Golf Betting Games
A complete guide to golf betting games
Please email Aaron with any other games you may know.
-April 2004-

INTRODUCTION

"The USGA does not object to participating in wagering among individual golfers or teams of golfers when participation in the wagering is limited to the players. The players may only wager on themselves or their teams. The sole source of all money won by the players is advanced by the players and the primary purpose is the playing of the game for enjoyment."

-- from The Rules of Golf, as approved by the United States Golf Association and the Royal and Ancient Golf Club of St. Andrews, Scotland.

Golf, to some, is a sport played between an individual and the course. For others, golf is a game, which brings two or more people together to compete. For still others, it is a social event that brings people together for hours of fun in the sun. Research has established that nearly 95 percent of all golfers make some kinds of wager on the golf course. Armed with this information, it would be safe to say, yet another type of golfer can be found on the course – the gambler. Or putting it another way, the vast majority of people simply cannot play golf without some degree of wager.

When betting for money, the amount is only limited by how much one deems to put at risk. When betting for other stakes, the sought after goal can be anything one can imagine. We all heard of country clubs where members bet hot and heavy. At these clubs,, money changes hand so fast a practiced bank teller would have trouble keeping pace. It is casino on the greens and the action can be so hot and heavy that even caddies may have a side wager or two. For most of us, however, it is a simple $2 or $5 bet on each nine, maybe $10 or for a meal after the match, or a simple beverage at the clubhouse before heading home that is up for grabs.
The following is a sampling of several types of gambling games played on the golf courses. The action can be a team bet or a wager between two individuals. Sometimes it is something no more complicated than comparing scorecards in the clubhouse after a round. But, whatever the bet or game it stands to be fun.

Usually a foursome will play a team game like Nassau or Skins with one or more side bets. These side bets are called "Garbage". The games listed below that can be played between 2-4 players are good candidates for Garbage (e.g., Greenies).

Games can be played without handicaps (scratch) or using one of the following methods:

Some games require assigning hole events to a player. Hole events are turned on and off for each player by tapping on the field under the flagstick graphic on the hole screen.

Finally, a handful of tips before you head out for the hustle, from Action on the First Tee, by former tour professional Doug Sanders:

  1. Never gamble to hurt a friend. Remember, for the majority of us, golf is a social event. Let’s keep it fun.
  2. Never gamble outside your comfort zone. This means don’t bet more than you can afford to lose, and don’t bet with players you can’t beat.
  3. Never needle, harass or poke fun at a playing partner who’s on the edge of despair. Again, playing poorly and losing a bundle are punishment enough without your reminding him or her of it.
  4. Never fail to settle your debts immediately after the round. It’s just common courtesy. Plus, your betting partner will be much more willing to accept a wager the next time around.
  5. If you win, be gracious

BETTING GAMES (LISTED ALPHABETICALLY)
Parenthesis () Represent a different way of describing the same game: For instance Nassau (1) = Nassau (2), But described differently and perhaps with different variations.

 

3-1-1 (Match - Buy - Insurance)
This game consists of three bets on each nine holes. The amount can be as small as $3, $1, $1 or for greater amounts as $60, $20,$20 but the match bet must be three times higher than the other two. Handicap strokes are given based on the course Index.
In a round of 9-hole play, if player A lost the first five holes, he would have lost the match 5 & 4 to Player B, but he could still count on the Buy a bet to be decided on the four remaining holes. In other words, If Player A wins the next four holes, or wins more holes than Player B on the last four holes, then A wins the Buy and loses only two holes. Likewise, if B wins the next four holes or more holes than A, he wins the Buy and has won 4 bets.

If the four holes are squared by the parties, there is no winner of the buy bet and Player B wins only the Match bet.
The Insurance bet comes into play when a player is 4-down after the 5th with four holes to go.. Similarly, if player A is 1-down after the 8th hole with one hole to go, the Insurance bet comes into play. The object here is to win the 9th hole, and thus square the match and win the Insurance bet. Hence, Player A goes from loosing three bets to loosing two bets (or some called it loosing three balls to loosing two balls).

