The Ultimate Guide to Golf Gambling & Money Games
Golf and gambling are a perfect pairing, providing a perfect blend of strategy, skill, and excitement. Whether you're a seasoned golfer or just looking to add some fun to your rounds, golf gambling games can turn a friendly match into a thrilling competition. In this guide, we'll explore some of the best golf gambling games with explanations of how to play along with fun variations that can up the action even higher!
Nassau
Overview: Nassau is a classic golf gambling game that breaks a round into three separate matches.
How It Works:
- The game is divided into three segments: the front nine, the back nine, and the overall 18 holes with separate bets for each.
- When played as a foursome, split into 2 teams of 2 and play a best ball.
- Each game is usually determined by match play but stroke play can also be used.
- Each match is a separate bet for a predetermined dollar amount. Each match could be the same amount, or you can make the overall 18 hole match worth more.
Example: During a Nassau game, Karen and Dave bet $5 on the front nine, the back nine, and the total 18-hole score. Karen wins the front 9 2 up and Dave wins the back 9 and overall 18 3 up and 2 up respectively.
Variations:
Presses can be incorporated which would begin a new, parallel match starting at the point of the press. Presses can be done for each 9 or for the total 18. The opposing team can have the option to accept or deny the press.
Automatic presses can be incorporated which force a player or team to press if they go down a certain amount i.e. 2 down auto-press.
Scotch
Overview: Scotch is a team-based betting game where golfers partner up and try to earn points on each hole.
How It Works:
- Form two teams of two players each.
- Points can be earned for the following:
- 2 for the low, net score
- 2 for the low, net combined score
- 1 for proximity to the hole (ball must be on the green in regulation to count)
- 1 for a birdie
- Points are given a dollar value and the winning team is paid out the dollar value multiplied by the number of points won by.
- After the first hole, the team with the most points tees off first. After both players hit their tee shots, the opposing team can ‘rack’ before hitting their tee shots. Racking doubles the point values for that hole. After the last two players tee off, the team that teed off first can then ‘rerack’ which doubles the points again.
- Not every point can be earned on a hole. For example, if no players hit the green in regulation, then the proximity point would not be earned.
Example: Team A consists of players John and Sarah, while Team B is composed of Mike and Emily. On a par 3, players tee off and there are no racks. Mike hits his ball on the green and is the closest to the hole. Their net scores after completing the hole are as follows:
- John – 4
- Sarah – 3
- Mike – 2
- Emily – 5
Team B would earn 4 points for closest proximity, birdie, and low net score. No points would be awarded for combined score since both teams tied with 7.
If Team A teed off first, and neither player hit the green, Team B could (and probably should) rack which would double the points. In that case, Team B would have earned 6 points.
Variations:
Presses can be incorporated which would begin a new, parallel match starting at the point of the press.
Other actions can be added or substituted for points. For example, 1 point can be given for a 1 putt instead of birdie.
Hammer
Overview: Hammer is a fast-paced, match-play game with a unique twist that keeps the stakes high.
How It Works:
- Each hole is a separate match.
- Players can "hammer" at any point in the hole, which doubles the stakes if they think they can win the hole.
- If a hammer is declared, the player must immediately accept the hammer or concede the hole at that point.
- Players can hammer back at any point as well, before the hole is finished.
Example: Alex and Ben are playing for $1 a hole. On the 5th hole, Alex decides to hammer the hole after the drive, increasing the stakes to $2. Ben can choose to accept the higher stakes or concede the hole for the $1. Ben accepts the hammer and after the second shot, finds himself in a favorable position. Ben then hammers back, doubling the bet again. Alex accepts the hammer and proceeds to make bogey while Ben makes a par. Ben wins $4 on that hole.
This example demonstrates the strategic depth of Hammer, where players must continuously assess their own and their opponents’ positions to make calculated decisions about issuing or accepting hammers.
Wolf
Overview: Wolf is a dynamic game where players take turns being the ‘wolf’ which has a strategic advantage. The wolf gets to make the crucial decision to either choose a partner or play alone.
How It Works:
- Each hole is assigned 4 points with players earning points on each hole. A dollar value is assigned to a point and paid out at the end.
- Players rotate being the ‘wolf’ each hole. The wolf tees off last.
- After each player hits their tee shot, the wolf must decide to choose them as their partner before the next player tees off. For example, once the second player tees off, the wolf can no longer choose the first player.
- If the wolf does not pick a partner by the time it is their turn to tee off, they become a ‘lone wolf’.
- If the wolf goes alone and beats all 3 of the other players, they earn all 4 points. If they lose, the other players earn 1 point each. If the wolf picks a partner, it becomes a 2v2 best ball match, with the winning team earning 2 points each.
Example: In a group of four, Jessica is the wolf on the 6th hole. She decides to team up with Mark after he hits a good drive. Mark has the best score with a par which means both Jessica and Mark earn 2 points each.
Variations:
Wolf might have the most variations of any other game which makes it even more fun and dynamic.
