Hole #13
Holes:
Menu
- Par 3
- HCP 3
Hole Nr. 13
The longest par three, unobstructed shot to the green and shaping of its surroundings.
Distances:
- 204 m
- 195 m
- 168 m
- 162 m

Tee:
The shot from the tee requires accuracy and the right length.
Green:
Longer flat green with distinctive shaping of its sides.
Penalty areas:
No penalty areas.
traps:
Out of bounds on the right along the entire length of the hole.
Important Information for Your Game:
Download Scorecard
View PIN Positions
Download Birdie Book
Local Rules
- Course Boundaries: The connection of white stakes, fencing, and white lines on holes no. 2, 3, 4, 5, 6, 7, 8, 12, and 13. Garden restaurant, practice green with a hut, and parking lot.
- Penalty Areas: The connection of yellow stakes and yellow lines on holes no. 2 and 7. The connection of red stakes and red lines on holes no. 1, 2, 4, 5, 7, 10, 11, 16, and 17.
- Drop Zones are marked with a post featuring a sign and white paint on holes no. 2, 7 (Penalty Areas) and 8, 18 (Immovable Obstructions). Players may use these as an additional relief option under Rule 17 (Penalty Areas) and Rule 16 (Immovable Obstructions). The player must use the nearest DZ to where the ball lies or crossed the boundary of the Penalty Area or Immovable Obstruction.
- Immovable Obstructions: All parts of the irrigation and drainage system, benches, ball washers, hole graphics, trash bins, and permanent advertising boards. The asphalt access road, including the drainage ditch, and all cart paths.
- Power Lines: If a ball strikes a pole or high-voltage power line on hole no. 2 or 3, the stroke must be replayed without penalty.
- Young Trees marked with a wooden support or a blue ribbon are designated as no-play zones.
- Ground Under Repair: Areas marked with blue stakes, blue or white paint.
- Ground Under Repair – No Play Zone: Areas marked with blue stakes with a black top.
- Penalty for Breach of Local Rules: Match play – loss of hole. Stroke play – two penalty strokes.
- Etiquette: Maintain pace of play. Replace divots. Repair ball marks on greens. Rake bunkers. Leave the green as soon as possible. Follow the instructions of the marshal and starter.
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