Stroke Play
Golf's most classic format: count every stroke, and the lowest total at the end wins.
- Players
- 1 or more
- Holes
- 18 (or 9)
- Difficulty
- Easy
- Updated
- September 2026
Stroke play — also called medal play — is how roughly 95% of professional golf and the vast majority of club tournaments are decided. The rule fits in a single line: count all your strokes, and whoever has the lowest total at the end of the round wins.
That simplicity is deceptive. Precisely because every shot adds up, stroke play is the format that punishes a bad hole hardest: a triple bogey on the 3rd follows you all the way to the 18th. There is no way to close out a bad hole and start fresh, the way you can in match play or Stableford.
What you need to play it
- One scorecard per player, and someone to keep it. The traditional rule is that a player marks someone else’s card, not their own.
- The par and stroke index of every hole (both are printed on the card).
- If you are playing net, each player’s course handicap.
- Nothing else. No teams, no draw, no special starting order.
How to play it, step by step
- Before you tee off, each player writes their name on the card they are marking and confirms their handicap if the event is a net one.
- Play the hole normally. Everyone holes out: there are no gimmes here. If your ball is eight inches from the cup, you still putt it, and that stroke counts.
- Walking off the green, write each player’s stroke count in their box. Record the gross score, without deducting anything yet.
- Add any penalty strokes from the hole — out of bounds, water, unplayable lie — before you write the final number.
- After 18 holes each player checks their card, signs it, and the marker signs it too. In a formal event, returning a card with a score lower than the real one is disqualification.
- Apply net handicaps if the event calls for it and rank low to high. The lowest total wins.
Practical rule: the card is a document. Write the hole down before walking to the next tee, not when you reach the turn. The collective memory of a fourball is a famously unreliable source.
Gross vs net
This is the part that confuses mixed-ability groups most.
- Gross is the number of strokes you actually took. It is the score that competes in the scratch division.
- Net is your gross minus the handicap strokes you receive. It is what lets a 22-handicap compete against a 6 without it being a joke.
Handicap strokes are not spread at random: they follow each hole’s stroke index, printed on the card and numbered 1 to 18. If you receive 10 strokes, you get one on each of the ten hardest holes.
| Player | Course handicap | Gross 18 | Net |
|---|---|---|---|
| Ana | 4 | 78 | 74 |
| Ben | 12 | 85 | 73 |
| Carl | 22 | 96 | 74 |
| Dana | 18 | 88 | 70 |
Ana wins the gross with 78, but Dana takes the net with 70. They are two separate prizes and most club events award both.
How many players, and how long
Stroke play scales without limit: you can play it alone, in a fourball, or in a 300-player field. Only the logistics change — tee times off the first, or a shotgun start where everyone begins at once on different holes.
Eighteen holes in a fourball takes four to four and a half hours. When the course is backed up and the group insists on holing everything out, stroke play is the slowest format there is. That is exactly why so many clubs pair it with a maximum-score local rule.
Strategy: do not blow up the card
The classic amateur mistake in stroke play is playing every hole like match play, hunting birdies. In a cumulative format, avoiding disaster is worth more than playing hero golf.
- Aim at the middle of the green, not at the flag. The difference between a 25-foot putt and a 12-footer almost never justifies the bunker risk.
- When you are in trouble, get back to the fairway. A double bogey is manageable; the triple comes from trying the impossible shot between two trees.
- Know your real iron distances, not the number from the best swing of your life. Coming up short into water costs two shots.
- The first tee and the 18th carry the most nerves. On both, take the club you trust, not the one that goes furthest.
- Do not add up your score as you go. It is the fastest way to play the last three holes with tight hands.
Common variations
Nine-hole stroke play. Identical, with half the course and half the handicap. The weeknight format of choice.
Maximum score per hole. A widely used local rule to speed things up: set a cap (double par, or par plus three), and once you hit it you pick up and write the max. It saves rounds and it saves pace of play.
Team stroke play. Add the gross or net scores of everyone on the team, or of the best two or three on each hole. It is how corporate events turn medal play into something a beginner can enjoy.
36 holes. Two rounds, two days, four nines added together. That is how most club championships are settled.
Mistakes that ruin cards
- Signing a card without checking it. Sign for a lower score than you made and you are disqualified; sign for a higher one and the higher one stands.
- Mixing gross and net while marking. Always write gross in the box. Net is calculated at the end.
- Forgetting penalty strokes. Out of bounds is stroke and distance; leave it off and the card is wrong.
- Playing a second ball without announcing it. If you are unsure of a ruling you may play a second ball in competition, but you must announce it beforehand and report it when you finish.
Keep reading
Stableford
The points system where one bad hole does not ruin the round: pick up, write zero, move on.
Instead of counting strokes you collect points based on your net score on each hole. Highest total wins. The format that saves rounds and speeds up play.
Chicago
The points system played against a quota: everyone starts with their own target, set by their handicap.
You earn points for bogeys, pars, birdies and eagles, and compete against the quota your handicap assigns you. You are not playing the others: you are playing your own level.
Match Play
Golf played hole by hole: it does not matter by how much you win a hole, only how many holes you win.
Every hole is its own duel. Win it, lose it or halve it, and the match ends the moment a player is up by more holes than are left.