Buddies trip guide · 24 players

Ryder Cup Format for 24 Players: Run the Real Thing

Here's the thing that makes 24 players special: it's the actual Ryder Cup roster size. Twelve per team, exactly like Team USA and Team Europe. That means you're not scaling the format down or adapting it — you can run the genuine 28-point Ryder Cup schedule, bench decisions and all, precisely the way the captains do it on TV.

This guide covers the authentic format first, then an all-play alternative for groups that hate benching, plus the scoring, handicaps, and big-group logistics that a 24-man event demands.

Step 1: Split Into Two Teams of Twelve

You have three options, in increasing order of fairness:

The draft. Two captains alternate picks the night before over drinks. With 24 players you're running an eleven-round draft — this is a full evening and honestly one of the best nights of the trip. Commissioner, draft board on the TV, a clock per pick, boos for reaches. Lean all the way in.

The snake by handicap. Rank all 24 players by handicap, then alternate in a snake: Team A gets players 1, 4, 5, 8, 9, 12, 13, 16, 17, 20, 21, 24 and Team B gets the rest. Nearly perfectly balanced with zero arguments.

Auto-balance. Hand-balancing two twelve-man rosters is genuinely hard — at this size, letting an app balance by handicap isn't laziness, it's accuracy.

Whichever you choose, lock the teams before the first tee. Mid-trip trades are how friendships end.

Step 2: Know Your Three Match Types

If your group already knows these, skip ahead to the schedule.

Fourball (better ball)

Two players per side, everyone plays their own ball, and each team counts its best score on the hole. The friendliest format — a blow-up hole doesn't sink your team if your partner bails you out.

Foursomes (alternate shot)

Two players per side, one ball per team, partners alternate shots. The most pressure-packed format in golf — you will apologize to your partner at least four times per round. Also the fastest format, which matters when you've got a small army on the course.

Singles

One-on-one match play. Every player against one opponent. Twelve simultaneous matches, twelve points, nowhere to hide — the exact Sunday the pros play.

All matches are match play, scored hole by hole. Win more holes than your opponent and you win the match. Matches can end early (a "4&3" win means up 4 holes with 3 to play).

The Authentic Ryder Cup Format (28 Points)

This is the real thing — the same session structure and point total as the professional event. Each team session is four matches, meaning only 8 of your 12 play per session and each captain benches four players. Everyone plays singles.

Day 1 — Foursomes (Morning) + Fourballs (Afternoon)

SessionMatchesPointsPer Team
Foursomes4 matches (2v2)48 play, 4 sit
Fourballs4 matches (2v2)48 play, 4 sit

Day 2 — Foursomes (Morning) + Fourballs (Afternoon)

SessionMatchesPointsPer Team
Foursomes4 matches (2v2)48 play, 4 sit
Fourballs4 matches (2v2)48 play, 4 sit

Day 3 — Singles

SessionMatchesPointsPer Team
Singles12 matches (1v1)12Everyone plays

Total: 28 points. First team to 14.5 wins the cup. A 14–14 tie means the defending team retains it — which is the real rule, and it's a fantastic house rule if your trip runs annually: last year's champs keep the trophy on a tie. Instant extra stakes.

The bench is a feature, not a bug. Captains agonizing over who sits, benched players sweating on the cart with beers, the guy who sat both Day 1 sessions coming out hot on Day 2 — this is the drama that makes the real event great, now happening to your friends. House rule worth adopting: every player must appear in at least one team session before singles.
Foursomes before fourballs. The real event leads with alternate shot. It's brutal as an opener and that's the point. If your group would rather warm up gently, flip them — the points don't care.

The All-Play Alternative (36 Points)

If benching would cause a mutiny — some groups fly across the country to play, not spectate — run six matches per team session so all 24 play every round:

SessionMatchesPoints
Day 1 Fourballs66
Day 1 Foursomes66
Day 2 Fourballs66
Day 2 Foursomes66
Day 3 Singles1212

Total: 36 points, first to 18.5. Fair warning: that's six groups per session — read the logistics section below before committing to 36-hole days. The one-session-per-day version (Fourballs, Foursomes, Singles across three days) totals 24 points, first to 12.5, and is much kinder to your tee sheet and your lower back.

