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Island Greens
The Island Greens storefront on Franklin Avenue, its lit sign above windows advertising golf simulators.

Franklin Square, NY

Franklin Square

Our legacy location: where Island Greens began.

Leagues

League Handbook

Island Greens leagues at Franklin Square are two-person team leagues played on your schedule. There is no league night. You and your partner play one round each week, any time the doors are open, and post your score. This handbook applies to every league. Dates, entry fee, and prizes for the current league are on the leagues page.

1. Sign Up

  1. Pick a partner and a team name. Teams are two players.
  2. Register your team on the leagues page: both players' names, emails, and phone numbers, plus your team name.
  3. Pay the team entry fee on the Square checkout page. One payment per team. Split it between you however you like.
  4. Your team is confirmed once payment goes through. Each league has a team cap.

Signups stay open through Sunday of Week 1 at 11:45 PM. A team that joins during Week 1 still has to post its Week 1 round by that same deadline. After that, signups are final. Entry fees are not refundable.

The entry fee covers league administration and the prize fund. Bay time is separate and paid when you book, at your own rate. Peak, off-peak, first responder, and member rates all apply as usual. You pay the rate for the time you book.

2. Play Your Round

  1. Each week opens Monday at 5:00 AM and closes Sunday at 11:45 PM.
  2. Book a bay for any time in that window. Plan on 2 hours for 18 holes.
  3. Find the week's course, tee box, and conditions on the League Calendar and enter them into the simulator exactly as posted.
  4. Declare your league round on the leagues page before your first shot.
  5. Play 18 holes with your partner.
  6. Submit your score and a photo of the final scorecard before the week closes.

One league round per team per week. A team that does not submit by Sunday at 11:45 PM receives 0 points for that week.

3. Format

Every league is seven regular season weeks followed by two playoff weeks. Odd weeks are a two-person scramble. Even weeks are two-person best ball. The full schedule is posted before Week 1.

4. Handicaps

Weeks 1 and 2 are played without handicaps, one scramble and one best ball. The best scores win those weeks, and the points count toward the season standings. Those two rounds set your team's starting handicap.

From Week 3 on, every week is scored net, and your team uses the same handicap for scramble and best ball. It is built from your own results, one step at a time:

  1. Each week, the league takes the middle score of every team that posted.
  2. Your differential for that week is your score minus that middle score. Beat the middle of the field and it is a negative number; finish above it and it is positive.
  3. Your handicap is 85% of your average differential across every round your team has posted this league, Weeks 1 and 2 included.
  4. Your net score for the week is your score minus your handicap, kept to one decimal.

For example, if the middle score is 80 and your team shoots 84, that week's differential is 4. If 4 is also your average, your handicap is 3.4, and an 84 counts as 80.6 net. Rounds played solo earn points but do not change your team's handicap.

5. Points

Each week is its own tournament. Teams are ranked by score and earn season points by finishing position:

Season points by finishing position
FinishPoints
1st500
2nd300
3rd190
4th135
5th110
6th100
7th90
8th85
9th80
10th75
11th70
12th65
13th60
14th57
15th55
16th53
17th51
18th49
19th47
20th45
21st43
22nd41
23rd39
24th and beyond37

Ties split points. Tied teams add up the points for the positions they cover and divide evenly. Two teams tied for 4th each earn (135 + 110) / 2 = 122.5 points.

Every team that posts a valid score earns at least 37 points. No score posted, or a scorecard with mulligans turned on, earns 0.

6. Weekly Prizes

From Week 3 through Week 6, the winning team picks a prize from the league's prize pool. The pool is a standing menu, and a team can win more than once. Weeks 1 and 2 carry no prize since they are not handicapped. Week 7's prize is an autobid into the playoffs.

7. Playoffs

Eight teams make the playoffs. Seeds 1 through 7 are the top seven teams in season points after Week 7. The wild card goes to the best Week 7 score among teams outside the top seven. No team is out until the last week is over.

Round one: all eight teams play one best ball round during the playoff week, on their own schedule. The top two scores advance. The championship: the final two teams play a two-on-two scramble, stroke play over 18 holes, head to head and in person at Franklin Square. Both rounds are handicapped. Season points carry no advantage into the playoffs. The champions win the league's grand prize.

