Dubs Float & Roll
A two-round event of Bring-Your-Own-Partner Doubles.
Champions will be crowned for each event and for overall.
$5 per person per round, you do not have to play both rounds.
8am - 9am - Registration
9:15am - Quick Player's Meeting
9:30am - Round 1 Shotgun Start
1:00pm - Tentative Round 2 Meeting,
Shotgun Start 15 minutes later.
Round 1 - Super Class Dubs
See the PDGA Super Class info page, and also this chart. Note this is Super Class, not Vintage Class.
TLDR: The disc must be be over 23.5 centimeters diameter, so discs like the Polecat, Birdie, Beetle, Sonic, Glitch, Zepplin, and Habit are too small. It must also have a certain depth ratio which rules out the Condor. Hands down the best disc for Super Class is the Zephyr, or maybe if you are an ultimate player, an Ultra-Star.
Players may bring extra Super Class discs, but no other discs are allowed on the course for this round, not even putters!
Round 2 - Roller Dubs
Legal Shot - all shots must either be a Valid Roller Attempt or Hit Metal. If neither partner throws a legal shot from a lie, a penalty stroke is added and the team throws from the same lie again, or from the worst new lie.
Valid Roller Attempt - Players must demonstrate intent to roll. If a shot gets blocked by a tree, but would have rolled, it counts. If a shot stays in the air and had little chance of rolling, it does not count. Grenades, thumbers, tomahawks, or high spiky shots that have little chance of rolling do not count.
Hitting Metal - Air shots must hit basket chain or cage (of the hole that is being played), to be counted as hitting metal. The bottom portion of the pole does not count.