Wolf
Wolf is played for Skins. Each hole has one Wolf, who plays either 2v2 with a partner or alone as the Lone Wolf.
Rotation
The Wolf rotates through the tee order, one player per hole:
wolfTeeOrder = (holeNumber - 1) % 4Hole 1 is the first player in the tee order, hole 2 the second, hole 3 the third, hole 4 the fourth. Hole 5 starts the cycle again. The Wolf tees off first on their hole.
2v2: Wolf picks a partner
The Wolf chooses one of the other three players as a partner. Each team's strokes are combined and the lower total wins.
- Wolf team: the Wolf's strokes plus the partner's strokes.
- Other team: the other two players' strokes combined.
- Wolf team lower: the Wolf and the partner each score 1 Skin.
- Other team lower: each of the other two players scores 1 Skin.
- Equal totals: a push. Nobody scores on the hole, and 1 Skin goes into the carry bank for the next decided hole. See Push carryover.
Lone Wolf
The Wolf plays alone against the other three players.
- To win, the Wolf's score must be lower than every opponent's score.
- Wolf beats all three: the Wolf scores 3 Skins.
- Any opponent ties or beats the Wolf: each of the three opponents scores 1 Skin.
- There is no push in Lone Wolf. A tie for low score is a loss for the Wolf.
Push carryover
A push banks a Skin that pays out on the next decided hole.
- Every pushed hole adds 1 Skin to the carry bank.
- Consecutive pushes stack. Two pushes in a row bank 2, three in a row bank 3, and so on.
- The next hole with a winner pays the full bank to each winner. The bank is never split. A 2v2 win pays the full bank to both players on the winning team. A Lone Wolf loss pays the full bank to each of the three opponents.
- A Lone Wolf who wins the hole that collects the bank scores double the bank on top of the normal 3 Skins. With 1 banked, the Wolf scores 5. With 2 banked, the Wolf scores 7. With nothing banked, the Wolf scores the normal 3. Doubling applies only to a Lone Wolf win. A Lone Wolf loss pays the plain bank to the three opponents, the same as a 2v2 win.
- Once the bank pays out, it resets to zero.
- Only a 2v2 hole can push, so carry always starts on a 2v2 hole. A Lone Wolf hole can still be the decided hole that collects it.
- Carry still banked when the round ends is never paid. It expires with the round.
Skipped scores
A skipped hole counts as 12 strokes for Wolf, Animals, and Greenies. The scorecard shows "Skip"; the scoring uses 12.
Settling Skins
Skins settle at the Skins rate. Default $1 per Skin, editable per round. At the end of the round, every pair of players is compared and the difference in Skins times the rate changes hands.
Animals
Four animals, each with its own pot:
| Animal | Hazard |
|---|---|
| Frog | Water |
| Camel | Sand |
| Snake | 3-Putt |
| Squirrel | Tree |
The pot
- Each time an animal is triggered on a hole, its pot grows by the number of occurrences recorded on that hole, and the last player who triggered it on that hole becomes the holder.
- Holes are processed in order. Whenever the same animal is triggered again on a later hole, the holder changes to whoever triggered it last.
- Whoever holds an animal when the round ends pays that animal's full pot.
Animals settlement
For each animal with a pot:
- The holder pays the pot times the Animals rate to each of the other three players.
- Holder net: pot × rate × 3, paid out.
- Each other player: pot × rate, collected.
The Animals rate is set per round.
Greenies
Greenies are played on par 3s. Mark a hole as a par 3 when scoring to put its greenie in play.
- One winner per par 3, or none.
- Winner: collects the Greenie rate from each of the other three players, 3× the rate in total.
- Each other player: pays the rate.
- No winner selected: nothing changes hands on that hole.
Default rate $5 per greenie, editable per round.
Greenie Birdie
A bonus added to a greenie when the hole is flagged as a birdie. Default $5 per bonus, editable per round.
- Any greenie with a winner can be flagged as a birdie. The flag pays nothing on its own. Without a greenie winner, it does nothing.
- When flagged, each of the other three players pays the Greenie rate plus the Greenie Birdie rate. The winner collects 3× that combined rate.
- The Greenie Birdie has no connection to First/Last Birdie. It changes only the greenie payout on that hole. The same birdie can also count in First/Last Birdie. The two games stack and never interact.
First/Last Birdie
Two bets on birdies: one for the first birdie of the round, one for the last. Enabled per round.
Recording birdies
Enter the players who birdied a hole in the order they holed out. That order decides which birdie came first within the hole.
First and last
All birdies in the round are ordered by hole number, then by hole-out order within the hole.
- First birdie: the earliest birdie in that order.
- Last birdie: the latest birdie in that order.
Payouts
Two separate bets. Default rate $5 per bet, editable per round.
- First birdie: the winner collects the rate from each of the other three players, 3× the rate in total.
- Last birdie: the winner collects the rate from each of the other three players, 3× the rate in total.
If only one birdie is made all round, that player wins both bets and collects 3× the rate twice. The same applies whenever the same player has both the first and last birdie.
Hole-in-One
A score of 1 on any hole is an ace. No separate entry is needed.
- Each ace collects the Hole-in-One rate from each of the other three players. Default $100 per opponent, $300 to the ace, editable per round.
- A skipped hole never counts as an ace.
- Every ace pays in full on its own. Two aces by the same player, or aces by different players on different holes, each pay out completely. Nothing is shared or capped.