Here is what happens in the more complicated and interesting situation where the Match, Insurance and Buy all come into play:
Let’s say Player A is 2-down after the 7th hole with two more holes to go, the Insurance bet will be played based on the best of the last two holes. Assuming Player B wins the 8th hole, then the Buy bet will come in and be decided on the final 9th hole, as Player A has lost the match 3 & 1. Under this situation, the Insurance will be decided under the best of the 8th and 9th holes played whereas the Buy will be decided only on the 9th hole. If Player B wins the 9th hole as well, then he would have won the Match, the Insurance (from the 8th and 9th holes) and the Buy. Therefore ,Player B wins 5 bets.
However, if Player A wins the 9th hole, then the Insurance is squared because Player B won the 8th and A won the 9th hole. As for the Buy, Player A wins 1 bet because he won the 9th hole. Therefore, Player B wins only 2 bets (3 from the Match win, squared the Insurance and lost one on the Buy).

3-Club
Where each player gets to chose just 3 clubs for the round. Often a putter, a pitching wedge, and a 3-iron.

Alternate Handicap formats
Lets say you're playing with a weaker player and he wants some strokes.
Let him take some Mulligans. Maybe 2/3rds of your handicap differential.
If you're playing 18 at a 9-hole course (or playing 36) let him use the best score from each round. For a 20-handicapper this is worth 6 to 10 strokes.
Play with Murphys - the opposite of Mulligans. The weaker player gets to force the stronger to replay a number of strokes. This can really frustrate the better golfer since a long putt or excellent chip is effectively negated.
Playing Better Ball (where each person uses the best of 2 hits on each shot) can equalize an erratic golfer. It also lets you play twice as much golf. Only play this with the course's permission.
See String.

Auto Win
The object is to "win" each hole. To win a hole you need to:

Any two players "winning" the same hole results in no point / no winner.

Baccarat
Like the casino game, Baccarat is for high rollers with nerve of steel. The bet and the number of allowed ‘ups’ (an increase of the bet) are established before the game begins. To start off, the lowest handicapper is often selected to be the banker and he is the last to tee-off. Three players play against the banker on each hole.
Let’s say the amount of bet is established at $10 per bet with maximum of five ups, or a limit of $50 per bet. Player A tees off and while the ball is in flight - before it touches the ground, he has the option of shouting to increase the bet. If he calls for the limit of five ups, he is playing $50 against the banker. Player B and C have the same options as player A when they play. In the event of a bad drive, players normally stay quiet.
The banker teeing off last has the advantage of viewing the earlier drives and depending on his drive, also has the option of increasing the bet before his ball touches the fairway. He has the right to shout and double or even triple, on top of the other three golfers’ bet (and it is mandatory). Thus $10 bets becomes $50 and can advance to $100 bets very quickly.
In a situation when the banker birdies a hole, all losers shall pay him double the doubled amount of the bets. The same goes for the player who birdies the hole, as the banker would be required to pay him double the stakes. The winner of each hole becomes the banker on the next hole.
This procedure will continue to the next hole with the lowest score as the banker until all the 18th hole is completed. By the time the better player reach the 18th hole, the amount of money at stake can be astronomical. Care to play?

Backwards Golf
Play from near the green to the tee box. Choose a tee marker to hit to "hole" the ball.

Best Ball
Of each foursome, you count the best 2 scores on each par 4 and par 5 and the best 3 scores on each par 3. Similar to Sixes where you use the best 1 score on the first 6 holes , the best 2 on the second 6 and the best 3 on the third 6.

Better Ball
This game is played between 2 teams of 2 players. On each hole the team's score is the lowest net score of the two players. The team with the lowest total score wins the bet from each player on the other team.

Bingo Bango Bongo (1)
Bingo, Bango, Bongo, also known as "Bingle Bangle Bungle," is a fine game that seems to have largely been forgotten. Its format puts separate values on a player's long game, short game and putting.
Each hole has three points available. Players may assign any monetary value they wish to each point. The first point goes to the player hitting the green in the fewest strokes. Fringes don't count and ties are half-point The second point goes to the player closest to the pin after everyone is on the green (regardless of how many strokes it took to get there). The last point goes to the player in the hole in the fewest strokes. Handicaps can be used, but they only apply to the last point.
Some players award the last point to the first ball in the hole, regardless of the number of strokes. I don't like this version, because it encourages a player who is otherwise out of a hole to lag one or more putts to the point where he's just beyond the range of the other players, thus giving himself the best shot at the final point.
On par 3 holes no point is awarded for the first ball on the green. Instead, the first point goes to the person who is second-closest to the pin after everyone is on the green.
Bingo, Bango, Bongo is a good game to play when a foursome has a wide range of handicaps, because the format acts as an equalizer. High handicappers can come out quite well if they have good games around the green and score well relative to their handicaps. Players not adept at hitting greens in regulation, for example, will have a better shot at winning the second point if they are good chippers or bunker players.

