Wolf Rules

    Wolf

    Overview

    Wolf is a dynamic 4-player game where one player becomes the "wolf" on each hole and must decide whether to play alone or with a partner against the other two players.

    Setup

    • 4 players required
    • Players rotate being the wolf (typically based on honors or a predetermined order)
    • Set a base bet amount (e.g., $10 per hole)

    How It Works

    The Wolf's Decision

    On each hole, the wolf tees off last and must make a decision:

    1. Choose a Partner (after seeing their tee shots)

    - Wolf can pick any of the other 3 players as a partner

    - Creates a 2 vs 2 match for that hole

    - Uses best ball scoring

    1. Go Lone Wolf

    - Wolf plays 1 vs 3 against all other players

    - Higher risk, higher reward (typically 2x or 3x multiplier)

    Scoring

    • Uses net scores with handicap strokes
    • Best ball format: The lowest net score on each team wins
    • If best balls tie, the bet carries over to the next hole

    Optional: Keep Money Holes Stroke-Free

    At game setup you can enable "Keep money holes stroke-free": if holes 17 or 18 would normally be stroke holes, Wolf scoring moves those strokes to the next-hardest holes instead — so the money-based wolf finale plays straight up. Total strokes received stays the same. Applies to Wolf only; any other games in the round use the course's real stroke holes.

    Hole Result Outcomes

    With Partner (2v2):

    • Winning team: Each player wins the bet amount from each opponent
    • Example: $10 bet, Wolf team wins → Wolf and partner each win $10 (from each losing player)

    Lone Wolf (1v3):

    • Wolf wins: Wins 3x the bet amount from each opponent
    • Wolf loses: Loses 3x the bet amount to each opponent
    • Example: $10 bet, Lone Wolf wins → Wolf wins $30 from each player ($90 total)

    Carryovers

    When the best balls tie on a hole:

    • The bet amount carries over to the next hole
    • Next hole is worth the base bet PLUS the carryover
    • Carryovers accumulate until there's a winner
    • Carryover resets to $0 after a decisive hole

    Carryover Example

    • Hole 1: Tie → $10 carries over
    • Hole 2: Base $10 + $10 carryover = $20 hole (Tie again!)
    • Hole 3: Base $10 + $20 carryover = $30 hole
    • Hole 3 is won → Winner gets $30, carryover resets to $0

    Example Round

    Players: Griffin (CH: 8), Tom (CH: 12), Yann (CH: 15), JJ (CH: 10)

    Bet: $10 per hole

    Hole 1 (Wolf: Griffin)

    • Griffin chooses Tom as partner
    • Best ball: Griffin/Tom = 4, Yann/JJ = 5
    • Griffin and Tom each win $10 from Yann and JJ

    Hole 2 (Wolf: Tom)

    • Tom goes Lone Wolf
    • Best ball: Tom = 4, Others = 4
    • Tie → $10 carries over

    Hole 3 (Wolf: Yann)

    • Yann chooses JJ as partner (hole worth $20 with carryover)
    • Best ball: Yann/JJ = 3, Griffin/Tom = 4
    • Yann and JJ each win $20 from Griffin and Tom
    • Carryover resets to $0

    Strategy Tips

    • Go Lone Wolf when you hit a great drive and others struggled
    • Choose the player who hit the best tee shot as your partner
    • Consider course handicaps when making decisions
    • Carryovers create dramatic momentum swings