Everyone tees off, the team plays the best shot
All players hit from the same spot — the best shot from the previous stroke. A high handicapper can contribute on any hole with a good drive. That's what makes it work for mixed groups and company outings.
How it works: Everyone tees off. Pick the best drive. Everyone hits from there. Repeat until holed out. One team score per hole.
Best for: Company outings, groups with beginners, charity tournaments
Each player plays their own ball, lowest score counts
Every player plays their own ball the whole round. The team's hole score is whoever had the lowest. Add handicaps if you want a fair fight across skill levels.
How it works: Play stroke play — everyone plays their own ball. After each hole, take the best (lowest) net score from the team. Add those up for 18 holes.
Best for: Two or four-player teams, match play formats, serious golfers who still want a team element
Win a hole outright, win the skin
Each hole is worth a set dollar amount. Win it outright — no ties — and the skin is yours. Ties carry over, so some holes end up worth real money by the back nine.
How it works: Set a value per skin before you tee off. Low score wins the hole outright. If two or more tie, the skin carries to the next hole. Count up skins and their values at 18.
Best for: Groups of even ability, weekend gambling rounds, anyone who wants money on the line
Three bets in one: front nine, back nine, overall
Three separate match play bets in one round. Front nine, back nine, and overall — each settles independently. Lose the front and win the back, you're even. The round stays interesting the whole way through.
How it works: Set a dollar amount per bet (typically $2–5). Play match play — lowest score wins each hole. Track front nine, back nine, and overall separately. Settle up at the 18th.
Best for: Regular foursomes who want something on the line from the first hole to the last
Rotate who picks their partner — or goes it alone
One player is the Wolf on each hole. As others tee off in order, the Wolf takes that player as a partner or passes. Pass on everyone and the Wolf goes Lone Wolf — alone against all three for double the stakes.
How it works: Rotate Wolf order. After each tee shot, the Wolf either takes that player as a partner or passes. If the Wolf passes all three, they go Lone Wolf. Team with the lowest score wins the hole.
Best for: Exactly four players. Any group that wants decisions on the tee box.
Best drive, then everyone plays their own ball in
A scramble for the drive, stroke play from there. Everyone tees off, you move to the best drive, then each player finishes the hole with their own ball.
How it works: Everyone tees off. Pick the best drive. All players move to that spot. Each player then plays their own ball in. Score individually or take the low score per team.
Best for: Groups with mixed ability who don't want a full scramble
Points for pars and birdies — blow-up holes don't snowball
Points instead of strokes. Eagle = 4, birdie = 3, par = 2, bogey = 1, double bogey = 0. A bad hole costs you points — it doesn't snowball the way a quadruple does in stroke play.
How it works: Assign points per hole based on your score relative to par. Add up points for 18 holes. Highest total wins. Use handicaps to make it fair across skill levels.
Best for: Groups with varying handicaps, or anyone who tends to blow up on a hole or two
Rotate partners every six holes
Partners rotate every six holes. Nobody gets stuck with the same person all day, and the scoring stays tight because the teams shake up twice during the round.
How it works: Divide 18 holes into three six-hole blocks. Change partners at holes 7 and 13. Track scores per block. Add totals at the end.
Best for: Groups of 3–5, golf trips where you want to play with everyone