Golf Side Bets Explained: Skins, Hammer, High/Low and More
The most popular golf side bets in plain English: Skins, Hammer, High/Low, Low/Low, Nassau and Wolf. How each works and who it suits.

Side bets are why a meaningless Tuesday round can feel like Sunday at a major. A couple of dollars on the line, and suddenly a three-footer matters.
Here are the most popular golf side games, how they work, and which groups they suit. Keep stakes small. The point is the bragging rights.
Skins
The idea: each hole is worth a "skin". Win the hole outright, take the skin.
How it works:
- Every player plays their own ball.
- The lowest score on a hole wins the skin.
- If two or more players tie for low, nobody wins. The skin carries over to the next hole.
- Carryovers stack. A hole can end up worth three or four skins.
Why groups love it: anyone can win a hole. A high handicapper with one great par can beat the club champion.
Good for: any group size, any skill mix.
Hammer
The idea: a team can "hammer" to double the value of the hole they are playing. The other team must accept or concede.
How it works (common rules):
- Two teams play a hole for a set value.
- At any time, a team can call the hammer. The hole is now worth double.
- The other team accepts and plays on, or concedes and loses the hole at its value before the hammer.
- Once accepted, the hammer often passes to the other team. They can hammer back.
Why groups love it: it adds nerve. A hammer on the tee after a bad drive is a bold move.
Good for: two-team trips with a bit of confidence. Read our full guide to the Hammer game.
High/Low
The idea: in team play, points go to the team with the best low ball and to the team with the better high ball.
A common version:
- Two teams of two.
- On each hole, compare the two low scores. The better one wins a point.
- Compare the two high scores. The better one wins a point.
- Ties split or carry over, depending on your group's rule.
Why groups love it: both players matter. You cannot hide behind a hot partner.
Good for: two-versus-two foursomes.
Low/Low
The idea: a twist on High/Low that rewards strong team play.
Low/Low versions differ by group. A common one awards a point for the best low ball and a point for the best combined team score. Another awards the two best individual balls. Agree the version before the round. If you use an app, check how it defines the game.
Good for: competitive pairs.
Nassau
The idea: three bets in one round. Front nine, back nine, and full 18.
How it works:
- Each segment is its own match.
- Win the front, the back, or the total to collect each one.
- Many groups add "presses": a losing side can start a new bet partway through a nine.
Why groups love it: a bad front nine does not end your day.
Good for: pairs or singles who want a classic game.
Wolf
The idea: a rotating "Wolf" picks a partner after watching tee shots, or goes alone.
How it works:
- Players rotate as Wolf each hole.
- The Wolf tees off first, then watches the others.
- After each tee shot, the Wolf decides whether to pick that player as a partner.
- The Wolf can also go "lone wolf" for more points.
Why groups love it: strategy and betrayal.
Good for: exactly four players.
Closest to the pin
The idea: on par 3s, closest tee shot to the hole wins.
Simple. Fun. Works with any group. Many groups require the ball to be on the green.
Which game for which group
| Group | Try |
|---|---|
| Mixed skill, any size | Skins, closest to the pin |
| Two teams of two | High/Low, Low/Low, Hammer |
| Four players who love strategy | Wolf |
| Pairs who want a classic | Nassau |
| Buddies trip, two big teams | Skins plus Hammer |
Keep it friendly
A few rules keep bets fun:
- Agree stakes before the round. Keep them small.
- Agree the exact rules for each game. Write them down.
- Settle once, at the end of the day or trip.
- Nobody plays a bet they did not agree to.
Our guide on how to settle golf bets without fights has more.
Which apps score which games
Tracking several bets by hand gets messy fast. Apps help, if they support your games. Facts below come from each app's own pages, checked November 2026.
| Game | MATCHUPS | 18Birdies |
|---|---|---|
| Skins | Yes | Yes |
| Hammer | Yes, as a side game | Not in its listed side games |
| High/Low | Yes | Not in its listed side games |
| Low/Low | Yes | Not in its listed side games |
| Nassau | No | Yes |
| Wolf | No | Yes |
| Vegas, Dots, Sixes | No | Yes |
MATCHUPS is made by us. It is on iPhone and Apple Watch only. 18Birdies lists ten side games and runs on Android too. See the full golf buddies trip app comparison.
The short version
Skins for everyone. Hammer for nerve. High/Low for teams. Nassau for a classic. Wolf for strategy. Closest to the pin on every par 3.
Pick two. Write the rules down. Then go take someone's money, kindly.
Full disclosure: The 19th Hole Gazette is made by the MATCHUPS team. MATCHUPS runs Skins, the Hammer and team games on iPhone and Apple Watch. Get it on the App Store · matchupsgolf.com
FAQ
What is the most popular golf side bet?
Skins. Each hole is worth a skin, and ties carry over.
How does the Hammer work in golf?
A team calls the hammer to double the hole's value. The other team accepts or concedes.
Does MATCHUPS score Nassau or Wolf?
No. MATCHUPS scores Skins, High/Low, Low/Low and Hammer. 18Birdies lists Nassau and Wolf.