Main game · 2–6 players
Skins
Every hole is its own bet. Win it outright or watch it carry.
The purest hole-by-hole game there is. Each hole is worth a skin; the lowest score wins it — but only outright. Any tie and the skin carries to the next hole, which now carries two.
The rules
Set a value per skin. Lowest net score on a hole wins it alone; a tie for low carries the skin forward. A hole carried three deep is three skins to whoever finally wins one clean — which is how the 16th ends up worth more than the front nine, and why nobody concedes a two-footer late.
Variants worth knowing
Validation requires the winner to avoid losing the next hole to keep a carried pile — a real rule some groups play, a fight in every group that half-plays it. No-carry kills tied skins instead. Whatever your group plays, agree it on the first tee.
How it settles
Four players, $5 skins. Holes 1–3 tie. Mike wins the 4th outright: four skins, $20 — $5 from each of the other three, and the round has a story by the 4th green.
Rivalry scores Skins live — the rules stated on the first tee, the money running along the bottom of the card, and the settle done to the dollar when the last putt drops. The round goes into your group's permanent record, because a game this good deserves to be remembered past the car park.
Some scores take years to settle.
Rivalry is in closed beta with a handful of groups. Leave an email and we’ll tell you when there’s room.
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