Big-Group Logistics (Non-Negotiable at 24)

Tee times. The authentic format needs four groups per team session and twelve twosomes (or six merged groups) for singles. The all-play version needs six groups per session. Either way, call the course weeks out, tell them it's a 24-player event, and negotiate — at this size you're a meaningful chunk of their tee sheet and group discounts are standard.

Push hard for a shotgun start. Twenty-four players is genuine shotgun territory, and many courses will run one for a group your size, especially midweek. Everyone starts and ends together — the mass walk to the scoreboard afterward is worth the ask by itself.

Pace order matters more than ever. Fastest group out first, slowest last, no exceptions. One slow lead group backs up your entire event.

Consider two courses. Some 24-man trips split sessions across two courses at a 36-hole facility to ease the tee sheet crunch. If the option exists where you're going, take it.

Setting the Pairings

Captains submit pairings blind before each session, then reveal the matchups. With twelve-man rosters and a bench, this is the closest a buddies trip gets to real captaincy:

  • Pair steady with streaky in foursomes. Alternate shot punishes wild drivers.
  • Fourballs reward aggression. Two birdie-makers together can steamroll a session.
  • Ride the hot hand. With a bench, you don't have to force a cold player into the lineup — sit him, tell him it's strategic, and unleash him in singles with a chip on his shoulder.
  • The singles order reveal is an event. Twelve matches means a genuine lineup chess match. Do the reveal at dinner, alternating match by match, and watch the room react to each matchup. The anchor match should be your two best players — give the trip its main event.

Handicaps: Keeping It Fair

Match play handicaps are simpler than they sound. The standard approach:

  • Singles: The better player gives strokes equal to the difference in course handicaps (many groups use 100% for trips; the official allowance is often lower, but full difference keeps buddies-trip matches tight). Strokes fall on the hardest holes by index.
  • Fourballs: Play off the lowest handicap in the match — that player goes to zero, everyone else gets the difference (commonly at 90%).
  • Foursomes: Combine each pair's handicaps, and the higher team gets 50% of the difference in strokes.

At 24 players you're managing stroke allocations across a dozen matchups a day with a rotating cast. Nobody's spreadsheet survives contact with this — an app that calculates strokes and places them on the right holes automatically is the difference between running an event and doing homework all weekend.

Points Table Cheat Sheet

ResultPoints
Win a match1
Halve a match (tie after 18)0.5 each
Lose0

With four to six groups spread across the course — plus benched players roaming in carts — a live leaderboard in every pocket is what stitches it into one event. The benched guys following every match on their phones and relaying momentum swings between groups is a 24-man trip at its absolute best.

Traditions That Make It Stick

At this size, go full ceremony: a real trophy the winners keep until next year (with the retain-on-tie rule), team-colored shirts for singles day, an eleven-round draft night with a commissioner, opening tee announcements, a written recap in the group chat after every session, and — steal this from the real event — a team photo on the first tee each morning.

Run it without the spreadsheet

The authentic 28-point format with rotating benches, or six simultaneous matches with strokes flying everywhere — either way, 24 players is the format's final boss. WhatUGet handles this exact size (24 players is our max, by design): auto-balanced teams, the full authentic or all-play schedule, live scoring from every group's phone, and an AI-written recap after each session for the group chat.

Set up your 24-player Ryder Cup free

FAQ

What if one player drops out and we have 23?

In the authentic format it barely matters — benches just go uneven (one team sits four per session, the other sits three). That flexibility is an underrated perk of the benching format. For singles, the extra player on the full team sits or plays a "ghost" match against bogey.

Could we do three teams of eight instead?

You can — a three-way Ryder Cup where each session pits every team against the other two, points tallied per team. It's a fun twist, but scheduling gets complicated fast and someone always finishes a distant third. Most 24-man groups get more drama from the classic two-team format.

How long does a session take?

The authentic format's four-group sessions run like a 16-man trip: fourballs 4.5–5 hours, foursomes about 4. All-play sessions with six groups add 30–45 minutes to that. Singles with twelve twosomes moves surprisingly fast. Shotgun starts fix everything — ask.

Can we mix 9-hole matches in?

Yes — 18-hole morning sessions and 9-hole afternoon sessions keep 36-hole days survivable for a group this size. Every match is still worth 1 point.

Does this work for smaller groups?

The structure scales down — the number of matches per session changes. See our guides for 8 players, 12 players, 16 players, and 20 players.