Bingo Bango Bongo (2)
This is mostly an intra-foursome game played for points, dollars or drinks. Points are scored:
Bingo: first ball on the green (determine before player whether or not to include the fringes as "on the green".)
Bango: closest to the pin once everyone is on the green.
Bongo: the first person to hole out.
Remember, no gummies, farthest from the hole hits first, and if anyone wins all three on one hole they win double!

Bingo-Bango-Bongo (3)
This game is played between 2-4 players. Three points are awarded per hole. One point goes to the player who is first on the green (bingo), one to the player is who is closest to the pin once everyone is on (bango), and one to the player who first holes out (bongo).

Bingo-Bango-Bongo (4)
A "bingo" is awarded to the 1st player to hit onto the green (regardless of the # of strokes taken). A "bango" is awarded to the player who is closest to the pin once all players are on the green (again, regardless of the # of strokes taken). A "bongo" is awarded to the 1st player who putts the ball in the hole. If a player wins all 3 in one hole, he/she is given double points for the hole.

Bingo-Bango-Bongo (5)
On each hole there are really three bets.
1) Who's first to the green. That is, who's ball is the first on regardless of strokes taken.
2) Who's closest to the hole once everyone is on the green.
3) Who drops the longest putt. Anyone three-putting is automatically out of this bet.
It's important to play in strict far-ball rotation in order to calculate the bets. This will slow your game down so don't play this during busy hours. You also need to tee off in honors rotation on par 3 holes.
Bingo, Bango, Bongo, Bam adds a fourth bet - longest drive. The drive, of course, is only on par 4 and par 5 holes and only balls on the fairway count.
Handicap differentials are not used and not needed because a good chipper or a good putter has a decent chance at money even if they drive behind trees or into lakes. With 2 teams of 2 it's called Specks.
We suggest tick marks be put on the scorecard for each bet won. With a foursome the calculations a the end can get interesting but that's just a reason to have a beer after the game. Here's a simple example:
Albert - 8 points.
Bob - 18 points.
Charlie - 22 points.
At 25˘ per bingo, Albert owes Bob $2.50 and Charlie $3.50. Bob owes Charlie $1.00. So Albert pays Bob $1.50 and Charlie $4.50.

Birdies
This game is played between 2-4 players. If a single player shoots a birdie or better on the hole, they win a unit bet from each other player.

Bridge
Not being much of a card player, I can only take it on faith that this game has something to do with bridge. On the other hand, I don't really care, because this is an excellent golf game for foursomes.
At the tee, one pair makes a "bid" on how many strokes (play net or gross) it will take their team to complete the hole. For instance, if they bid 10, they are betting they can play the hole in 10 strokes or fewer combined. The bet is typically a dollar a player.
The other team then has three options:
1. Bid lower than 10.
2. Take the bet
3. Take the bet and double it.
The first team may then double it back, if they wish.
Once the bidding finishes, play the hole. One option is to add a penalty point/dollar for each stroke the winning bidder incurs over bogey.

Chicago (1)
Chicago is a creative handicapping method. Players receive a negative quota of points, called a “hurdle,” based on their handicaps. Scratch Players get –39 points, one handicaps get –38, two handicaps get –37 and so on to 36 handicaps, who get –3. Then based on their performances, players receive positive points as follows:
bogies = 1 point
Pars = 2 points
Birdies = 4 points
Eagles = 8 points
The player who clears his hurdle by the most points wins. If no one clears, the player closest zero wins. Betting can involve a fixed sum to the winner or an amount based on point differentials. You can also add a bonus for a player clearing a hurdle.

