What Wolf Golf Really Is
Wolf is a betting game built around one simple idea: on every hole, one player is the “Wolf,” and that Wolf decides if they want a partner or if they want to take on the group alone. The twist is that partners change every hole, so alliances come and go faster than a three-putt. The goal is to finish the round with the most points (or the most dollars, if you like a friendly wager).
How Many People Can Play?
- Best size: Four players.
- Still works: Three players.
- Chaotic but doable: Five players.
With three players, you’ll each be Wolf six times. With five players, you’ll each be Wolf three or four times, and being the Lone Wolf is extra hard because you must beat four people instead of three. The rules below assume the common four-player set-up; if you have three or five, just rotate the same way and keep the ideas identical.
Step 1 – Agree on the Basics Before the First Swing
Before anyone pulls a club, park the cart and talk through these four items. It takes two minutes now and saves arguments later.
- Tee order for the day: Write it on the scorecard. The simplest way is to draw numbers from a tee pouch or flip a tee. Let’s say the order ends up as Alex, Blake, Casey, Drew. That order is locked for the whole round.
- How much each point is worth: Most groups pick a dollar amount, say, $1 per point. If anyone is uncomfortable with cash, play for bragging rights or coffee afterwards.
- Handicaps: Decide if you’ll use full handicaps, partial, or none. Using handicaps keeps everyone in the fight, even if skills are mixed.
- Special twists: Some groups add “Blind Lone Wolf” (declare you’re going solo before anyone hits) or “Pig” (a chosen partner can refuse and send the Wolf to fight alone). If no one knows these yet, skip them for today and keep life simple.
Step 2 – Know Who Is the Wolf on Each Hole
In a four-player game, the Wolf rotates every hole. Using the order Alex, Blake, Casey, Drew:
- Hole 1: Alex is Wolf
- Hole 2: Blake is Wolf
- Hole 3: Casey is Wolf
- Hole 4: Drew is Wolf
- Hole 5: Alex again
…and so on until Hole 16. That gives every player exactly four turns as Wolf.
Optional tweak for the last two holes: Many groups let the two players with the lowest point totals become Wolf on holes 17 and 18, giving them a chance to catch up. If you like drama, use this spice.
Step 3 – Tee Off in Order, with the Wolf Last
Traditional golf honors (low score tees off first) do not apply in Wolf. You always hit in the pre-set order, and the Wolf always hits last, so they can watch the other three drives before making any decision.
Example on Hole 1:
- Blake hits first
- Casey hits second
- Drew hits third
- Alex (the Wolf) hits last and watches every ball land
Step 4 – The Wolf Chooses:
Here is where the fun (and trash talk) starts.
Option A – Pick a Partner
The Wolf can pick any player whose tee shot they like, but the choice must be made immediately after that player’s drive and before the next player tees off. Once the next player has hit, the earlier player is “off the table.”
Example:
- Blake stripes one down the middle.
- Alex (Wolf) can shout, “I’ll take Blake!” right then.
If Alex waits and Casey hits, Blake is no longer an option. Alex can now only choose Casey or Drew, or go alone.
Once a partner is chosen, teams are set for that hole:
- Team 1 = Wolf + chosen partner
- Team 2 = the other two players
Option B – Go Lone Wolf
Instead of picking anyone, the Wolf can declare “Lone Wolf” and play solo against the other three. The Wolf must make this call after all tee shots are finished, but before anyone hits a second shot.
Option C – Blind Lone Wolf (advanced)
Before anyone tees off, including the Wol,f he or she can announce “Blind Lone Wolf.” This is the ultimate risk because the Wolf has not seen any drives, not even their own.
Step 5 – Play the Hole Normally
From this point forward, it’s regular golf: everyone plays their own ball until it’s holed. Mulligans, gimmies, and cart-path relief are whatever your group normally allows. Just be sure to record every gross score so handicaps can be applied later.
Step 6 – Decide Who Wins the Hole
Add or subtract handicap strokes the way your group agreed. Then compare scores.
- If teams are 2-vs-2: Each team uses its one best net score on the hole. The better score wins the hole.
- If Lone Wolf (1-vs-3): The Wolf’s single net score is compared to the best net score among the three opponents.
- If Blind Lone Wolf: Same comparison as above.
Ties are usually a “wash”; nobody gets a point, and the next hole starts fresh.
Step 7 – Award Points
Situation | Points Awarded |
Wolf + partner win | 2 points to Wolf, 2 points to partner |
Wolf + partner lose | 3 points to each opponent |
Lone Wolf wins | 4 points to Lone Wolf |
Lone Wolf loses | 1 point to each of the three opponents |
Blind Lone Wolf wins | 6 or 9 points (group decides beforehand; 9 is common) |
Blind Lone Wolf loses | 2 or 3 points to each of the three opponent |
Step 8 – Keep a Running Score
Designate one person as the official scorekeeper, but have every player keep a backup. After each hole, jot down:
- Who was Wolf
- Who was on which team
- Who won the hole
- Points each player earned
Doing it hole-by-hole prevents math headaches at the end.
Step 9 – Finish the Round and Settle Up
At the 19th hole, add every player’s points. High point total wins. Pay the difference in cash, via Venmo, or as agreed upon. If you played for pride, buy the winner a drink and plan the next rematch.
Wrapping It Up
You now have every step you need to run a smooth, fun game of Wolf the next time you tee it up. The beauty of this format is that every hole feels like a brand-new match. One moment, you and your buddy are high-fiving over a birdie, and the next, you’re trying to take his lunch money when he’s the Lone Wolf. That constant shifting keeps everyone engaged from the opening drive to the final putt on 18.