Originally Posted by couve discer
when all 8 show up couldn't you have 2 cards of 6 and 1 card of 4 instead of 8 man groups
2 dubs teams and 2 singles
2 dubs teams and 2 singles
That would work, but what I am talking about is NO MORE THAN FOUR PLAYERS ON A CARD PERIOD EVER.
Meaning, depending on turnout, you may have up to two ghost groups.
*) Grab a match sheet. Fill a scorecard with four players, at first it will likely be two singles contests. Keep filling out new cards, working your way through the match sheet. Fill each card with 4 players, it does not matter whether one doubles contest (4 players), or two singles contests (4 players). Treat a Cali player as 2 players for the sake of this exercise.
*) If your last card has 2 players on it already, and your next contest is doubles, set that card aside, and use a new card for the doubles contest. Use the card you set aside for the next singles contest you encounter. You should never have more than one card set aside.
*) When you run out of players on that match sheet, grab the next match sheet. Keep adding players to scorecards, 4 at a time. Don't start a new card if you your last one has 2 players on it. Just add a singles contest from your new match sheet. It's OK for two contests from different matches to be taking place on the same card.
*) Obviously, if you run out of singles contests, use one card for each remaining doubles contest.
*) Obviously, if you run out of doubles contests, fill out cards with two singles contests each.
*) If you end up with more than 18 cards, use ghost groups. Select one or two short holes that are far from each other. Preferably, choose short holes that come right after long holes. Assign 2 cards each to those holes, for example: "group 16", and "group 16G" (G for ghost). Group 16 will tee off on 16 at the start horn. Group 16G will tee off as soon as group 16 holes out. If group 15 arrives before 16G tees off, which they probably won't, they must wait for group 16G to finish hole 16 before they tee off. The wait won't be long.
*) If you can, put slower groups on those long holes that precede the ghost holes. That way, the waits they impose will be overwith early, and the ghost holes will flow even more smoothly.
*) Hold a player's meeting. Don't give out cards until the meeting is done. Explain the ghost group system. Use a 2-minute warning and a start signal. Remind folks:
* You get 3 minutes to look for a lost disc. The group must help look if you ask. Ask.
* If you throw a shot that looks like it might get lost, throw a provisional shot right away, as opposed to walking down the hole, looking with your group, running out of time, walking all the way back to your previous lie, and re-throwing. The provisional will save time, since if the original shot is lost, the player won't need to return to the previous lie and throw, instead, they just use the provisional shot (with the usual penalty). Of course, if the original shot is found, it must be played, and the provisional is picked up and ignored. (Also, teach players to use provisionals if the group can't agree on a ruling, don't hold up the entire field trying to find an official or outsider to rule. Have the player complete the hole under both scenarios, record both scores, and, as a group, ask the TD to rule after the round.)
Using ghost groups is the most efficient way to overfill a course. It minimizes wait times for all groups involved. Remember: it will work no matter what the turnout. There can't be more than 80 players, so you will never need more than 20 cards, and you won't ever need more than 4 players on a card.
Josh: I hope this detailed breakdown helps. Good luck with your Saturday herds! The challenge to keep groups flowing gets ever greater as the season continues, due to lack of daylight, inclement conditions, length and difficulty of courses, etc. I am confident that with these techniques, your skills in managing flow will outpace the opposing factors, keeping your Conference playing smoothly all season!