Takethe course
Two days. 36 holes. Every hole up for grabs.
Pick your four.
Teams of four, picked by you. Your buddies, your rivals, your Saturday foursome.
It’s all net. Stack the low handicaps or mix it up: the strokes even it out, so a 24 matters as much as a scratch player.
Every hole has a price.
The course is the board. Each hole is worth points, set by how hard it plays.
Win it. Hold it.
Best team score on a hole takes it. Then everyone comes for it.
- Nobody’s yet. Every hole starts neutral.
- Best score takes it. It’s yours, in your color.
- Tie the best? Countback on your next ball. Still level, the holder keeps it.
- Two challengers tie? Countback. Still level, back to nobody.
Hold it. Get paid.
The map is settled four times. At the end of each day, every hole you hold pays its rent. Whatever you hold at the finish pays once more.
Lay siege.
Two sieges a team. Point them at the holes you want most.
- Breach it: win the hole and its rent doubles. Tie the holder? The siege wins it.
- Get held: the holder banks a +3 Stronghold, and you lose a point.
- Two sieges tie? The team further back takes it.
Every siege is public the moment it’s declared. Everyone sees it coming.
No scores. No leaks.
Your phone keeps your team’s card. That’s all it shows. No leaderboard, no map, no idea.
Everyone finds out together, at the reveal.
Then the lights go up.
On the clubhouse TV, hole by hole: who took what, who held, who got bounced.
Saturday flies the course. Sunday stamps the sieges, then calls the teams last place to first. The leader goes last.
Nine teams or more play on two maps. Then the Final: the two winners’ cards replayed against each other, hole by hole, on the big screen.
Try a siege.
It’s Sunday morning. You’re the Foxes, third after Saturday. Pick up to two holes on the front nine and watch the reveal. It’s played by the real Conquest engine.
Choose your targets
How it went
After Saturday
The whole weekend, handled.
The draw, the cards, the checks and the show: all in the app.
Clubhouse TV
The map in team colors all weekend, and the reveal on cue.
Team phones
Each team keeps its own card, signs it, and declares its sieges.
Pro shop
Verify cards, lock checkpoints, and run the reveal: pause, step, skip.
Follow along
A link for family and friends. The final reveal stays at the clubhouse.
Bring Conquest
to your club.
Contact us
Teams of four · 24 to 48 players · Net, any handicap · Built for the clubhouse