Quinn Cup Match Rules

This post will cover:

  • Launch Monitor Adjustment
  • Match Rules

Launch Monitor Adjustments

For the SIMCUP, there will be no allowed adjustments to ball speed, ball spin, etc. No boost, no -50% sidespin, no funny business. The ONLY adjustments / aids that are permitted:

  • Straight Putting
  • High backspin correction (you probably want it off)
  • SkyTrack Short Chip Correction

Please verify that your settings meet the SIMCUP requirements before each match. Each player is responsible for confirming their settings and infractions can result in penalties agreed upon by the captains.

You can check your settings by going to the golfsimulators.com tour page http://golfsimulatortours.com/tour-players.php . From there select your name and then the All Shots tab above the list of society events.

Then click on the magnifying glass to the right of your most recent shot. This specific shot won me first pick….

The detailed data, including any potential launch monitor adjustments, will be displayed in a pop-up window. You don’t want to end up like Wiz. Please verify your settings.

Match Rules

All matches are match play format and will be played with 6 foot gimmies.  Each hole is worth for a certain number of points, depending on the format. The points for that hole are divided between the teams depending on the players’ scores and the format being played. The team with the most points at the end of the match wins and their SIMCUP team receives 1 point. In the event of a tie, each team’s SIMCUP team receives 0.5 points.  The total strokes for all match are not factored into the score.

Match 1: 4-Ball (aka Best Ball aka Better Ball)

Four-Ball is a form of play involving partners where you and your partner compete together as a side, with each of you playing your own ball, and your side’s score for a hole is the lower score of the two of you on that hole. The team with the lower score for the hole takes the hole. Only 1 player’s ball is used per hole. The team with the most holes won at the end of the match wins 1 point for their team. A tie results in a half point for each team. Below is an example of a 4-Ball match played using the SIMCUP scorecard.

Match 2: Lo-Hi (aka Hi-Lo aka High Ball – Low Ball)

Low Ball-High Ball is a golf game for a group of four playing against one another on two-person teams. The two sides compare their respective lows balls, and their respective high balls, and earn one point each for the better low and high balls on each hole. Both player’s scores are used so it is important that both players hole-out and do not concede the hole.  The team with the most points at the end of the match win 1 point for their team. A tie results in a half point for each team. Below is an example of a Lo-Hi scorecard using the SIMCUP scorecard.

Match 3: Lo-Total (aka Low Ball – Aggregate)

This game is a variation on Low Ball – High Ball (Lo-Hi) and again keeps both players involved in the hole as both scores will matter. The format is that you first compare the low balls on each team to determine the winning team for the 1st point of the hole. The 2nd point on each hole is determined by adding together the scores of both players on each team and the low aggregate takes that 2nd point. Both player’s scores are used so it is important that both players hole-out and do not concede the hole. The team that wins the most points in the match wins 1 point for their cup team. A tie results in a half point for each team. Below is an example of a Lo-Total match on the SIMCUP scorecard.

Match 4: Singles Match Play

The format involves 2 1-man teams playing against each other in match play format. The lowest score on the hole wins a point.  The person that wins the most points over the match wins 1 point for their SIMCUP team.  A tie results in a half point for each team. Below is an example of a singles match on the SIMCUP scorecard.