Chicago (2)
Chicago is essentially a creative handicapping method. Players receive a negative quota of points, called a "hurdle", based on their handicaps. Scratch players get -39 points, one handicaps get -38, two-handicaps get -37, and so on to 36-handicaps, who get -3.
Then, based on their performances, players receive positive points as follows:
bogies = l point
Pars = 2 points
Birdies = 4 points
Eagles = 8 points
The player who clears his "hurdle" by the most points wins. Wagering can involve a fixed sum to the winner or an amount based on point differentials. You can also add a bonus for anyone clearing his hurdle.

Choose ‘Em
This is a good game when there’s an odd number of players in your group, say three players. It’s every man for himself during the tee shot, but then a designated player (it changes every hole) sides with one of the remaining players. The one alone must beat the others to win the hole.

Cross Country
Play from the first tee to the farthest hole on the back corner of the course.

Custom
This game is played between 2-4 players. On each hole you can award 0 to 7 points to each of the players playing the game. The payout for the game can be totaled three different ways:
Points awarded on each hole. The payout is the number of points won times the unit bet.
Total points wins. The player who has the most points wins the unit bet.
Total points wins difference. The player with the most points wins the difference between their total and each of the other players total points times the unit bet.
To award points to a player, tap on the game points box, select the custom game in the list shown, and adjust the points for a player. It is recommended you enter a short description of the game in the space provided in the game form.

Eagles
This game is played between 2-4 players. If a single player shoots an eagle or better on the hole, they win a unit bet from each other player.

English (for 3 players only)
There are 6 points to be won on each hole. It's like match play with handicaps used. The points (usually worth quarters) are doled out as follows:
4 pts to player with lowest score
2 pts to player with second lowest score
0 pts to worst player.
3 pts to each of two players tied at lowest score
0 pts to the schlarp.
4 pts to player with lowest score
1 pt to each of the other two players if they are tied.
2 pts (or no points) to everybody if they all tie.

Flag Tournament (1)
In a Flag Tournament, each player receives a certain number of strokes - usually the course par plus two-thirds of the player's full handicap. So, a 15-handicapper on a par-72 course gets 82 strokes. He then plays 82 shots and stops, planting a flag on the spot where his 82nd shot landed.
The flags should be provided on the first tee by the tournament director. Each participant should have his name taped to his flag. This way, as players make their way through the back nine, they can see where others bit the dust.
If a player finishes all 18 holes before using his total strokes, he should either keep playing until he's out of strokes or stop. Under the first option, the winner is the player who plants his flag farthest on the course. Under the second, the winner is whoever has the most strokes remaining after 18 holes. The reason two-thirds handicap is used, though, is so most people will finish somewhere inside of regulation.
One additional rule: You can't plant a flag past a hole that you haven't completed. In other words, if you're five feet short of a green with one stroke left, you can't blast the ball with your 2-iron onto the next fairway. Also, if the farthest two players both finish on the same green, the winner is the golfer closer to the hole.
A flag tournament is essentially Stroke Play with a handicap, but the twist makes it a little more interesting.
The USGA notes, appropriately, that American flags should never be used as markers.

Flag Tournament (2)
Each player is given a small flag and is allocated a number of strokes equal to par plus 2/3 of his handicap. When the player runs out of strokes he plants his flag where the ball lands. The player that gets the furthest wins.

Four Ball (for 2 teams of 2)
The best score of the team on each hole is the only one that counts. Typically scored by match play with handicap differentials used.

Garbage
"Garbage" is the common term to describe a collection of side bets popular with golfers otherwise playing, for example, Skins, or a Nassau. Some examples:
Arnies - won by scoring par and never once touching the fairway. Also called "Seves".
Barkies - hitting a tree and still making par. Leaves don't count: everyone must hear good, solid wood. The rare "Double Barkie", worth two points, involves hitting two trees and still making par. Also called "Woodies" and "Seves".
Sandies - getting up-and-down from a bunker. Fairway bunkers are included.
Splashies - Making par after hitting into the water (whether the ball was lost or not).
Greenies - Greenies is simply closest to the pin on a par 3. You must make a par or better for it to count.
Sandies - Anytime you are in the sand (except fairway bunkers) you have to get up and down to win. If it's 3 or more you lose.
Calcutta - Calcutta is an auction of players in a tournament. The total pot is the total of the auction take. The payout may be 70% to first and 30% to second or other formula but the payout goes to the owner of the player, not to the player. There are many variations, for instance, sometimes players may buy half of themselves from the winning bidder.

