12th
Annual “Northern Michigan”
South Carolina
Golf Trip (2010)
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After much persuasion
from Dave, we are doing something different for the Annual Northern Michigan
Golf Trip in 2010. We will be
heading south to Myrtle Beach, South Carolina. Dave
has promised us perfect weather and better then ever golf courses! Dave, your reputation and a$$ are on the
line.
We again have
eight golfers this year, despite the extra travels. To protect the “innocent”, I
have used first names and last name initials only (if needed):
Bob F.
Bob S.
Danny
Dave
Jay
Jim
Monroe
Randy
Trip details, including
accommodations and tee times are below.
Bob S., Danny, Randy, Dave and Monroe will all be driving to South Carolina. This
for sure will be their only long drive of the trip (yes, my first stupid
sarcastic comment; more to come).
Bob F., Jim and Jay will be flying; all arriving by noon. As
always, please plan to arrive at the first course ASAP to allow time for
check-in, trash talk, predictions, group photo and most important, beverage
buying!
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Rules
Sorry, gotta have some,
especially when money and bragging rights are involved.
- Have fun!
- Play well (or at least the best that you can).
- Play honest.
Proven cheaters will be severely ridiculed and appropriately
punished!
- Play your ball where it lies, unless you drop and take
a penalty stroke. It is not
acceptable for you to touch, nudge, move your ball or improve your lie in
anyway, unless you take a penalty stroke. Exceptions:
- You can remove freely lying natural debris (rocks,
sticks, etc) around your ball, but if it causes your ball to
move it is a penalty stroke. You can
remove unnatural debris (e.g. – beer can), but if it causes your
ball to move further than one club length, it must be moved back
to its original location (without a penalty stroke).
- It is not acceptable to break
or remove growing or solid plants, plant parts, or other natural items to
improve your lie or swing.
Tread lightly!
- If you are in the fairway (your
own fairway that is), you have the option to move your ball
within one club length, no closer to the hole, without penalty. This rule is intended to let you
get yourself out of a divot and speed up play. Real
men will play their lie though!
- You can move your ball to avoid scenarios such as
ground under repair, standing water, and cart path stances, to a position
that is NO closer to the hole and within one club length (when possible),
without penalty.
- Drops must be within the lost ball’s line of
flight, no closer to the hole, or in designated drop areas.
- You get the hint by now, play an honest game!
- If you want to touch, nudge, or move your balls after
the round of golf, keep it private.
Public display will result in multiple penalty strokes
(likely with the clubs or other golfers).
- Demonstrate appropriate golf etiquette.
- Please do not spend excessive time looking
for your lost ball (or other balls).
To speed up the search, hit a provisional when appropriate and
continue your search as you move to your next shot. If you do not find your lost ball,
take a penalty stroke.
- If your score on a particular hole is excessive and you
are slowing play, you should consider conceding the hole. A general rule of thumb for a max
score is twice par plus one.
But, only concede the
hole if you are slowing play or severely frustrated. We certainly will appreciate those
12-14 stroke holes (especially on par 3’s) and appropriate
recognition will be provided for your performance.
- Keep pace!
- Manage your anger.
Your behavior on the course will impact the other golfers. We will all likely
have bad shots, holes, rounds, and maybe even a bad weekend
(hard to believe). It’s
natural to vent your frustration.
But if it’s frequent, it’s annoying and unacceptable. Bottom line: Be a
man, not a baby!
However, the occasional scream, curse, and club throw are
acceptable and appreciated.
Remember, there are non-monetary recognitions for the loudest !@#$
(fore that is) and the furthest club throw.
- Report and help me keep
track of noteworthy performances (good and bad), which will
be used for the post trip summary.
I want good golf stories and pictures. Incriminating pictures are
best. Keep a sharp photo
eye! The summary and pictures
will be available through the combination of email and StrazHouse.com (http://home.twmi.rr.com/strazhouse/).
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Golf Games
Mandatory Games (even for that
cheap a$$ Dave):
Total Scores
($10 per golfer) – Before our first round on Friday, everyone will
predict their total score (for 4 rounds) for the weekend. The closest to their prediction (above
or below) wins the pot. Ties will
split the pot evenly. In the event
that one or more rounds are not played, the delta between the prediction and
the total score per the number of rounds played will be used.
Skins
($10 per golfer) – Skins
will be played among all foursomes.
