Wolf Rules

Wolf is a four player game where on every hole, one player is the "Wolf". The initial order is determined when the round starts and the Wolf will rotate between players every hole.
When a player is the Wolf, they must decide which of the other three players they want to partner with for that hole. The lowest combined score between the partners wins the hole (and the skin(s)). If it is a tie, the skin(s) carry over to the next hole.
If a player is feeling confident, they can choose to go "Lone Wolf" - in which case they are playing against the other three players. If a player goes Lone Wolf and wins the hole outright, they win DOUBLE what the skin(s) value is for that hole. If a player goes Lone Wolf and one of the other three players beats them, they must pay the CURRENT skin(s) value to each other player (not doubled). If the Lone Wolf ties another player for the lowest score, the skin(s) carry over to the next hole.
Examples: $2 Skin Value (per player)
1) On Hole 1, Player A is Wolf and picks Player B as partner. Player A and Player B combined score is 9. Player C and Player D combined score is 10. Player A and Player B each win $2 and Player C and Player D each lose $2.
2) On Hole 1, Player A is Wolf and picks Player B as partner. Player A and Player B combined score is 10. Player C and Player D combined score is 10. The hole is a push and carries over. Hole 2 is now worth $4 per player ($2 Skin x 2)
3) On Hole 1, Player A goes Lone Wolf and scores a 5. Player B, C and D all score a 6 or higher. Player A wins $12 ($4 from each player, $2 Skin which is doubled because of a Lone Wolf win)
4) On Hole 1, Player A goes Lone Wolf and scores a 7. Player B scores a 6 and Player C and D each score a 9. Player A loses $6 ($2 to each player - Skin value is not doubled)
The process of the Wolf choosing a partner can be decided by the group prior to the round.
Wolf Chooses After Each Shot - With this method the Wolf must decide after each tee shot if they want that partner (or to go Lone Wolf). If they pass up on a player after seeing their tee shot (or if they pass up on going Lone Wolf after their tee shot), they can not go back and choose them later. If they want to be their partner (or go Lone Wolf), they must decide before the next tee shot.
What this means if the Wolf tees off first, they must decide immediately after their tee shot if they want to go Lone Wolf (before seeing any other players tee shots)
If the Wolf tees off last, if they do not choose any of the first three players after each of their tee shots, they must go Lone Wolf.
With this method the proper tee off order is important and should be followed.
This method is more dramatic and leads to more exciting, unpredictable outcomes.
All Players Tee Off, Then Wolf Makes Decision - With this method all players hit their tee shot and then the Wolf decides who to partner with or if they want to go Lone Wolf. This is the safer method and is often suited for groups just starting out with Wolf.
Example: Wolf tee off first, must choose after each shot
Player A is the Wolf and tees off. They choose NOT to go Lone Wolf. Player B tees off and the Wolf decides NOT to choose them. If the Wolf does not choose Player C after their tee shot, they will be forced to partner with Player D.

Example: Wolf tee off last, must choose after each shot
Player A is the Wolf so they tee off last. Player B goes first and hits their tee shot. The Wolf choses NOT to choose them. At this point they can not choose Player B. The process is repeated for Player C and Player D. If the Wolf does NOT choose either of them after their tee shot, they will be forced to go Lone Wolf.

Example: All players tee off and then decide
All four players hit their tee shot. After seeing all the shots, the Wolf decides if they want to go Lone Wolf or who they want to partner with.
Another option that can be specified for the round is if you want to require that each player go Lone Wolf at least once (or twice!)
In addition to the Skins wagering, there are a number of add-on wagers that can be played.
If your group has any custom wagers they would like to implement, there is a Side Bet section on each round where you can enter any wager you like.
Tiebreakers
If the last hole is a push, the Skin(s) will be split to the top TWO players using the tiebreakers below. NOTE: there will be two tiebreaker winners, regardless if the last hole was a Lone Wolf or not.

1. Most number of Lone Wolf wins in the round
2. First Lone Wolf win of the round
3. Most partner wins in the round
4. Lowest overall score in the round
5. Most eagles (or better) in the round
6. Most birdies (or better) in the round
7. Most pars (or better) in the round
8. Most Lone Wolf attempts in the round
9. Fewest three putts (or worse) in the round
10. Fewest triple bogeys (or worse) in the round
11. Random
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