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Best first choice
Skins. It fits exactly four players because one clear low score can win the hole while ties create a visible carryover rather than forcing a permanent team split. It is also easy to explain before the tee shot: agree the per-hole value, whether scores are gross or net, and what happens to ties or any validation rule.
What to agree before play
A casual game has no single universal betting rule: agree whether scores are gross or net and document carryovers, presses, validation and ties before starting. Do not assume a WHS allowance applies automatically to every side game; the national association or Committee may set terms, and Appendix C recommendations depend on the format actually being played. Four players can create slow decisions in Wolf or crowded scoring in Bingo Bango Bongo, so name one scorer and settle points after each hole.
Table
| Game or arrangement | Why it fits |
|---|---|
| Skins | Give each hole a stated value and carry the value forward when the lowest score is tied, so every player can win a hole-sized pot. |
| Nassau | Run separate front-nine, back-nine and 18-hole contests, giving a foursome several independent results without changing partners. |
| Wolf | Rotate the Wolf each hole; the Wolf can choose a partner or play alone after seeing the other tee shots, creating a four-player decision game. |
| Bingo Bango Bongo | Award one point for first on the green, one for closest once all balls are on the green and one for first to hole out, which gives different abilities chances to score. |
| Sixes (6-6-6/Round Robin) | Change partners after holes 6 and 12, creating three short team contests and letting all four players partner each other. |
Worked example
Illustrative $2 skins game: Alex, Ben, Chris and Dana tie holes 2–4, so those three skins carry to hole 5; Ben then has the outright lowest score on hole 5 and wins four skins, receiving $24 from the other three players ($2 × 4 skins × 3 opponents). This is a house example, not historical player data.
Rule reference: WHS Rules of Handicapping Appendix C; WHS Rule 6.2; Rules of Golf Rule 3.2
Sources: www.pga.com , linksmagazine.com , www.usga.org , www.randa.org , www.randa.org
Common questions
What is the simplest betting game for four golfers?
Skins is usually the simplest starting point: set one value per hole, decide whether the comparison is gross or net, and carry tied holes forward. The group should record the settlement convention before play because skins rules are a casual arrangement, not a single Rules of Golf format.
Can four players play a Nassau?
Yes. A Nassau can be arranged as three separate contests: front nine, back nine and the 18-hole total. Decide whether players compete individually or as two sides, then agree the stake and whether presses are allowed; a press is optional house practice, not an automatic rule.
How should handicaps be handled in a four-player betting game?
First identify the scoring format and write the allowance into the house terms. WHS Appendix C recommends 100% for individual match play and 90% for four-ball match play; it says allowances are applied to the unrounded Course Handicap as the final step, so do not transplant those percentages to an informal skins, Wolf or points game without an agreed method.
Is Wolf fair with four players?
It can be a balanced four-player game when the Wolf position rotates in a fixed order, but the group must agree the point values and what happens when the Wolf chooses a partner or goes alone. The rotation and payoff are house rules, so publish them on the scorecard before play.
Are these games governed by the official Rules of Golf?
The Rules of Golf govern the underlying play when a competition adopts them, but names such as Skins, Wolf, Bingo Bango Bongo and Sixes are casual game arrangements with their own agreed scoring and settlement. R&A Rule 3.2 describes official match play as holes won, lost or tied; it does not prescribe these side-game payouts.
What should four golfers agree before putting money on a game?
Agree the game, gross or net scoring, stake or point value, tie and carryover treatment, presses, validation, handicap method, and who keeps the score. Keep the amount within what every player is comfortable losing; the examples here are illustrative only.