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Kestrel Carr · Season 1 · Week 1 of 10

Back 9 Bandit Competition

How to play
  1. Practise. Each week you get three free evenings. Spend them on the range, the short game area, the putting green or the gym.
  2. Play Saturday. Tee off in the week’s competition. Pick a club, click the map to aim, then press Hit or the space bar.
  3. Get a handicap. Three cards give you one. Bring it down to climb from club golf to the county, then the tour.
  4. Spend your winnings on lessons, a coach, better clubs and balls.

That is all you need to start. Progress saves in this browser. Short of time? Let your partner play out a hole for you.

Want the detail? Open any topic:

Your golfer and your week
  • You are 20 and have just taken up golf with a hand-me-down half set. Each week you get three free evenings, then Saturday's competition over 18 holes. Ten fixtures, a fortnight apart, make a season. You get a year older on your birthday.
  • Every new golfer is rolled differently: starting level, how quickly each part of the game improves (the stars), a natural power ceiling, and a natural shot that is usually a slice and sometimes a hook. You can roll again before you start.
  • Evenings go on the range, the short game area, the putting green, the gym, a lesson, or overtime for more golf money. Practice works fast at first and slows as you near your ceiling. Lessons raise the ceiling. Skills you neglect go a little rusty.
  • A golf trip costs you that week's competition and brings you back sharper. They do nothing if you are already at your ceilings.
  • Progress saves in this browser.
Coaches, trainers and kit
  • A coach is paid by the week. Better coaches make every practice session count for more, slow the rust and lift your ceilings, and the best only take on better players. Without one, a three-evening week stalls at about a 2 handicap.
  • A personal trainer does the same for power: a higher ceiling and gym sessions that count for more. Let the trainer go and your power slips back. Every bar tops out at 100.
  • Once you own the fitted clubs there is always a newer model to buy. Each costs more than the last and helps a little less.
  • Every ball in the water, out of bounds or lost in the trees comes out of your bag. Good balls go further and stop quicker, and cost more to lose.
On the course
  • On the course, pick a club, then click or drag on the map to aim. The ring is where two shots in three finish. The bar says how often you find fairway, green, sand, trees or a penalty.
  • On the course the ring shows your curve: a slice finishes right of where you aim, a hook left. Aim to allow for it, or have the grip lesson and put up with four rough weeks.
  • Every club except the pitch has a power slider, from 50% to 110% of a full swing. Easing off goes shorter and a touch straighter, with fewer mishits. Going over 100% goes further but sprays more and mishits more often.
  • Every shot leaves a tracer, in 3D and on the map. Pick a shape before you hit: a draw curves toward your body side and runs out, a fade curves away and stops quicker, and a hook or cut bends it hard. Shaping it the same way as your natural shot is easy; going against it costs some control. Choose right- or left-handed under Edit details.
  • Each full shot plays out in a 3D view: your golfer swings, and the camera follows the ball down the hole. Switch it off with the 3D button on the map, or press Skip or the space bar to cut it short.
  • Short of time? Give Saturday a miss from the clubhouse, or on the course let your partner play out the hole or the rest of the round for you.
Competitions and prizes
  • Competitions differ. The weekly medal costs £3 to enter. The Monthly Medal, Captain’s Day and President’s Prize cost more, draw bigger fields and pay more. Every one pays vouchers down to 5th, plus nearest the pin on all four par 3s and longest drive on the longest par 5. The season ends with the Club Championship, played off scratch.
  • Nearest the pin is your tee shot and has to finish on the green. Longest drive is your tee shot and has to finish on the fairway.
Handicaps
  • Three cards get you a handicap. After that it follows the real method: the best 8 of your last 20 rounds, fewer while you have fewer on record, with each hole capped at a net double bogey. Scores are measured against each course’s rating and slope (Kestrel Carr: 67.6 and 114), and you play off 95% of your course handicap.
The career ladder and the courses
  • The ladder: a handicap of 10.0 at the end of a season gets you county events. A handicap of 3.0, or winning the County Championship, gets you regional and national amateur events. At 5.0 or better you can turn professional, though most wait until scratch: Regional Pro Tour, then the Challenger Tour, then the World Tour with its four majors and, every other season, the Continental Cup. Promotion and relegation between tours go on Order of Merit points, and a top-ten finish at Tour School in week 10 is the fast route up. All of these are invented names.
  • Kestrel Carr is your home club, an invented 18-hole parkland course: par 70, 5,881 yards, with water, woods, a railway and an orchard to keep you honest. Club competitions are played there.
  • Bigger events travel. County and national championships, tour events, majors and the Continental Cup are played at six other invented courses: Saltmarsh Links, Harrowdene Heath, Fellside, Blackwater Abbey, Pinecrest National and Cypress Bay. Each has its own character, rating and slope, and the links and cliff-top courses are windier. The fixtures list shows where each event is played.

Golfers, clubs, courses and competitions are fictional. Countries appear by name only. Not affiliated with or endorsed by any governing body or tour.
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