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RUNNING A DISC GOLF LEAGUE USING HANDICAP SCORING Featured

This "how-to" guide assumes the reader is familiar with disc golf tournaments and leagues. This article covers the mechanics of running a handicap league and methods to rank and reward players.

by Chuck Kennedy (612) 455-1217 November 1, 1990  

INTRODUCTION

Considering the extra paperwork required to handicap scores, why would anyone want to do it? The main reason is to get more new players involved in organized competition. Every course has a group of regular players that, for one reason or another, resist playing in any tournaments. Many of these players will consider playing in a handicapping league because there's less pressure than a 'tournament'. Also, they can see that they have a fair chance to win a prize. Handicapping leagues allow players of wide ranging skills, including girls and women, to compete together in a fair way (couldn't resist). This helps retain new players in the sport. Too many people try a tournament once and never compete again. Perhaps they had poor scores or their ego was abused because they were paired in the last group with the kids. Many first timers give up before they discover how fast players can improve in our sport. Handicapping leagues keep these players in the game. Their scores can improve quickly by playing with better players. They also can and do win prizes every so often. Handicappinq is great way to develop a disc golf program for children under l6. Kids have such a wide skill range that many will give up if they think they'll never win anything. This is especially true when they have so many other sports to play. Everyone wins at least one prize in our handicap leagues. You'll know your handicap league is successful when coaches from the officially sanctioned school sports express 'concern' that your league is distracting (read that: stealing) their top athletes. We've already had to do some rescheduling around other sports because several kids were upset they would have to miss our league finals day.

BALL GOLF HANDICAP SYSTEM - BACKGROUND

A good handicap system adjusts each player's or team's scores so that competitors of different skill levels can compete on roughly equal footing. Ball golf handicaps are based on 80% of the difference between players' average round scores and the official par on the courses played. For example, a golfer who averages 82 on a par 72 course would have an 8 stroke handicap [80% x (82-72)]. Notice that a player only gets 80% of the stroke difference, not 100%. Thus, players must play a little better relative to their normal average to overcome the 20% stroke gap that is "missing" from their handicap adjustment. Our example golfer above must shoot a scratch score of 80 (instead of his normal 82 average) to end up with an adjusted handicapped score of par 72. I belabor this point because many pros are crybabies when they don't win as often in a handicap league. Pros, with small or sometimes negative handicaps, still retain the long run advantage over higher handicap players. Each round, higher handicap players must overcome their 20% "stroke gap". Thus, better players usually win more prizes over the duration of league play. However, higher handicap players will have their "day in the sun" at least a few times to keep them coming back "fore" more.

DISC GOLF HANDICAP SYSTEM - OVERVIEW

Handicaps must be handled somewhat differently than ball golf. Disc golf courses don't have standardized pars (maybe someday?). Two 'par 54' courses can have quite different difficulty levels. Thus, we can't use par 54 as a reference point to calculate handicaps in the same way ball golfers use par 72. In disc golf , we use an arbitrary reference number to calculate handicaps. This reference number is subtracted from a player's average score then multiplied by approximately 80% to determine the handicap. Select a number that is lower than the lowest score average you expect any player to maintain. For adult leagues, we have found 50 to be a good reference number for the courses we've played. However, you may find that 40 is a better number for some of your courses. We used a reference number of 60 for our summer youth league. Now that so many of these sixth to eighth graders have improved, I'm using a reference number of 50 for their fall league handicaps.

CREATING AND USING THE HANDICAP TABLE

I've included Handicap Tables that are based on reference numbers of 50 and 60. Just calculate a player's raw average score to the nearest half-throw and read the handicap points in the table. Handicap points are combined with players' raw scores, to determine their adjusted scores. Since most players will have negative handicap points, combining a negative number with their raw scores results in adjusted scores that are lower than their raw scores. Players with raw averages less than the reference number will end up with adjusted scores that are higher than their raw scores. If you are running a. league on a very easy course where most players shoot in the 40s, you should prepare a new table with a reference number of 40. Simply subtract 10 from every Raw 18-Hole Avg. number on the "50" reference number table. The Handicap numbers do not change. In our first handicap league, we rounded handicaps to the nearest tenth of a throw. However, we had to use tie-breakers so often that we now recommend using handicaps out to hundredths as printed in the tables. Another improvement in the "50" reference number table is using a handicap percentage that starts at 80.4% and slides up to 90%. If a flat percentage of 80.4% is used to calculate every handicap very high handicap players will have a tough time overcoming their "stroke gap" to ever win a prize. Gradually sliding this percentage up to 90% offsets this problem. The 80.4% factor was used instead of 80% to minimize handicapped score ties. It provides more variety in the final digit of the handicap numbers.