For tracking
and mind-game purposes, results will be calculated after each round. Final calculation and payout will be
after the weekend’s
final round. There will be no
hole-to-hole carryover. A skin
will be won if you have the lowest score for a hole among all foursomes. Ties on a hole will result in “no
skin”
won for that hole. The payout per skin
will be calculated as follows:
Total
prize money = ($10 * # of golfers) = $120
Payout
per skin
= ($120 / Total number of skins)
Payout
per golfer – (Payout per skin
* # of skins
won)
Example:
Payout
per skin = $3
Skins
won by Bob F. = 0
Payout
= $3 * 0 = $0
Optional Games:
Greens
($1 per hole, per golfer) – This game is played among a foursome on par 3
holes. The golfer who hits their
tee shot on the green and is closest to the pin wins the green. You MUST par the hole to
win!
Beanie Babies
($1 per beanie baby, per golfer) – For those of you that have the
pleasure to golf in a foursome with me, we will likely be playing the Beanie
Baby game. I know
it’s a golfing favorite!
There will be three beanie babies; squirrel, lizard, and lobster. Golfers start with zero beanie babies. The first golfer to hit into the water
gets the lobster. The first golfer
to hit into the woods (or heather on courses without woods) gets the
squirrel. The first golfer to hit
into the sand gets the lizard. If
you hit into the sand and then execute a glorious up-and-down, the lizard award
is negated. The next golfer to hit
into the woods, water, or sand gets the appropriate beanie baby. After nine holes, each golfer with one
or more beanie babies owes each other golfer in the foursome $1 for each beanie
baby possessed. The game resets for
the back
nine. This game requires proper
order of play to be considered (lowest score from the previous hole goes first
on the tee; furthest from the hole after the tee shot goes first). When possible, allow for the appropriate
order of play. But, play ready golf
when necessary to keep
pace. If appropriate order of play
is not possible, results will still be on the appropriate order of play. For example, if you shoot before your
turn (regardless of reason) and land in a hazard, you still get the appropriate
beanie baby even if the next golfer (assuming they had honors) hits that same
hazard.
Wolfman
($1-2 per hole per golfer) – Each golfer in the group takes turns
alternating who is the Wolfman on each hole. The golfer to go first should be
determined by flipping a coin or tee.
The Wolfman always tees off last.
The Wolfman chooses one of the other golfers in the group as his partner
for the hole, or chooses to go alone.
The Wolfman has to pick his partner before the next golfer tees off or
the Wolfman looses his chance to partner with that golfer and must take one of
the next golfers or go alone. If
the Wolfman chooses not to partner with the last golfer to tee off prior to the
Wolfman, the Wolfman must go alone.
The object is for the Wolfman (or partner) to win the hole over the
other golfer(s) in the group. The
lowest individual score is used to determine who wins the hole. If the Wolfman (or partner) wins the
hole, the Wolfman and his partner win $1 from each other golfer in the group
for that hole. If the Wolfman did
not choose a partner, went alone, and won the hole, he gets $2 from each other
golfer in the group for that hole.
If the Wolfman (or partner) did not win a hole, the Wolfman (and
partner) owe the other golfers in the group $1 (or $2 if alone) for that hole. Have fun and happy howling!
Other
- Of course you can always play other games or no games at all in your
foursome.
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Trip
Details:
Dates
Saturday, September 18, 2010 through Tuesday
September 21, 2010
Courses
Possum
Trot – Saturday @ 1:40pm
1170 Possum Trot Road
North Myrtle Beach, SC 29582
1-800-626-8768
http://www.glensgolfgroup.com/courses/possum-trot/
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Heather
Glen – Sunday @ 8:12 am
4650 Heather Glen Way
Little River, SC 29566
(800) 868-4536
http://www.glensgolfgroup.com/courses/heather-glen/
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Heather
Glen – Sunday @ 1:40 pm
4650 Heather Glen Way
Little River, SC 29566
(800) 868-4536
http://www.glensgolfgroup.com/courses/heather-glen/
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Glen Dornoch – Monday @ 12:13 pm
4840 Glen Dornoch Way
Little River, SC 29566
1-800-717-8784
http://www.glensgolfgroup.com/courses/glen-dornoch/
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Lodging
Kingston Plantation Resort – South Hampton Tower
9800 Queensway Blvd.
Myrtle Beach, SC 29572
http://www.kingstonplantation.com/
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StrazHouse.com
- http://home.twmi.rr.com/strazhouse/
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