Layouts

OKCDGA ICE BOWL 2026 - REDS

Holes 18
Par 54
3906 ft
Short - technical
Active -
OKCDGA ICE BOWL 2026 - REDS

Hole notes

OB: Roads, across roads, and the lake are OB. Islands: Active only on first shot; touching the line is in. Miss and add +1. Bunkers: Always active; land in one, play it and +1. Painted lines are OB. Mandos: Miss and +1. Reverse Islands: Active until first land; move disc to island edge once, then normal play.

Par rating

170

Play count (30 days)

133 plays

#TeeTargetDistPar
1
Main
Main
250 ft
3
23%
62%
13%

Notes

Reverse Island: Reverse island is active until the first time your disc lands inside it. When you do land the island ,the first time, you move you disc away from the basket in a straight line to the edge of the marked island and putt from there. The Reverse island is then not active again, only move it to the edge of the island one time. Make a putt from outside of the Reverse island without ever touching inside of it, congrats your done.

2
Main
Main
205 ft
3
11%
58%
25%

Notes

Bunkers: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

3
Main
Main
227 ft
3
16%
56%
22%

Notes

Bunker: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

4
Main
Main
184 ft
3
63%
24%

Notes

Bunker: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

5
Main
Main
245 ft
3
12%
58%
24%

Notes

Bunker: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

6
Main
Main
202 ft
3
19%
64%
15%

Notes

Bunker: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

7
Main
Main
283 ft
3
14%
61%
20%

Notes

Bunker: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

8
Main
Main
237 ft
3
17%
58%
20%

Notes

Bunker: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

9
Main
Main
164 ft
3
16%
62%
19%

Notes

Island: Island is only active for your drive or first shot on the hole. If you are touching the painted island line you are considered inbounds. If you miss the island you play it where it lies and add a stroke to your score.

10
Main
Main
200 ft
3
23%
61%
13%

Notes

Bunker: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

11
Main
Main
232 ft
3
16%
55%
22%

Notes

Bunker: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

12
Main
Main
264 ft
3
56%
30%
13
Main
Main
202 ft
3
24%
56%
16%

Notes

Bunker: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

14
Main
Main
186 ft
3
26%
54%
16%

Notes

Triple Mando: Miss a mando, play it where it lies and add one stroke. Bunker: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

15
Main
Main
121 ft
3
36%
50%
12%

Notes

Island: Island is only active for your drive or first shot on the hole. If you are touching the painted island line you are considered inbounds. If you miss the island you play it where it lies and add a stroke to your score.

16
Main
Main
195 ft
3
24%
58%
15%

Notes

Bunkers: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

17
Main
Main
220 ft
3
11%
54%
27%

Notes

Bunker: Bunker is active at all times. If you land in a bunker you play it where it lies and add a stroke to your score. Painted bunker lines are considered out of bounds you must be touching the un-painted inbound side to be safe.

18
Main
Main
289 ft
3
47%
33%