- Blind wolf – the wolf can choose to go alone before any player tees off, which doubles the points.
- On the last two holes, the player in last place is automatically the wolf giving them a chance to come back. You can also allow the wolf to call the point value for up to half of what they are down.
- Lone wolf doubles – any time a player goes alone (either by choice, or by throwing the wolf) the points double.
- Throwing – if the wolf chooses a player as their partner, that player can opt to ‘throw’ them which means they are now going ‘lone wolf’ (which can also double the points).
- Carry-overs – if a hole is tied the points carry over to the next hole.
- Birdie doubles – if any player wins the hole with a birdie, the points awarded on that hole are doubled.
Incorporating one or more of these variations can significantly increase the betting action. Imagine a game where each point is worth $1 – seems pretty benign, right? Let’s say, in the first three holes, no one goes alone but you are playing carry overs. The 4th hole is now worth $16. The wolf then goes alone, and wins with a birdie. This doubles the points twice which means the hole is worth 64 points or $64! When playing multiple variations that double the bet, the power of compounding quickly kicks in so be careful – you want everyone to remain friends after the round!
Skins
Overview: Skins is a popular game where each hole has a set value, and the player who wins the hole earns the skin.
How It Works:
- Each hole is worth a ‘skin’ which is assigned a dollar value.
- The player with the lowest score on a hole wins that hole’s skin.
- If any two or more players tie for the lowest score, the skin carries over to the next hole and is available for all players to win.
Example: The 8th hole is worth 8 skins. If Mark has the lowest score on that hole, he wins 8 skins. If Mark ties with Lisa, the 8 skins roll over to the 9th hole, making it worth 9 skins.
Variations:
- Skins must be won with a par or better. In this variation, skins can only be won with a (net) score (if playing with handicaps) of par or better. If no players make a par or better, the skin is automatically carried over.
- Validate - If a skin or skins are won by a player, they must ‘validate’ that skin by making a par or better on the next hole. If the player fails to validate their skin(s) they are forfeited and added to the skin total of the next hole.
Vegas
Overview: Vegas is a fun, math-based game that combines the scores from each player to form a single, two digit number.
How It Works:
- Form two teams of two players each.
- Each partner puts their scores side by side with the lowest score first. For example, scores of 4 and 5 becomes 45.
- The two digit numbers from each team are compared and the team with the lowest number wins the difference in points.
Example: On the 12th hole, Lisa scores a 4 and Mark scores a 6 for a Vegas score of 46. Tony and Jim both score a 5 for a Vegas score of 55. Lisa and Mark would win 9 (55-46) on this hole.
Variations: A popular variation of this game involves ‘flipping’ the digits of your opponent when a birdie is made. For example, if on a par 4 Lisa scores a 3 (birdie) and mark scores a 6 they would have a Vegas score of 36. If Tony scores a 4 and Jim scores a 6, their Vegas score would be 64 instead of 46 because the birdie requires them to put the highest score first. So now, Lisa and earn 28 points instead of 10.
- High-Low
Overview: High-Low is a 2v2 game where the best and worst scores on each hole are compared for up to 2 points.
How It Works:
- Form two teams of two players each.
- The lowest score from each team is compared for 1 point and the highest score from each team is compared for 1 point.
Example: Mark and Jessica are playing against Jason and Kelly. Mark scores a 3 and Jessica scores a 7. Jason scores a 4 and Kelly scores a 6. Mark and Jessica would earn 1 point for the best low score (4 vs 6), and Jason and Kelly would earn 1 point for having the best high score (6 vs 7). This scenario would actually result in a push since both teams won a point.
Variations:
- Presses can be incorporated which would begin a new, parallel match starting at the point of the press.
- Birdies double – any team that makes a birdie, doubles the points for that hole.
Rabbit
Overview: Rabbit is a game where the players try to catch or free the ‘rabbit’ by having the lowest score on a hole.
How It Works:
- The first player to have the low score on a hole captures the Rabbit (no ties). If on the next hole someone other than the holder of the Rabbit is the low scorer, the Rabbit is set free. Then the Rabbit can be won by the next player to earn the lowest score (again, no ties) on a hole.
- Before another player can be "holder of the Rabbit" it must first be set free.
- The player who ends the game as the rabbit, wins the money.
Example: On hole 15, John holds the rabbit. Steve wins the 16th hole, so the Rabbit is now set free. Two players tie on the 17th hole and then Mike wins the 18th hole to claim the Rabbit and end the game as the winner.
Variations:
- Double the bet each time the Rabbit is set free. This can increase the action as players fight to reclaim the Rabbit.
- Create additional bets for who holds the Rabbit after 9 and 18.
2-Up
Overview: 2-Up is a great 2v2 game that switches teams anytime a match goes 2-up.
How it works:
- Choose a dollar value for each match.
- Start the game by selecting teams randomly or based on another criteria like cart partners. This doesn’t really matter as partners will likely switch at some point.
- The teams will play a 2v2 best ball match.
