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 hyzers or anhyzers that would only roll a little bit after they hit ground 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.