Wolf golf rules and scoring, explained
How to play Wolf — the betting side-game for groups of 4 — with the points system, rotation order, and the Lone Wolf / Blind Wolf options. Plus the practical bits about settling up at the 19th.
7 min read

Wolf is a betting side-game for groups of four that runs alongside whatever main comp you're playing. Every hole, one player gets to be the "Wolf" — they pick a partner after watching tee shots, and the Wolf + partner team plays the other two for points (or dollars, if you're settling cash at the 19th).
It's a beloved AU social golf game because it adds drama to every tee box, the rotation keeps everyone involved, and you can play it in parallel with your Stableford comp without it interfering. This guide covers the rules, the maths, the variations, and how to actually run it without arguments.
The basics
You have four players in a group. They've each ranked themselves 1, 2, 3, 4 — usually by tee-off order on the first hole, then rotated each hole.
On each hole, the current Wolf tees off last, after watching the other three players tee off. Based on what they see, the Wolf picks one of the three as their partner. Wolf + partner play 2 vs 2 against the other two players for that hole.
After 18 holes, you total the points and settle.
Tee order and Wolf rotation
The crucial bit most groups get wrong: the Wolf rotates every hole, and the Wolf always tees off last so they can make an informed pick.
A common rotation pattern:
| Hole | Wolf | Tee order |
|---|---|---|
| 1 | Player 1 | 2, 3, 4, then Wolf (1) |
| 2 | Player 2 | 3, 4, 1, then Wolf (2) |
| 3 | Player 3 | 4, 1, 2, then Wolf (3) |
| 4 | Player 4 | 1, 2, 3, then Wolf (4) |
| 5 | Player 1 | 2, 3, 4, then Wolf (1) |
| ... | ... | ... |
Over 18 holes, each player is the Wolf 4 or 5 times (16 ÷ 4 = 4 full rotations, then holes 17 and 18 give two players a bonus Wolf turn). Adjust the rotation if you want everyone to have exactly the same number of turns.
The trick is the other three tee off first, the Wolf watches, then picks. The pick happens immediately after the third player tees off — before the Wolf tees their own shot.
How the pick works
After watching the other three tee shots, the Wolf has four choices:
Pick player A as partner — the Wolf and player A play 2v2 against the other two for the hole. If they win the hole (lower better-ball net score), they each get 2 points and the losers get nothing. If they lose, the winners get 2 points each and the Wolf + partner get nothing.
Pick player B as partner — same as above with B instead of A.
Pick player C as partner — same with C.
Go "Lone Wolf" — the Wolf plays 1 vs 3, just them against all three others. Lone Wolf is a bigger reward and a bigger risk:
- If the Lone Wolf wins the hole (their net score beats the best net score of the other three), they get 4 points.
- If they lose, the other three each get 1 point.
The pick must be made immediately after each tee shot — you can't watch all three then go back and pick the first player. This rule keeps the game moving and stops the Wolf playing pure optionality.
Variation: some groups allow the Wolf to "watch and pick" — i.e. they get to wait until all three have teed off before deciding. Less tactical but simpler. Lock in which rule you're using before the round.
Blind Wolf — the maximum-risk option
Some groups add Blind Wolf to the rules. Before anyone tees off, including the Wolf themselves, the Wolf can declare "Blind Wolf" — they're going 1 vs 3 without seeing a single tee shot.
- If Blind Wolf wins the hole: 6 points to them.
- If Blind Wolf loses: 2 points to each of the other three.
Blind Wolf is a high-leverage move. Use it on a hole you're confident on (a short par 4 you usually par, a forgiving par 5) or when you're behind on the points and need to swing.
Scoring on each hole
Wolf is played as a better-ball net competition (each pair's better net score on the hole wins).
For Lone Wolf, it's the Wolf's net score vs the best net score of the other three.
Net = gross minus handicap strokes received on that hole (per the stroke index).
This means handicap strokes matter in Wolf. If you have a stroke on a hole, a net birdie counts the same as a gross birdie. Wolf is one of the few side-games where the high-handicapper can win regularly.
