Main game · exactly 4
Wingman
A new partner on every tee — you carry each of them, and each of them carries you.
Four players and three ways to split them, so the teams remake themselves on every hole: you and the man on your left, then the man across, then the man on your right, and around again.
The rules
Better ball takes the hole, at the stake to each player on the winning side. A halved hole pays nobody and nothing carries. By the turn you have partnered each of the other three twice — which means you cannot spend the round blaming one of them.
How it differs from Sixes
[Sixes](/games/sixes) holds a partner for six holes and settles three separate matches. Wingman holds one for a single hole and settles eighteen small ones. Same foursome, completely different afternoon.
How we play it
Net best ball, pairings cycling in the order the players were picked on the first tee.
How it settles
$5 a hole. You win seven with your rotating partners and lose six: up $35, down $30, and everybody at the table has been on both sides of you.
Rivalry scores Wingman 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.
Join the listNext game
Gruesomes →