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Golf side games, explained

Every regular group has one: the game inside the game. Here's how the classics actually work — the rules people argue about, the strategy that wins them, and how to keep the running score without a math major in the cart. (One house rule up front: track everything in points and settle however your group settles, away from the course.)

Skins — every hole is its own contest

Lowest unique score on a hole wins the skin. Two players tie for low? Nobody wins — the skin carries over to the next hole, and the pile grows. Carryovers are the whole show: a three-hole carry landing on a par 3 turns eight golfers dead quiet. Play gross in flighted groups or net across mixed handicaps. Strategy: pars win more skins than you'd think — everybody else is busy making the mistake.

Nassau — three matches in one round

The most famous game in golf is really three bets: front nine, back nine, and the overall 18. Match-play style, one point each. The wrinkle is the press — a side that's down two can open a new match ("we press the back") from that hole in. Presses inside presses are where the drama (and the scorekeeping headaches) live. Strategy: press when the momentum turns, not when you're desperate.

Wolf — pick a partner, or don't

Rotating order; the last player to tee off each hole is the Wolf. After watching each drive, the Wolf either picks that player as a partner (2v2 for the hole) or passes. Pass everyone and go Lone Wolf — win alone for double points, lose alone and pay everyone. Declare Blind Wolf before anyone swings for quadruple stakes. Strategy: take the good drive early; ego picks lose money.

Scotch (a.k.a. Bridge) — the six-point grind

Two-man teams, six points a hole, three ways to earn: low ball (2), low team total (2), and proximity — first on the green closest to the pin (1–2 depending on your house rules). Birdies double the hole; two birdies (an "umbrella") double it again, and presses stack on top. It rewards teams where both players contribute — one hero can't carry the low-total points. This is the game that most needs live scorekeeping, because nobody can hold doubled-doubled presses in their head through 14 holes.

Match play — the oldest game

Head to head, hole by hole. Win the hole, go 1 up; halve it, nothing changes. The match ends when one side is up more holes than remain — "3&2." Handicaps come off the low player: the difference in course handicaps gives strokes on the hardest holes. Strategy: play the opponent on the greens, play the course everywhere else.

Stableford — points, not strokes

Score points per hole against par: bogey 1, par 2, birdie 3, eagle 4 (or the aggressive Modified/Stableford scale if your group is spicy). The genius: a blow-up hole costs you nothing extra — pick up, take zero, move on. Best format for keeping high handicaps in the game and the pace moving.

The Cut has every one of these built in — pick the game and the rules are pre-loaded: presses, carryovers, Wolf rotations, Scotch doubles, all computed live as each group posts scores. No arguments, no napkin math.

Which game for your group?

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More guides: How to run a golf scramble · How to run a member-guest