Full Skins rules

Skins

2 to 5 players. Also called skins game, carryover skins.

In skins, each hole is worth a skin and the lowest score wins it only if nobody ties it. When a hole is tied, the skin usually carries to the next hole, so one outright winner can collect several at once.

How to play

  1. Agree the value of one skin and whether you play gross or net. Net with strokes off the low is the usual choice.
  2. On each hole the lowest score wins the skin, but only if it is not tied. Two or more players tied for low means nobody wins it.
  3. If carry is on, the unwon skin rolls to the next hole and the next outright winner takes all the skins riding.
  4. Decide what happens to skins still riding after the last hole: void, split, awarded to the last winner, or settled by countback.
  5. Each winner collects the skin value from every other player for every skin they won.

Example

Four players, 2 per skin, net scores. Holes 1 and 2 are tied for low, so the skins carry. On hole 3 Ann makes a net 3 and nobody else does better than 4.

The most you can lose

Skins, default settings, 4 golfers: Most you can lose: $18

Agree on the first tee

  • Value per skin (or ante in a fixed pot): 1
  • Tied hole: carry
  • Value model: per skin
  • Skins unclaimed after the last hole: void
  • Gross or net: net
  • Strokes: off the low
  • Strokes: off the low or full?
  • Ties and carryovers
  • Stakes, or points only
  • The most anyone can lose

Hole19Tally is a scorekeeper. It records scores, works out strokes and shows who owes whom, but it never holds, moves or takes a share of money, and it is not a gambling service. Players settle up directly with each other. Cheat sheet from Hole19Tally, created by Welch Properties.

Score it in Hole19Tally

Hole19Tally is a scorekeeper. It records scores, works out strokes and shows who owes whom, but it never holds, moves or takes a share of money, and it is not a gambling service. Players settle up directly with each other.

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