8. Tiebreaks

Regular season ties split points. The scorecard only comes out where a spot cannot be shared, and the sequence is always the same: best score over the last 9 holes, then the last 7, then 5, 3, and 1, compared net in handicapped weeks.

  • Tie for 1st in a week: points split, and the scorecard decides who picks the weekly prize.
  • Tie for the seventh seed: the better finish in Week 7 gets the seed. If still tied, the Week 7 scorecard decides.
  • The wild card and all playoff ties: the scorecard decides.

9. Rules

  1. Play the posted conditions. The course, tee box, pin positions, and weather are posted every week. Every team plays the same setup. The settings guide below shows where each setting lives in the simulator.
  2. Putting is on. Putt everything out to a 10 ft gimme circle. Inside 10 feet is good.
  3. MULLIGANS ARE NOT ALLOWED. Once more: MULLIGANS ARE NOT ALLOWED. Turn mulligans off in the settings before your first shot. A scorecard submitted with mulligans turned on does not count, and your team receives 0 points for that week. No exceptions and no replays.
  4. Simulator quirks get fixed by us, not by you. If the simulator records a shot while you are moving the ball, or something else odd happens, keep playing and describe it in the notes when you submit your score. We review the round and adjust the score manually.
  5. Partner can't make it? Play solo. If your partner cannot make a week, play the round on your own and submit the score. If neither of you can play that week, contact us before the week starts. Where we can, we will let you play the round a week early. We do not make up rounds after a week closes.
  6. Practice all you want. Declare the one that counts. You are welcome to play the week's course as many times as you like. Before the first shot of your league round, declare it on the leagues page. Once declared, that round is your round: you cannot restart it, and you cannot swap in a different one. A declared round with no score submitted earns 0 points.
  7. Submit on time. Scores and scorecard photos are due by Sunday at 11:45 PM. Late scores receive 0 points.
  8. On scoring, settings, and rules questions, Island Greens makes the call.

10. Simulator Setup

Every league round is played with the same settings. Follow these steps on the bay screen before your first shot. It takes about two minutes.

  1. 1. Open Local Match

    GSPro home screen with the Local Match tile outlined in red, next to Practice.

    From the GSPro home screen, tap Local Match.

  2. 2. Find the week's course

    Select Course screen with the search box and the Play button outlined in red.

    Type the course name exactly as it appears on the League Calendar. When it shows, tap Play.

  3. 3. Check the filters

    Filters panel with the 1 courses counter and the Reset Filters button outlined in red.

    The counter on the right should read 1 course. If your course does not show, tap Reset Filters and search again.

  4. 4. Add your teammate

    Players tab with the empty plus slot beside the first player outlined in red.

    On the Players tab, tap an empty plus slot and choose your partner.

  5. 5. Put both of you on the same team

    Two player cards with each Team / Color button outlined in red, both showing the same yellow team dot.

    Tap Select Team / Color on each player and choose the same team. Both dots should be the same color. Scramble and best ball only work when the simulator knows you are one team.

  6. 6. Load the recommended settings

    The Match Settings tab and the Course Recommended Settings button outlined in red.

    Tap the Match Settings tab, then Course Recommended Settings on the left. This sets most of the round for you.

  7. 7. Match the Round Setup to the calendar

    Round Setup with Game Mode, Tee Box, Pins, Gimme / Auto Putt, and Mulligans each outlined in red.

    Game Mode is Scramble on odd weeks and Best Ball on even weeks. Tee Box and Pins are on the League Calendar. Gimme / Auto Putt is 10. Mulligans are OFF.

  8. 8. Check Course Setup

    Course Setup screen with green firmness, fairway firmness, elevation, stimp, and wind.

    Course Recommended Settings sets the firmness, stimp, elevation, and wind. Change these only when the League Calendar lists different values for the week.

  9. 9. Check Scoring and Assistance

    Scoring and Assistance screen at the league values: concede triple bogey, auto concede on, realism force realistic, putting forgiveness normal, and putting assistance, breakline indicator, handicap play, and putting auto aim off.

    Another group may have changed these. Match every value to the week's settings on the League Calendar.

  10. 10. Play

    The blue Play button outlined in red.

    Tap the blue Play button at the bottom right.

Your Bay is Waiting