Betting games

Skins

The hole-by-hole game where ties are not split: they carry over, and the pot keeps growing.

Players
3 or 4
Holes
18
Difficulty
Intermediate
Updated
September 2026

Skins is probably the most addictive game in golf, and it comes down to a single rule: when a hole is tied, nobody collects and the money carries over to the next one. That mechanism — the carryover — turns a quiet round into something where the 14th hole can be worth seven times what the 1st was.

The base idea is simple. Each hole is worth one skin. The skin goes to whoever has the lowest score on that hole, outright. If two or more players tie for the low score, nobody wins: the skin rolls into the next hole.

How to play it, step by step

  1. Before teeing off, the group agrees what a skin is worth. With four players and skins at $10, every hole puts $40 in play.
  2. Decide whether you are playing gross (raw strokes) or net (with handicap allowance). Even group, play gross. Mixed group, play net — otherwise the low handicap takes everything.
  3. Play the hole normally. Everyone holes out; in skins there are no gimmes, because one stroke decides who collects.
  4. Compare: if a single player has the lowest score outright, they take that skin plus every carried-over skin.
  5. If the low score is tied, the skin stays alive and rolls to the next hole. The pot grows.
  6. After the 18th, count everyone’s skins and settle up.

If the 18th is tied, the pot is orphaned. Agree the rule before you tee off: the usual options are sudden-death playoff holes until somebody wins it, or splitting the carryover between whoever tied.

A worked carryover example

Four players, skins at $10, so every hole puts $40 in play:

Hole Ana Ben Carl Dana Result
1 4 5 5 6 Ana wins 1 skin
2 5 5 4 4 Low score tied: carry (1)
3 4 4 6 5 Low score tied: carry (2)
4 6 5 5 5 Low score tied: carry (3)
5 5 3 4 6 Ben wins 4 skins

Ana collected $40 on the 1st. Ben, on the back of a single birdie on the 5th, collected $160. That is skins: a quiet hole is worth nothing and an isolated hole is worth everything.

Gross skins and net skins

In gross skins the raw stroke counts. It is clean and beyond argument, but in a group with a fifteen-shot spread the low handicap wins almost everything.

In net skins each player receives their handicap strokes on the holes set by the card’s stroke index, and the skin is decided on net score. That levels the field, but it opens an awkward situation: the player receiving a stroke on a hard hole arrives with an enormous edge. Two common house rules soften it:

  • Half strokes. Only half the handicap difference is allocated, which takes the sting out of it.
  • Validation. A skin won with a handicap stroke only counts if the player also makes gross par on that hole.

Variations that change the game

Validated skins. Winning a skin is not enough to collect it: you have to validate it by also winning — or at least halving — the next hole. It stretches the tension and dilutes the effect of one lucky birdie.

Capped carryovers. Set a maximum number of skins a hole can carry (five, say). Stops a single shot from deciding an entire afternoon.

Skins against par. The skin goes to whoever has the best score relative to par on that hole. In practice it is identical when everyone plays the same tees, and different when they do not.

Double on par 3s. A very popular house rule: par 3s are worth two skins. They are the holes where an amateur fourball produces the most birdies.

Strategy: when to attack and when not to

Skins rewards the isolated birdie and punishes consistency. That is the exact opposite of stroke play, and the mental adjustment is harder than it sounds.

  • With a big pot, attack. If four skins are riding, par gets you nothing: you need to be alone at the bottom. That is when you go at the flag.
  • With the pot at zero, play normally. There is no sense risking the round for one loose skin.
  • Watch the group, not the par. If two rivals are already in trouble, a bogey can win the hole. Do not force it.
  • Par 5s are the most volatile holes. They generate the most ties and the biggest carryovers.
  • In net skins, map your stroke holes. You know exactly where you arrive with an advantage: those are your holes to attack.

Common mistakes

  • Not agreeing what happens if the 18th ties. It is the number one argument in this format.
  • Conceding putts. There are no gimmes in skins: everyone holes out, because one stroke decides who collects.
  • Switching between gross and net mid-round. Decide before the first tee and never touch it again.
  • Forgetting to track the carryover. Five holes in, nobody remembers how big the pot actually is.

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