The most strategic betting game in golf. One player is the Wolf on every hole — watch the tee shots, pick a partner, or go it alone for the big points.
The Wolf rotates every hole and hits last. After each drive the Wolf has one chance to claim that player as a partner — hesitate and the offer’s gone. Pass on all three and you’re Lone Wolf, one against three, for double or triple points.
Wolf is a points-based game for a foursome where alliances change on every hole. Players rotate as the “Wolf,” who tees off last, watches each opponent's drive, and makes a live decision: partner up with the best driver for a 2v2 best ball, or reject everyone and play 1v3 as the Lone Wolf for multiplied points. It's equal parts golf, poker, and negotiation — and the reason a 7 on the scorecard can still be the best hole of your day.
Scales vary by group — what matters is agreeing before the round. A common structure:
Worked example. On hole 5, Dana is the Wolf. Alex bombs one down the middle — Dana claims Alex immediately. They win the hole 2v2: Dana and Alex each get 1 point. On hole 9, Dana is deep in last place and declares Blind Wolf on the tee. A scrambling par beats the field's best ball: 6 points. That's the comeback engine that keeps Wolf tight to the finish.
Holes 17 and 18. A four-player rotation covers 16 holes evenly. The standard fix: the player in last place is the Wolf on 17 and 18 — a built-in rally rule that keeps everyone in the game.
Blind Wolf. Declaring Lone Wolf before anyone tees off doubles the stakes. It's the boldest move in the game and the fastest way back into contention (or further out of it).
The spit. Some groups let a chosen partner decline — “spitting” — and join the defenders, at an agreed premium. Off by default; agree on it up front.
Carryover ties. Standard play pushes tied holes. The spicier variant carries the points to the next hole, skins-style.
Handicaps. Wolf works fine net: each player takes their strokes on the holes where they fall by stroke index, and the best net ball decides each hole — same math as net match play.
Three players. Rotate the Wolf every hole playing 1v2, with the Wolf earning double when they win. Six holes each as the Wolf makes the rotation even.
Wolf is scored in Duck Hook Pro. The pro or organizer sets up the game and keeps the card there, and Duck Hook Pro works out the result and the settle-up and shows it on a TV leaderboard. It isn’t in the free app yet.
See Duck Hook Pro Browse all 42 gamesWolf is built for exactly four players — the rotation, partner choice, and 2v2 or 1v3 team math all assume a foursome. Three-player variants exist (the Wolf is always 1v2), but the classic game is four.
Most groups pay a winning Lone Wolf double or triple a normal point (2–4 points). Declaring Blind Wolf — going alone before anyone tees off — usually doubles that again. Agree on the exact scale on the first tee.
With a four-player rotation over 18 holes, holes 17 and 18 have no natural Wolf. The most common rule gives those holes to the player currently in last place — a built-in comeback mechanic.
In the standard game, no — if the Wolf picks you, you're partners. Some groups play a variant where the picked player can “spit” (decline) and join the other side, usually for an agreed point premium.
Yes. Play the hole-by-hole best ball with net scores: each player applies their handicap strokes on the holes where they fall by stroke index, exactly like net match play.
Same energy, different game. Everything below has a full rules guide of its own.