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Wolf: rules, scoring and the lone wolf

On every hole one player is the wolf. They tee off last, watch everyone else drive, and then either pick one of them as a partner for that hole or play the hole alone against the rest. Picking well wins a point. Going alone and beating everybody wins considerably more. The wolf role rotates, so everyone gets the same number of turns.

Wolf is the best game in golf for a group of four who know each other, because the decision is interesting before a single approach shot has been hit, and because the player who hits the worst drive on the hole is suddenly very keen to be picked.

The tee order

The wolf tees off last on their own hole. That is the entire point: they need to see what everyone else has done before choosing. With four players the order rotates by one each hole, so over sixteen holes everyone is wolf four times.

Eighteen does not divide by four, which leaves two holes over. The fair way to hand those out is to give them to whoever is furthest behind, so the last two holes go to the players with the fewest points. The alternative, letting the rotation simply run on, hands a bonus turn to whoever happens to be in the right seat.

The choice

Pick a partner

The wolf must choose immediately after a player's drive, before the next person hits. If a drive splits the fairway and the wolf says nothing, that player is gone and cannot be picked later in the hole. This is what makes the game: pass on a good drive hoping for a better one, and you may end up partnered with somebody in the trees.

The wolf and the partner play the hole as a two against two match, best ball. The lower of the two scores on each side decides the hole. Win it and both players on the winning side take a point.

Go lone wolf

Instead of picking anyone, the wolf declares they are playing the hole alone against everybody. Their single score has to beat the best score of every other player in the group. Beat them all and the wolf takes a larger score, commonly three points, sometimes four. Fail and every opponent takes a point each.

It is a bad bet most of the time, which is why it is worth having. A wolf who is behind with four holes to play has to start taking it.

Blind wolf

A blind call is made before anybody hits, including the wolf. Not after seeing one drive, not after seeing three. Before any ball is in the air. It doubles whatever the wolf's side wins on that hole, and it applies to either choice, so you can call blind and still take a partner, picking them sight unseen.

Blind is the one piece of wolf that groups get wrong most often, usually by letting someone call it after the first drive, which removes all the risk and most of the point.

Scoring

OutcomeWolf's sideOpponents
Wolf and partner win the hole1 each0
Opponents win the hole01 each
Hole halved00
Lone wolf beats the field30
Lone wolf fails01 each
Blind, wolf's side winsdoubled0

Note the asymmetry, which is deliberate and is what makes the game work. When the wolf wins alone they take a big number. When they lose, every opponent collects only one point each, not a share of the big number. Going alone is a risk the wolf takes on themselves.

A halved hole scores nothing for anybody. With four players tying on a hole, nothing happens and the round moves on.

Playing wolf with handicaps

Wolf is decided hole by hole on the lowest score, so handicap strokes change it more than they change most games. Played off net scores, a player receiving a stroke on a hard par four becomes a very attractive partner on that hole specifically, and the wolf who is paying attention to the stroke index on the card has a genuine edge.

Played scratch between players of mixed ability, the best player is picked almost every hole and the game stops being interesting around the sixth.

Playing with three or five

With three players the wolf picks one partner and plays two against one, or goes alone against both. It works, though the wolf is on duty every third hole and the game moves quickly.

Five is the awkward number. The usual fix is that the wolf still picks one partner, so it is two against three, which tilts things and is worth acknowledging before you start.

Questions that come up

When exactly does the wolf have to choose?

Immediately after each drive, before the next player hits. Once the next player has hit, the previous one can no longer be picked.

Can the wolf change their mind after picking?

No. The choice is final once made, which is why the timing rule matters.

What if the wolf hits a bad drive themselves?

They still have to choose, and they are still the wolf. The wolf tees off last, so by then they already know what everyone else has done. A bad drive usually means picking the best available partner and hoping.

How many points should a lone wolf be worth?

Three is the common setting and makes going alone a real but rare option. Two makes it too safe and people do it constantly. Four makes it the only strategy worth playing from behind.

Does the wolf order carry over between rounds?

No. Each round starts the rotation again, usually from whoever won the last hole, or simply from the first player on the card.

Let The Card run the wolf

The rotation, the partner picks, lone and blind calls, and the running points, tracked hole by hole on one phone.

The Card is provided strictly for entertainment purposes, and may not be used for betting, wagering, or gambling of any kind. Wolf is described here as a points format. Points have no monetary value.

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