SideAction Saloon

Golf Side Games: The Complete Guide

Almost every foursome plays for something — a dollar a skin, a press on the back nine, lunch for the loser. These are the side games golfers actually play, how each one works, and which fits your group.

What is a golf side game?

A side game — also called side action — is a bet that runs alongside your normal round. You still play your own ball and post your own score, but every hole also pays into a game: a skin for the low score, points for hitting the green, a pot that doubles when someone throws the hammer. Side games give every hole stakes, even when the round itself is going sideways.

Most groups play for small money — a quarter a point, a dollar a skin — because the fun isn't the amount. It's the carryovers, the presses, and the trash talk.

The classic money games

2–4 players · the classic

Skins

Low score on the hole wins the skin. Ties carry over, so pots stack — three skins can ride on one swing. The most-played betting game in golf. Full Skins rules →

3–4 players · pick a partner or go alone

Wolf

Each hole one player is the Wolf: watch the tee shots, pick a partner — or go Lone Wolf and play one against everyone for double the money. Full Wolf rules →

3–4 players · Wolf with 8-point scoring

Wolf Scotch

Regular Wolf, but each hole splits 8 Scotch points across low ball, low total, birdies and proximity — sweep them all for a Blitz that doubles the lot. More math, more swings. Full Wolf Scotch rules →

3–4 players · press to double

Banker

The low scorer becomes the Banker and takes on everyone individually. Press to double your bet — and the Banker can press back, up to 4×. One bad Banker hole swings the round. Full Banker rules →

2 teams · golf meets poker

Hammer

Team best-ball where either side can "throw the hammer" after any shot, doubling the pot. Opponents fold and pay, or match and play on. Pots escalate fast. Full Hammer rules →

1v1 or 2v2 · three bets in one

Nassau

The most common bet in golf: separate match-play wagers on the front nine, back nine and total 18 — with presses that stack the pressure when you fall behind. Full Nassau rules →

exactly 4 players · partners rotate

Sixes

Also called Round Robin: partners rotate every six holes, so you team with everyone once. Three quick better-ball matches in a single round. Full Sixes rules →

1v1 or 2v2 · four formats

Match Play

Head-to-head, hole by hole, with a team-play selector for Singles, Fourball, Foursomes and Bloodsome (your opponents pick which of your drives you're stuck with) — plus presses. Full Match Play rules →

exactly 4 players · big swings

Vegas

Each team's two scores form a two-digit number, low first; the lower number wins the difference, and a birdie flips your opponents' number the wrong way. Keep the stake small. Full Vegas rules →

Points games (great for mixed skill levels)

3–4 players · anyone can win

Bingo Bango Bongo

Three points per hole: first on the green (bingo), closest once everyone's on (bango), first to hole out (bongo). Long hitters get no edge — order of play levels everything. Full Bingo Bango Bongo rules →

2–4 players · every good shot counts

DOTS

Earn a dot for fairways, greens in regulation, one-putts, sand saves, birdies and more. The fairest game for groups with mixed handicaps — you compete against the course, then settle dot-for-dot. Full DOTS rules →

exactly 3 players · the threesome game

Nines

Nine points per hole, split 5–3–1 by score. The cleanest math in golf and the best game ever invented for three players. Full Nines rules →

3–4 players · risk and ruin

Landmines

Acey-deucey scoring (low wins, high pays) plus penalty points for hazards — water, sand, three-putts. Every mistake costs you. Not for the faint of heart. Full Landmines rules →

Par-3 and bonus games

Bolt-on games for extra action on the short holes — most groups run one or two alongside a main game: Greenies (hit the green off the tee on a par 3 and make par), Sandies (up-and-down from a bunker), and Closest to the Pin.

Feeling lucky? The wild card

any group · controlled chaos

Chaos Card

Hidden cards flip on random holes — double-downs, skill challenges, and rule twists like one-club or scramble tees. Play it on its own or layer it over your other games to multiply the stakes. Full Chaos Card rules →

How to pick the right game for your group

Four players, similar skill: Skins or Wolf. Mixed handicaps: DOTS or Bingo Bango Bongo — they reward good shots, not just low scores. Exactly three: Nines, no contest. Your group likes chaos: Hammer or Landmines. And most groups don't pick just one — running Skins alongside a points game keeps everyone in it for 18 holes.

Settling up without the argument

Every side game ends the same way: someone doing carryover math on a crumpled scorecard in the parking lot. That's the part we built an app for. SideAction Saloon tracks every game in this guide simultaneously — one score entry covers all of them — and ends the round with a settlement screen that says exactly who owes who.

SideAction Saloon — The Side Game App
Every game in this guide, tracked live. We do the math, you handle the trash talk.