Worked example
Hole 6, par 4. The Wolf (Player 2, handicap 14) is teeing off last. The other three have already teed off:
- Player 1 (handicap 8) — in the fairway, decent shot
- Player 3 (handicap 18) — in the rough but recoverable
- Player 4 (handicap 4) — in the fairway, great shot
Player 2 picks Player 4 as partner. They play 2v2 against Player 1 and Player 3.
Net scores on the hole:
- Player 2 (Wolf, 14 hcp, gets stroke on this hole as SI 6): gross 5, net 4
- Player 4 (4 hcp, no stroke): gross 4, net 4 → better ball for Wolf team: net 4
- Player 1 (8 hcp, no stroke): gross 5, net 5
- Player 3 (18 hcp, gets stroke): gross 6, net 5 → better ball for other team: net 5
Wolf team wins (net 4 beats net 5). Player 2 and Player 4 each get 2 points for this hole.
Tying a hole
If both teams (or all four in Lone Wolf) tie on net score, the hole carries over — no points awarded. Some groups roll the next hole's points up so the next winner gets double. Others just let the hole pass.
Decide before the round. The "carry" version creates dramatic late-round swings; the "pass" version keeps it predictable.
Settlement
At the end of 18 holes, total the points per player. Settle up.
For points-only Wolf (no cash): leaderboard, bragging rights, beers from the loser.
For cash Wolf: agree a point value beforehand. A common AU social value is 50c or $1 per point. With 18 holes, a typical Wolf game produces a points spread of 20–60 between the high and low player. At $1/point, that's $20–60 changing hands across the group — small enough to be friendly, big enough to matter.
The trick most groups miss: settle in net points at the 19th. Each player calculates how much they owe / are owed compared to the average points across the group. So if the average score is 16 points and one player scored 24, they're owed (24 − 16) × $1 = $8. If another player scored 8, they owe (16 − 8) × $1 = $8. Round of beers handled, no maths during the round.
When Wolf is the wrong call
Wolf works for groups of exactly four. Three players is too few for the partner mechanic. Five+ players means you have to split into multiple Wolf groups, which gets messy.
If your group is not exactly four, Skins is a better side-game choice — it scales to any group size. (We'll do a Skins guide soon.)
Wolf also doesn't pair well with matchplay as the main format — the 2v2 partner dynamic conflicts with the matchplay 1v1 head-to-head. Run Wolf alongside a strokeplay or Stableford main comp.
Quick reference card
| Action | Points if win | Points if lose |
|---|---|---|
| Pick a partner (2v2) | 2 each to winners | Nothing to losers |
| Lone Wolf (1v3) | 4 to the Wolf | 1 each to the other three |
| Blind Wolf (1v3, picked before tee shots) | 6 to the Wolf | 2 each to the other three |
| Tied hole | No points (or carry to next hole — agree beforehand) | — |
How to run Wolf without arguments
- Lock the Wolf rotation in writing before the round. Print it on the card, or have one person be Wolf-tracker.
- Lock the variant — "pick after each shot" vs "watch all, then pick" — and Blind Wolf in/out.
- Lock the points value if money's involved. Same number for everyone.
- One person scores Wolf, separately from the main comp scorecard. Don't try to keep it all in your head — that's how the arguments start. (The Nineteenth tracks Wolf alongside your Stableford automatically — points per hole, running tally, settlement at the end.)
- No re-picks. Once the Wolf has picked, that's it. No "hang on, I want to switch".
- No "Lone Wolf after seeing two bad tee shots and one great one" — you have to declare Lone Wolf before knowing if you'd have been better off picking. Different groups handle this differently; agree the rule beforehand.
Bottom line
Wolf is the best side-game for groups of four because the partner mechanic rewards reading the moment, the rotation keeps everyone involved, and the Lone Wolf option means the underdog can still win the day with a couple of brave picks.
It pairs naturally with a Stableford main comp — the comp determines the trophy, the Wolf determines who buys the round.
If you want it tracked automatically — points per hole, partner picks logged, Lone / Blind Wolf options, settlement at the 19th — The Nineteenth runs Wolf as a Premium side-game alongside your main comp.