Golf games · Main game
How to play Donkey + 2 (Must-Count Ball)
Every hole one player is the Donkey — their net score must count, however bad — plus the team's best 2 net scores from everyone else. The Donkey rotates, so nobody hides.
foursomes or fivesomes · handicaps · net
The rules
The Donkey moves through each group in the order the names are on the scorecard: player 1 on the group’s first hole, player 2 on the next, and around again (or by hole number — player 1 on 1, 5, 9… — if the host prefers). Each player’s Donkey holes are shaded on the printed card and flagged on the phone. On every hole the team counts the Donkey’s net score plus the best 2 of the rest (the host can make it best 1 or 3) against the counted par; the lowest team total wins, usually paid 6/6/6. A fivesome rotates through five. Net double bogey max and a handicap allowance work here like every best-ball game.
Plays best: Groups that want best ball's team feel with real pressure on every player's card.
Play Donkey + 2 (Must-Count Ball) with Tangent
Pick Donkey + 2 (Must-Count Ball) in Game setup and Tangent does the rest: every player scores on their phone (or their Tangent app round fills the card), pops come from each player’s handicap and tee, the live board shows where everyone stands, and the money settles itself at the end — no spreadsheet, no math at the bar.
Players who play their round in the Tangent app don’t type a thing: the app keeps their card, and the live board adds tour-style stats — fairways, greens in regulation, putts, longest drive and the shot of the day by strokes gained.
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- 2-Man Best Ball
- 4-Man Best Ball — best 2 balls (or best 1)
- Individual Quota (Stableford)
- 2-Man & 4-Man Team Quota
- ABCD Ball vs Ball (1-2-3-4)
- Best Balls by Par (2-3-4)
- Cha Cha Cha (1-2-3)
- Best Gross + Best Net
- Red, White & Blue (tees by par)
- Tee Box Shuffle
- Skins
- Closest to the Pin (Proxies)
- Nassau with Presses
- Match Play