Greenies (Closest to pin)
This game is played between 2-4 players. The player whose tee shot is closest to the pin on par 3s wins a point from the other players. A game option is to only award the point if the player holes out with a par, and if they don't they owe the other golfers a point each.

Lakewood Golf
You can do anything to distract your opponent but touch him or the ball. Originating in Dallas, the game allows screaming, yelling, firing guns - anything to throw the golfer off. One story has it that a legendary hustler named Titanic Thompson could never master the game of golf. His friends took Lakewood to the limit when they drove a golf cart right at Thompson just before he hit his shot.

Low Ball & Total
This is a four player bet: The best ball between the two teams wins one point and the low total of the partners wins another. For example: On the first hole player A had a par-4 and his partner (B) triple-bogey 7, while you and your team mate each record a 5. Player A’s par would win one point and your team total of 10 would best their 11 strokes to secure a point for your team..
Bets can be paid on number of points won for the 18 holes, or like Nassau, the team with the most points at the end of each nine wins a set bet and the team with the most points after 18 holes wins another bet. If the match is based on the handicaps then the equalizing strokes would be given on the appropriate holes and taken into account when those holes are played. The given strokes apply to both low ball and total.

Match Play
Two players play head to head. Total strokes are not important. The object of this game is to win as many holes as possible. The player with the best hole score for each hole wins the hole, any tied holes are thrown out and are not counted. If player A has won 2 holes, it is "2 Up." If Player B wins the next hole, player A is now "1 Up." The player who wins the most holes wins the match. The match ends when one player is ahead by more holes than the number of holes remaining.

Monkey Tournament - For 4-player teams
Each player draws a club out of a hat and must hit with only that club. They alternate shots for 18 holes. This leads to tee shots with sand wedges, 3-woods from the sand, and putting with 9-irons.

Murphy
A player off the green (as wells as off the fringe) may declare a "Murphy", whereby he must get up-and-down to win units from each of the other players.

Name That Score (2 people or 2 teams)
Modeled on the old game show Name That Tune. On each hole one player bids a number of strokes he thinks he can shoot on that hole (say, 5). The other player can accept the bet or bid lower. If the final bidder shoots the bid or lower he wins. If teams, the score to be bid is the combined score of both.
Handicaps may or may not used. If used, the bid is against the net score. One player bids first on odd numbered holes, the other on evens.

Nassau (1)
This is the betting game that most golfers are familiar with. A Nassau is played between two players and divides the round into three separate matches: the front nine, the back nine and the 18-hole total. If two players are playing a $1 Nassau, the player with the lowest points for the front side wins $1, the player with the lowest points for the back side wins $1, and the player with the lowest total points wins $1.

Points are calculated by scoring each hole as a separate match. The player with the lowest score on a hole wins a point. If there is a tie, there is "no blood" and no point is awarded.

Nassau (2)
This game is a three bet wager – front nine, the back nine and the total 18 holes. It is a very common type of wager. A $5 Nassau would be three bets of $5 each. Win the front by one hole you have $5 in your pocket. Lose the back nine by two holes and you lose $5 and the 18-hole total by one hole, thus loosing another $5 and you are down $5 for the day.
The ‘Press’ complicates this simple game. Some say it is insurance taken to protect a person from loosing too much. Most, however, will come to know the press as an to get back money they have already lost.
The press is actually a new bet that is put into play when certain, predetermined agreed upon points are reached. The person or team that is losing has the option to activate the press bet. The press is generally for the same amount as the original bet, but it can be for any agreed amount.
For example: If a press bet is agreed upon on the 15th hole for the last three holes, it would mean that the last three holes are being played for an additional $5.
The most common press is the two-down option. When a team or individual are two down during a match they have the option to invoke the press bet. An automatic two-down press means that every time someone is down two holes a press bet is automatically in play – in addition to all other bets. Good players like two-down automatic press games. They know weaker players have a greater chance of fading under pressure. With automatic presses the pressure builds and by winning the last few holes, the better player will recoup those earlier loses.
If one takes the Straight Nassau and really looks at the mired of press bet options available, the amount of money at stake over a round can be astronomical. Remember those country clubs (particularly in Asia) where substantial sums of money are bet? Their game is the Straight Nassau with numerous automatic press bets that can bury unsuspecting, or novice betting golfer.