WHICH AVERAGE IS USED TO DETERMINE HANDICAPS?

Players previous three rounds are used to determine their handicaps. Since some novices improve dramatically over the duration of league play, it is unfair to the better players if all the novices' older scores are used to calculate averages for handicaps. We've found that players' last three rounds sufficiently reflect their current skill level to determine fair handicaps. Since no one has an established handicap at the first league session, no prizes or cash awards should be given based on handicapped or raw scores. Obviously, all players will end up in the same finish order whether their raw scores or their adjusted scores based on this first round handicap are used. Players' handicaps at the second league session are based on the average of this second round plus their first round. This handicap, based on two rounds, is also the player's handicap for, the third Pound. In other words, a player's third round raw score does not alter his/her handicap used to adjust the third round raw score. However, this third round score is part of the 3-round average used to set the handicap needed to adjust a player's fourth round score. A new player who joins a league after the first session gets a handicap for his/her first round based on this first round. In leagues scheduled for less than seven sessions, the league director should consider using only a player's previous two rounds to determine handicaps. If this section seems confusing, refer to example calculations shown later.

DETERMINING SESSION AND LEAGUE WINNERS

Players are ranked each session based on their adjusted scores (i.e. raw scores combined with handicaps). If any players are tied, use the following tiebreak sequence. Tiebreak Sequence: a) Player with lower raw score wins tie b) Player who has played more rounds in league c) Player with lower raw score on back nine d) Disc or coin flip Week-to-week and final league rankings should be based on a specified number of the players' best adjusted scores. For example, in our 10-week league, we used a player's 4 best adjusted scores to determine standings. In our 6-week league, we used their 3 best adjusted scores. The correct number of best scores to use seems to be about 40-50% of the total number of league sessions. This way, new players can join more than halfway thru the league schedule and still have a chance to win final prizes. It also gives players a chance to miss a few sessions due to vacations or other commitments. We had to develop a special rule to handle players who shoot an extremely good round relative to their normal average. Occasionally, a player will end up with an adjusted score that is more than 5 throws less than the reference number. For example, a player with a 60 average and -8.04 handicap shoots an amazing 50. The player's adjusted score is 41.96 this week. This actual adjusted score is used to rank the player for the weekly prize (probably first place). However, this 41.96 is more than 5 throws under the reference number of 50. This player will only get to use an adjusted score of 45.00 in his/her set of best scores toward the final standings. If this correction is not made, other players will not have a realistic chance to catch this player for the league championship. Another correction that must be made to all players' adjusted scores occurs after their second round. A players' first round adjusted score is logged based on a handicap from only one round of play. After the second round, when a player now has a 2-round average for a more accurate handicap, the players' first round adjusted score is recalculated based on this new 2-round handicap. This doesn't affect prizes or rankings for the previous week. This adjustment only affects the player's set of best adjusted scores used to determine final standings.

CASH AND PRIZES

We have run leagues where the weekly awards were merchandise, certificates or cash. In cash leagues, we pay the top third of finish positions each week. The payout calculations start with the lowest money winner getting his/her weekly league entry fee back. The rest of the payout follows typical PDGA guidelines. Only 75% of the entry fees make up each weekly purse. We reserve 15% toward final league payout. The other 10% is either kept by the league director or it goes to the club treasury. We run an ace pool each week. Half of the pool is carried over to the next week if no ace is thrown. A "closest to the pin" throw determines of the other half of the pool. Leagues with merchandise for prizes are better for youth or adults who have a wide range of skills. Depending on the league entry fee, we give prizes to at least a third of the finishers. In youth leagues we sometimes give prizes to the top half of the finishers. The prizes for youth leagues don't have to be expensive. One week we had 12 youths each paying a $1 fee. First prize was a golf disc. The other five prizes were minis, fastback, socks and a squirt gun. About $2 was left to carry over for final awards. Gift certificates from local merchants or your club can also be used as prizes. We issue club certificates to all winners in our non-cash divisions at regular tournaments. Each certificate has a $dollar value the person can use toward the purchase of discs and other club merchandise. It is better to give out more total prizes each week rather than fewer prizes of high value. The whole purpose of handicap leagues is to recruit new players, boost overall participation and see that everyone wins some prize at least once.

IT IS IMPORTANT TO GIVE OUT PRIZES EACH SESSION.

Most handicap leagues in other sports only give out prizes at the end of the league. If they thought about it, they would realize that this practice makes no sense. Since players only get 80%, not 100% of the stroke or pin difference for their handicaps, the best scratch players eventually rise to the top by the end of a league to consistently win prizes. The high handicappers have little or no chance to win over the long haul. However, if prizes are given out each league session, some lower skill players will, with their handicaps, beat some of the higher skill players on any given day. That's why prizes should be awarded each league day.

