Website tournaments · no app needed
Every game below ran live on birdieiq.us, all at once in one 16-player event. Every result matched the expected calculation.
Updated October 9, 2026
BirdieIQ Club
For each organizer, billed by invoice. Coaches with BirdieIQ team access create tournaments too. The BirdieIQ app is separate.
Lowest total wins, gross and/or net. Net uses 95% of handicap. Optional: the low-gross winner can’t also win net, and A/B/C flights by Handicap Index.
Points per hole against par, gross or net, with flights if you like.
Bigger rewards for birdies and eagles, with points taken off for bogeys and worse.
Win a hole outright to take the skin, gross or net, with or without carryovers. Play it across the whole field or inside one foursome.
Bogey 1, par 2, birdie 4, eagle 8. Your quota is 36 minus your Course Handicap; most points over quota wins.
Everyone gets par plus their handicap strokes and plants a flag where they run out. The flag furthest around the course wins.
Win a hole outright to grab the rabbit. Whoever holds it at the end of each nine wins that half.
Whoever three-putted last is holding the snake at the end.
Tick “3-putt” on the card
A point each for first on the green, closest once everyone is on, and first in the hole.
Tick the three on the card
On the holes you choose, usually the par 3s. Turn on Greenies to require par or better.
Enter the distance on the card
On the holes you choose.
Enter the yards on the card
Count the best 1 score on hole 1, the best 2 on hole 2, the best 3 on hole 3, and repeat. A reversed 3-2-1 version is available too.
Count the best 1, 2, 3 or all 4 scores on every hole, in strokes or team Stableford points.
Everyone plays from the best drive, then the best balls count.
Pick whose drive on the card
Everyone plays from the best shot every time; one team score per hole.
Enter the team score
Pairs take turns hitting one ball.
Enter the team score
Both partners drive, swap balls for the second shot, choose one ball, then alternate.
Enter the team score
Two players, hole by hole.
Two players: front nine, back nine and overall.
The Wolf rotates, picks a partner or goes Lone Wolf, and the pick locks before the hole.
Lock the Wolf pick on the card
Two teams of two inside the foursome; the better ball wins the hole.
Two teams of two earn points each hole.
Partners change every six holes.
Two teams of two make a two-digit number from their scores each hole; the lower number takes the difference.
Points for one-putts, chip-ins, sand saves and closest to the pin.
Tick them on the card