Nassau (3)
Before the round, you establish that whoever gets the lowest score on the first nine holes wins $5. You can also win $5 if your 18-hole count is best. The second nine-hole score is worth double, or in this instance $10. This means that you can lose the first nine holes and still come out as the winner by playing well on the second nine. Why the double bet? As a bookie explained to his golfing pal, "The same reason people bet on 10:00 a.m. and 1:00 p.m. football games. To win their money back.

Nassau (4)
Undoubtedly golf’s most popular wagering format, Nassau originated at the Nassau Country Club on Long Island around 1900 (not in the Bahamas, as many believe). Apparently, the club’s team routinely defeated its opponents so easily that a new system of play had to be created. Thus, they decided to award one point for winning the front nine, one point for the back nine, and one point for the match. Today, the “Two Dollar Nassau” now seems as old as golf itself, although we know better.
Play with full handicaps off the lowest handicap.
A modern Nassau is similar to the 1900 version, dividing the wagering into three parts: the front nine, the back nine, and the 18. Teams of two or singles agree on stakes for each segment. Gen­erally, each nine is worth the same amount, and the match is worth either the same or double each nine. (Doubling the back nine but not the match is known as “Four Ways.” Another variation—dou­bling the back nine and tripling the match—is known as “Six Ways.”)
If someone on the first tee asks you, “Five, five, and five?” what he means is, “Would you like to play a Nassau for $5 on the front nine,$5 on the back nine, and another $5 on the 18?” Use the Match Play format.
As play progress­es, if a team falls two holes behind on either the nine or the 18, they may elect to “press” either the remaining nine or 18. Pressing, also known as “rolling the drums,” is, in effect, doubling down. In the case of a $5 Nassau, you’ll be wagering an additional $5 on the remaining holes. (If still on the front nine, players generally press the nine rather than the 18.) The other team is obliged to accept the press. The trailing team isn’t obligated to press, but let’s just say that, where I come from, only complete wusses don’t press. (Note: Players can agree on the first tee to make presses automatic whenever a team is two down.)
Further, if a team is down two holes on a press, the press can be pressed as well, and so on.
When one or more presses come into play, scoring can get complicated. If there are two presses, players are competing for four different matches simultaneously. The scorecard can get messy, so pick someone reliable to keep track of everything. He should mark a “P” or a small dot on the card at each hole where a press was called.

Nassau (5)
This is the most popular gambling game in golf today so you probably already know how it goes. You may want to read on for some possible variations to the basic "Nassau". If you don't know this game, the next time someone says, "2 - 2 - 2", they are referring to a 2 dollar Nassau. A Nassau is really three games in one. The front nine being one, the back nine being the second and the entire 18 being the third. '2 - 2 - 2' would mean (in my circle of friends, anyway) a two dollar wager on the front nine, a two dollar wager on the back nine and a third, two dollar wager on the entire 18. If you are playing with strangers you want to ensure that everyone understands exactly what the wagers are before starting.
Nassaus can be played between two players or teams of two or more players. 'Match Play' is the most popular method for keeping score. Match play means that the score is kept based only on whether holes are won or lost with no consideration given to the winning margin on each hole. Players' net scores (after handicap) are generally used and the most popular format in foursomes is ' Best Ball'. This means that each team's better net score on each hole is used against the opposing team's better score. A team which has won 2 holes and lost 1 hole is said to be "1 up". A team wins one of the three wagers when they are more holes up than there are holes remaining on the 9 or 18.

Nassau (6)
A Nassau is just a bet on the first 9, a bet on the second 9, and a bet on the entire 18 in match play. Handicap differentials, of course, are used.
If one side gets 2 (sometimes 3) holes behind they can "press" the bet - doubling it - on either that side or for the entire 18. The team ahead doesn't have to accept the bet or forfeit as in Backgammon.

