Gangster (조폭) explained
The bluntest of the Korean side games: win the hole and you collect from every other player in the group, one after another.
Gangster — 조폭 — is named for its lack of subtlety. There is no tiering, no carry-over accounting and no partner to hide behind. Each hole has one winner, and that winner takes the agreed amount from every other player individually. In a four-ball at $2 a hole, winning a hole is worth $6 to you and costs the other three $2 each.
Because the payout scales with the number of players, Gangster gets serious quickly in larger groups. A six-ball at the same $2 stake makes each hole worth $10 to the winner. Size the stake to the group, not to the number that felt reasonable the last time you played it in a pair.
Ties
The standard rule is that an outright win is required. If two players share the low score, nobody collects and the hole is void. This is simpler than carrying the value forward and it keeps the running total honest — but it does mean that in a group of closely matched players, a lot of holes pay nothing.
The alternative is to split: tied low scorers each collect from the remaining players. It keeps more holes live, at the cost of slightly fiddlier arithmetic. Either works, as long as it is agreed in advance.
Punishing blow-up holes
Many groups bolt a penalty onto Gangster so that the bottom of the field also pays a price. Common forms include a fixed penalty for a double bogey or worse, a penalty for finding water, or a penalty for three-putting. These are the rules most likely to cause disagreement mid-round, because they rely on someone having watched what happened. Keep them few and keep them obvious from the score alone.
Net vs gross
Gross Gangster in a group with a wide handicap spread is effectively a subscription paid by the higher handicappers to the lowest one. If the group's handicaps differ by more than about five strokes, play it net: allocate strokes by stroke index and compare net scores on each hole. The handicaps guide explains the allocation.
A middle option some groups prefer is to cap how much any one player can win or lose across the round. Once a player reaches the cap they keep playing but stop collecting. This removes the worst-case outcome without changing how any individual hole is played.
Strategy
- Outright wins are everything. A par that ties pays nothing. If you are last to play and know what you need, the safe shot is often worthless.
- Short par 4s and reachable par 5s are the swing holes. They produce the most birdies and therefore the most outright wins.
- Concede early on lost holes. There is no second prize, so nothing is gained by grinding out a bogey once someone has made birdie.
Related reading
- Ding-Dong-Daeng (딩동댕) — a gentler three-tier alternative.
- Skins — same outright-win requirement, but value carries instead of voiding.