- If at any point, a team goes 2-up, the match is over and new teams are picked.
Example: Jon and Mike start off against Brent and Ben playing for $10. After 5 holes, Brent and Ben are 2-up in the match. That match then ends, and Brent and Ben win $10. The next match then starts at hole 6, with Jon and Ben against Brent and Mike for another $10. This match will then continue until the round ends or either teams goes 2-up.
Variations:
- Back to even – if any point a match goes from 1-up back to even, the bet doubles. This variation is great because if you have a close match that lasts a lot of holes and keeps going back and forth, the action keeps increasing.
- Birdies double – if a team wins a hole with a birdie, the match doubles. This is a great way to increase the action and reward good play.
Snake
Overview: this simple game focuses on a single action such as 3 putts or double bogeys.
How to Play:
- Choose an negative action to designate as the ‘snake’. This is most commonly 3 putts or double bogeys.
- Anytime a player 3 putts, they hold the snake.
- If another player 3-putts, they then get passed the snake.
- At the end of the round, the last player holding the snake has to pay the other players.
Example: on hole 3, Brad 3 putts and becomes the holder of the snake. On hole 9, Lisa 3 putts and is now the holder of the snake. On hole 17, Zach 3-putts and the snake passes to him. No one 3-putts hole 18, which makes Zach the loser and must pay the other players.
Variations:
- Double every pass – double the bet every time the snake passes to increase the action!
Three Putt Poker
Overview: this is a fun game that combines two great gambling games – golf and poker.
How to Play:
- Bring a freshly shuffled deck of cards to the 1st tee.
- Everyone in the group contributes $5 to the pot to start.
- Anyone who one putts receives a random playing card.
- Anyone who three putts has to put another $5 into the pot.
- At the end of the round, the player with the best poker hand wins the pot.
Variations:
- Add an additional card for a one putt Birdie and two cards for a one putt Eagle.
- Create additional actions that can earn cards related to putting. For example, a sand save can earn 2 cards instead of 1.
- Allow a player to steal a card if they birdie.
- Make any player who 3 putts give a card back.
- Play teams instead of individuals.
9 Point (aka 5-3-1)
Overview: this is a great 3 person game that awards points to each player relative to each other.
How to Play:
- Assign a dollar value to a point.
- 9 points are awarded on each hole.
- The breakdown of points to each player is relative to each player’s score to each other
- Point breakdowns of 5-3-1, 4-4-1, or 3-3-3 are awarded depending on scores.
- At the end of the round payouts are determined by the difference in points relative to each player.
Example:
On the first hole, Tim scores a 4, Jon scores a 5, and Mike scores a 6. In this case, Tim gets 5 points, Jon, gets 3, and Mike gets 1. On the second hole, Mike and Tim both score 4 and Jon scores a 5. Mike and Tim would earn 4 points each and Jon would earn 1. On the third hole, all players tie with a score of 4 so each player earns 3 points.
Variations:
- If a player wins with a birdie, they earn all 9 points on the hole.
- The player in last place can double the bet on the last 2 holes.
Fore! Money
Overview: Fore! Money is an on course golf gambling card game that combines elements of a bunch of the different golf games listed above. Collect cards throughout the round by completing challenges or actions such as making a birdie or hitting in a hazard. Each card has either a positive or negative value so net out your cards at the end of the round to determine payouts.
How to Play Fore! Money
- Assign a dollar value to a point. Each card has a point value assigned to it (can be positive or negative).
- The goal of the game is to collect as many positive cards as possible while avoiding negative cards.
- There are two types of cards:
Fore! Action cards – if at any point during the round, a player completes an action described on the card, they keep that card until another player completes the same action.
Fore! Challenge cards – these cards are picked each hole by the player who has honors. If a player wins (or loses) the challenge they get to keep the card and earn the points designated on the card. Fore! Money cards are included for challenges that can result in multiple winners.
- At the end of the round each player adds up all their cards to determine their ending point value. Players then net out their points against each other to determine pay outs.
Example: At the end of the 4 player Fore! Money game, Jon has 10 points, Steve has 8 points, Melanie has 5, and Joe has -1. The below would be the payouts assuming $1 per point:
Steve pays Jon $2
Melanie pays Jon $5, and Steve $3
Joe pays Jon $11, Steve $9, and Melanie $6.
Variations:
- Want to keep it simple? The game can also be played with only the Fore! Challenge or Fore! Action cards.
Conclusion
Each of these golf gambling games offers a unique way to enhance the fun and competitiveness of your golf rounds. Whether you prefer team-based games like Scotch and Nassau or individual challenges like Skins, incorporating gambling games into your golf outings can add an extra layer of excitement and engagement. Remember, the key is to keep the games friendly and enjoyable—after all, golf is as much about camaraderie as it is about competition. So gather your friends, choose your favorite game, and let the games begin!
Fore! Cards on course golf games are a great way to spice up your next round of golf. Our games combine fun and strategy that will be sure to make your next round more exciting. Check out our games today!