
Wolf is a game in which the players in a foursome establish a tee off order on the first tee and rotate that same order throughout the round. The player that tees off first is the Wolf. The players take turns playing the Wolf based on the rotation of the established tee off order.
The Wolf has the following options:
Example:
The Wolf would tee off first.
The second player in the rotation tees off next.
Based on the results of the second players drive, the Wolf has the option to select the second player as a partner or pass. (Here is where the strategy begins). Once the third player hits their tee shot, the second player is no longer eligible as a partner for the Wolf. Likewise, once the fourth player hits their drive, the third player is no longer eligible as a partner for the Wolf.
Once the fourth player tees off, the Wolf must select the fourth player as a partner for the hole, or play the hole alone against the other three players.
Wolf can be played low ball or low total.
Points are earned as follows:
This game is played by one twosome against another. On each hole, the team players arrange their two scores to make the lowest possible two digit number.
Example: On team A, one team member has a 4, the other a 5. The two member team score for the hole would be a 45.
The points per hole is determined by the difference between the two team scores. If team A scores make a 45 and team B scores make a 55, the difference is 10 points. 55-45=10. Team A would win 10 points for the hole.
A skins game pits players in a type of match play in which each hole has a set value determined before the round (usually in money or points).
The player who has the lowest score (without being tied) on a hole wins the "skin." In the case of a tie, all players tie and the results are that no skin is won for that hole.
Skins games are often more dramatic than standard match play because holes are not halved. When players tie on a given hole, the value of that hole is carried over and added to the value of the following hole. The more ties, the greater the value of the skin and the bigger the eventual payoff.
For example, a friendly skins game might be played for $1 per hole. If three holes in a row are played without a winner, then the fourth hole is worth $4 ($1 for its own value, plus a dollar for each hole that carries over).
On our show we played the new verify rule set by the PGA Tour in 2001. Beginning in 2001, the player winning a hole outright had to tie or win the next hole to collect his skins from the previous hole.