How to run a Ryder Cup-style buddies trip

Two teams, a few captains, sessions of four-ball, foursomes and singles, and a running score that nobody wants to miss. Here is how to set up a trip so it feels like the real thing without needing a rules committee.

By Welch Properties · Updated 2026-10-10 · 5 min read

The National Golf Foundation (NGF) puts golf travel at $20.5 billion a year in the United States, and a big share of that is friends going away together to play. The cup format is popular because it turns a weekend of rounds into a single story: two teams, one score, and a trophy at the end. It also solves a problem of ordinary trips, which is that one friend is always out of the running by Saturday. In a team event everyone still matters until the last match.

Step 1: Choose the teams

Even numbers work best: 8, 12 or 16 players make two teams of 4, 6 or 8. Teams can be set by the captains in a draft, by a handicap-balanced split, or at random. A draft is the most fun: two captains alternate picks, and the order in which people are chosen is half the entertainment. If you want it balanced, rank the players by handicap and let captains draft in a snake order (A, B, B, A, A, B, and so on) so neither side gets all the best players.

Step 2: Pick the captains

Captains choose the pairings for each session, set the order for the singles, and give the team talk. Choose people who will enjoy the role and who will not take a loss personally. Many groups pick the winning captain of the last trip as one captain and let the other be drawn or nominated by the group.

Step 3: Plan the sessions

The real Ryder Cup is played over three days: four-ball (best ball) and foursomes (alternate shot) sessions on the first two days and singles on the last, for 28 points in all, so 14.5 are needed to win. For a trip you can scale this to whatever you play. A common pattern for a three round trip:

  • Round 1: four-ball, partners play their own ball and the better net score on each team counts.
  • Round 2: foursomes, partners play one ball and take alternate shots. It is the format most likely to cause arguments, so use it when everyone is warmed up.
  • Round 3: singles, every player against one from the other team.

For a trip with only two rounds, combine four-ball and singles or play a morning session and an afternoon session of nine holes. The structure matters less than keeping each match short enough that it finishes in a normal round.

Step 4: Decide how to score

Each match is worth one point to the winner and a half point to each side if it is halved (tied). Add up the points across all matches and the first team to a majority wins. With 12 players, a three round trip could be 3 four-ball matches, 3 foursomes matches and 6 singles matches. That is 12 points, so 6.5 wins the cup. Agree what happens if the cup is tied at the end. Many groups say the holder keeps the cup, or they play a final sudden-death singles match.

Step 5: Handicaps and strokes

Matches are normally played with handicap strokes so that a high handicap player is a threat to a low one. In singles, the lower handicap player plays scratch and the other receives the difference in Playing Handicaps, usually at full value, on the holes with the lowest stroke indexes. For four-ball, the usual allowance is 90% of the difference from the lowest handicap in the match. For foursomes, the usual method in match play is 50% of the difference between the two teams' combined handicaps. The handicap strokes in match play guide goes through the arithmetic.

A simple alternative that keeps things quick is to agree a flat allowance for each match before the trip. As long as the rule is the same for every match and every captain, nobody can say it was chosen to favor one side.

Step 6: Set pairings fairly

Give each captain the same information: the handicap list and the previous session's results. Pairings for a session are submitted at the same time or in alternating order, so neither captain can answer the other's lineup. Ask captains to make sure every player sits out the same number of sessions, or to rotate partners so everyone plays with everyone at least once.

Step 7: Keep a visible scoreboard

A cup is a story, and the story needs a scoreboard. Keep a running total of points on a whiteboard, a shared note or the group chat after every match. During play, each match is tracked by holes up or down, such as 2 up or all square, not by stroke totals. That makes it easy to see which matches are close and which have finished early.

Step 8: Side games and prizes

A cup runs fine on its own, but side contests add texture: closest to the pin on the par 3s, a long drive, the best individual points total, and a prize for the player who did the most for the team. If you also play games for stakes among friends, keep them separate from the cup so they never affect the team result.

Step 9: The trophy and the ceremony

Spend a little on the trophy. It does not have to be expensive, but it should travel: a cup, a belt, a ridiculous hat. Present it at dinner after the last match, name the standout player on each team and read the final points out loud. Engrave the year and the winning team on it when you can, so the history builds over the years.

Step 10: Settle up and plan the next one

Before everyone leaves, settle anything owed, whether that is the trip costs or side games. Keep a record of the results, the teams and the captains, and decide the host for next year before you pack the cars. The settle a golf trip without a spreadsheet guide shows how to do it with the fewest payments.

Common problems

  • One team is much stronger: balance the draft by handicap, or give the weaker team an extra stroke per match.
  • Slow play: set a time per round and let a match be conceded once it can no longer be won.
  • Arguments about strokes: write the allowance on the scorecard before anyone tees off.
  • An odd number of players: agree in advance how the extra player is used, for example as a reserve who fills in when a match needs one.

Score it in Hole19Tally

Hole19Tally is a scorekeeper. It records scores, works out strokes and shows who owes whom, but it never holds, moves or takes a share of money, and it is not a gambling service. Players settle up directly with each other.

Related games

Related calculators

Related guides

Organize an outingTry the app