challengers."
"Nah, I'll pass.": If the Wolf declines Player 1, then Player 2 steps up to the tee.
Player 2 Tees Off: Player 2 hits their shot.
Wolf's Second Test: Before Player 3 tees off, the Wolf again decides: partner with Player 2? Clear and verbal, remember!
"You're the one!": If the Wolf partners with Player 2, the order continues with Player 3 and then the Wolf.
"Still looking...": If the Wolf passes on Player 2, then Player 3 steps up.
Player 3 Tees Off: Player 3 hits their shot.
Wolf's Last Chance (Before Their Own Shot): Before the Wolf even thinks about their own swing, they must decide: partner with Player 3?
"Okay, you'll do!": If the Wolf partners with Player 3, then the Wolf hits their shot.
"Nobody's good enough! I'm going SOLO!": If the Wolf passes on everyone, they are now officially a Lone Wolf. This is a declaration of supreme confidence, or utter madness. The Wolf then hits their own tee shot, knowing the weight of the world (and all the points) is on their shoulders.
The Point Palace (Where Dreams Are Made... or Crushed)
This is where we tally the glory (or the shame). Points are the currency of Wolf, so pay attention!
4-Man Wolf Scoring
Wolf and Partner Team Up!
Wolf & Partner Win: The dynamic duo triumphs! They get 3 points each, and the challengers get 2 points each. High fives, fist bumps, maybe even a celebratory dance.
Challengers Win: Oh, the humiliation! The two "left out" players prove their worth. Each Challenger gets a sweet 4 points, while the Wolf and their chosen Partner each get a measly 1 point. (Serves you right for thinking you were so special, Wolfie!)
Tie: Everyone just stares awkwardly at each other. No points for anyone. Just silence and the sound of distant crickets.
The Daring Lone Wolf!
Lone Wolf Wins: The Wolf, against all odds, conquers the hole alone! They bask in the glory of 7 points! The other three players (the "Partners" who weren't good enough) each get a humbling 1 point. Bow down to the alpha!
Three Partners Win: The collective power of the spurned masses prevails! Each of the three partners gets a satisfying 3 points, while the overconfident Lone Wolf gets a pathetic 1 point. (A sweet taste of revenge against the overconfident Wolf!)
Tie: Again, crickets. No points. Just the lingering scent of missed opportunities.
The Mysterious Blind Wolf! (This is when the Wolf declares "Blind Wolf" before anyone tees off. It's a high-stakes gamble!)
Blind Wolf Wins: The Wolf pulls off a miracle! They get a whopping 20 points! This is the golf equivalent of winning the lottery.
Partners Tie or Win: If the other three manage to tie or beat the Blind Wolf, each of the Partners gets a respectable 10 points. Still a nice payout for collectively humbling the arrogant Wolf.
3-Man Wolf Scoring
When you're down a player, the dynamics shift, but the fun remains!
Wolf and Partner Team Up!
Wolf & Partner Win: The duo reigns supreme! Each gets 2 points. The Lone Player (the one left out) gets 1 point for participating.
Lone Player Wins: The single player defies the odds! They get a glorious 3 points, while the Wolf and Partner each get a mere 1 point. (The ultimate underdog story!)
Tie: No points are awarded for that hole. Everyone just stares awkwardly at each other.
The Daring Lone Wolf!
Lone Wolf Wins: The Wolf, against all odds, conquers the hole alone! A whopping 5 points for the solo superstar!
Two Partners Win: The two partners prove their collective might! They each get 2 points, while the overconfident Lone Wolf gets a humbling 1 point. (A sweet taste of revenge against the overconfident Wolf!)
Tie: No points. Just the quiet hum of disappointment.
The Mysterious Blind Wolf!
Blind Wolf Wins: The Wolf pulls off the ultimate gamble! They get a mind-boggling 10 points!
Partners Tie or Win: If the two partners manage to tie or beat the Blind Wolf, each of them gets a respectable 5 points.
Remember to discuss and agree upon all these glorious rules and the point system before teeing off! Otherwise, you'll spend more time arguing than golfing, and nobody wants that (unless you're really good at arguing). Enjoy the game, and may the best (or luckiest, or most strategically devious) Wolf win!
The Final Howl (Tournament Winner):
At the end of the round, all points are tallied. The player with the highest total points is crowned the "Alpha Wolf" of the tournament! They get ultimate bragging rights, a temporary ego boost, and the right to make everyone else carry their bag.
Handicaps are Crucial: We're playing with net scores, so make sure your handicaps are accurate. We don't want any sandbagging wolves out there! (We'll be watching you, Gary.)
Pace of Play: While the drama is delicious, let's keep the pace moving. No 5-minute debates over who to pick as a partner! If you're pondering too long, we might just assign you a partner... or make you go Lone Wolf!
No Whining: If you get "blitzed" by a Lone Wolf, or your chosen partner suddenly develops a case of the shanks, suck it up! It's all part of the game. Tears are only acceptable if they're tears of joy from winning.
Hydration: Being a Wolf is thirsty work. Stay hydrated (with water, or whatever your preferred "performance enhancer" is).
Bragging Rights: The winner gets ultimate bragging rights until the next tournament. Use them wisely, or risk being targeted by a pack of angry wolves next time!
May your tee shots be straight, your putts be true, and your Wolf decisions be legendary!
Good luck, and may the best Wolf win!
We'll be playing with net scores (handicaps applied, because we believe in giving everyone a fighting chance, even if your handicap is a phone number).
Gimmes are allowed
roll the ball one club length anywhere in the fairway, without improving the lie
Why You Absolutely, Positively MUST Be There:
It's Fair-ish: Even if your swing resembles a confused octopus, you'll still be in the game for points.
The Drama! Watch as friendships are tested by a single point, and celebratory dances are cut short by a sudden "wolf."
The Shenanigans: Expect questionable shot choices, exaggerated groans, and perhaps a few lost balls (bring extras, seriously).
Post-Round Revelry: We'll tally the points, crown our "Nines Ninja," and share war stories (and maybe a beverage or two) at the clubhouse.
Space is limited to a glorious multiple of three, so don't delay! May your drives be long, your putts be true, and your Nines points be plentiful!
Sincerely,
Your Tournament (Mis)Organizers
P.S. We are not responsible for any emotional damage caused by "blitzes" or the sudden realization that you're worse at golf than you thought. You've been warned.
P.S.S. Bring $10 for the games in a game (skins ($60), and winners (1st place - $15 each) (2nd Place - $10 each) (3rd Place - $5 each)
Groups
11:30 Deesh (14) Kenyon (7) Chris (18) Kevin (14)
11:30 Rich (33/Gold) Pfaff (9) Dan (16) Barry (18/Gold)
11:30 Raj (45) Glen (16) Max (12) Mini Max (12)