RUNNING YOUR LEAGUE: STEP-BY-STEP

Refer to the record sheet showing the results of our Middle School league. The sheet is marked with code letters that are noted in the step-by-step instructions.

WEEK 1: Write down your player's names and collect entry fees. You may want players to pay for all sessions in the beginning. We've found it easier to track money if players just pay each session. The small + symbols(A) show which players have paid in advance. If this is your first handicap league, you should tell players how the handicap system will work. Since raw or handicap scores will not be used to determine winners this first session, set up some closest-to-pin, longest putt competitions and/or drawings so players can win prizes. Make your scorecard pairings and play the round. Collect scorecards at the end of the round. Give out prizes. Make up your own version of the league record sheet. Using a computer would be nice but is not necessary.

WEEK 1 (cont) Mark down players names and Raw Scores(B) in ascending order. Refer to the proper handicap table and mark each player's preliminary handicap(G). Place an * after each handicap to remind you that this is a preliminary handicap after only one round. Mark each player's score in the Avg. Raw Score column(F). Subtract a player's handicap from his Raw Score and mark this in the Adj. Score column(C). Complete the Rank(D) and Prize(E) columns. Create the column headings (H,I,J) to prepare to log scores for the second session next week. Mark down player's names on the bottom half of the sheet to keep track of their scores week-to- week. The top row for each player logs his Raw Scores(K) and the row below(L) it logs his Adjusted Scores. The Avg. Raw(M) and Best Adj. Scores(N) columns can be filled in, however these don't really come in to play until several rounds have been played. Actually, you may omit the Avg. Raw(M) score column because handicaps are based only on the average of the last 3 rounds.

WEEK 2: Register players, make scorecards and play round. Log player's scores in the Raw Score column (H). Calculate players' handicaps based on their first and second round average. (Use scrap paper). Combine handicaps with Raw Scores and mark result in Adj. Score column (I). If this second session is the first round for some players, calculate their handicaps and Adjusted scores based on this one round. Write player's Rank in column (J) in ascending order based on Adjusted Scores in column (I). Award prizes. Blank out the previous week's results in columns B thru G and mark down this week's results. Rank players in order of finish this week. Remove the *'s now that the handicaps are based on two rounds. (If there were new players this week, their handicaps should have an *) Update the bottom of the record sheet with individual results. Remember to recalculate all Adjusted Scores from the first week based on each player's 2-round handicap. Recall that the lowest adjusted score any player can use toward final rankings is 5.00 less than the reference number used for your handicaps.

WEEK 3: Register players, make scorecards and play round. Log player's scores in the Raw Score column (H). Mark each player's Adjusted score (I) based on his handicap(G). If this is only the first or second round for some players, calculate their adjusted scores using the one and two round methods described before. Write player's Rank in column (J) in ascending order based on Adjusted Scores in column (I). Award prizes. Blank out the previous week's results in columns B thru E and mark down this week's results. Rank players in order of finish this week. Recalculate Avg. Raw Scores(F) based on all 3 rounds and update handicaps(G). Remove the *'s by handicaps of players who have now played 2 rounds. (Place an * by player's handicaps who started this week.) WEEK 3 (cont) Update the bottom of the record sheet with individual results. Remember to recalculate the previous round Adjusted Score of any player who has just completed his second round. Also, recall that the lowest score any player can use toward final rankings is 5.00 less than the reference number used for your handicaps.

WEEK 4+ Repeat procedures for Week 3. At some point, you should start ranking players on the bottom half of the record sheet based upon player's set of Best Adjusted Scores(N). Our example sheet shows players ranked based on their 3 Best Adjusted Scores.

SPECIAL RULES

Sometimes new players, especially kids, improve so fast that their handicap is too high relative to their current skill level. These players can dominate the prizes for several weeks causing a lot of frustration among better players whose scores have leveled out. Use this special rule when a player shoots a round more than 5 throws lower than the average of his last three rounds. Calculate the Average Raw Score(F) and new handicap(G) for the next week using only the last TWO rounds if it is lower than the average of the last three rounds for this player. The other special rule covers "sandbagging". Once players start to understand the handicapping system, you will encounter players who shoot a very poor round, possibly on purpose, to have a better chance at prizes the following week. The sandbagger rule states that a player's Average Raw Score(F), used to calculate his new handicap(G) for the next round, can rise no more than three throws even if his last round would raise his average more than three throws.

TEAM PLAY

Combine the 3 best handicapped scores from 4-6 player teams to determine a weekly winner or league team winner.

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