Nassau Press (1)
The first variation that a lot of golfers use to add spice to their games is "The Press". Groups that allow "Pressing" give the team that is down on one of the wagers the option of starting a new wager from the time of the press, to the end of the original bet, for the same stakes as the original wager. For example, if a team is 2 holes down on the 7th Tee, they may choose to "Press" the front 9 wager. This means a new wager is started on the 7th Tee for the same amount as the front 9 wager and will also finish on the 9th hole (it will be a 3 hole match). Both matches carry on until the ninth hole is over.
If your group doesn't already allow pressing you should set some guidelines for when pressing will be allowed. Here are some suggestions:
Presses allowed only on the 9th or 18th Tees.
Presses only allowed when a team has already won the original wager.
Presses only allowed when a team is down by at least 2 holes.
Pressing allowed any time a team that is down feels like it. This format requires some strategy as well as some courage.
Some hyper-aggressive groups allow pressing at any time and for any amount a team is losing. This format can result in a serious escalation of the stakes. If you're not familiar with exponential growth you should look it up before you agree to this last format with strangers!!!
Just so you know, there aren't any laws that require you to accept a press if you are ahead in a match but it is a widely held view that anyone who declines a press is 'UN-COOL'!!!

Nassau Press (2)
This is a new bet made during a Nassau match by the side that is losing in an effort to even their money for either the front or back nine holes ("double or nothing"). When a side is two or more points down in the match, they may request a press. The opposition may choose to accept or reject the press - it is usually accepted.
The press bet runs for the remaining holes to be played on either the front or back nine holes only. The amount of the press bet is the same as the original match bet. For example, in a $2 Nassau, presses are for $2.
Some players like to play presses for half the match bet.

Nicklauses (Longest Drive)
This game is played between 2-4 players. A point is awarded for the longest drive. Many variations exist for awarding game points. Some players award a Nicklaus for only 1 par 5 on each side, some for all par 5s, and others for all par 4s and par 5s.

Night Golf
You can actually play at night. There are transparent balls that hold small glow-sticks. These can be seen wonderfully at great distances, under bushes, in tall grass, down gullies, even underwater. The pin is marked with a glow-stick also. It's a great game. There are occasionally night-games at Zionsville, Tomahawk Hills, Walnut Ridge, and at Dakota Landing. If you hear of any we don't know about, PLEASE LET US KNOW!
Pick a par 3 hole and shoot for closest to the pin. Don't use lighted balls. The big trick is to find your ball.

Night Golf
Pick a par 3 hole and shoot for closest to the pin. Don't use lighted balls. The big trick is to find your ball.

Nines
This games is played between 3 players. Nine points are awarded on each hole as follows: the player with the best score earns 5 points; the player with the next best score earns 3 points; and the player with the worst score gets 1 point. If two players tie for the best score, they both get 4 points. If two players tie for the worst score, they both get 2 points. If all three players tie for the low score, they each get 3 points. Totaling the points for all players determines who pays whom, with the low-point-total player paying both the other players based on the point differential. The player with the second highest point total also pays the high-point player based on the point differential.

No Alibis (1)
Instead of using handicaps in the normal fashion, No Alibis players get to shoot a specific number of shots again throughout the round. Essentially a do-over. Usually the number of replays is three-fourths of a player’s handicap. When taking the shot again the golfer must use the second shot regardless of where it ends up. He can’t decide to play the first shot and you can never replay the same shot twice. This game has also been known as “Criers & Whiners” because it’s the ideal game to play with those who tend to say “if I could only have the shot over”. Now they can and this should shut them up.

No Alibis (2)
Instead of using handicaps in the normal fashion, No Alibis players may replay a certain number of shots during the round. Usually, the number of replays is three-fourths of a player's handicap. When replaying, the golfer must use the second shot, regardless of where it goes. He can't decide to play his first ball, and he can't replay the same shot twice.
No Alibis is also known as "Criers & Whiners" because it's the ideal game to play with those prone to such behavior - the sort who always follows rounds with comments like, "if I could just have that one shot back when the wind came up..." This game will shut them up.

No-Club
No-Club is just what it implies; you throw your ball around the course. This will only last a hole or two until arms start giving out.

Out/In/18
This game is played between 2-4 players. The player with the low score on the front 9 (Out) wins a unit bet from each player, the player with the low score on the back 9 (In) wins a unit bet from each player, and the player with the low score for the round (18) wins a unit bet.

Pick Up Sticks
Pick Up Sticks requires some strategy other than just playing good golf. It's also quite entertaining.
For each hole a player loses (play is match play), he may take one club in his opponent's bag out of play. The opponent may reclaim his clubs one at a time, in any order he wants, as he loses holes back. Half-handicaps should be used.
Players should decide before the match whether they can take away putters. Most choose to give the putter immunity, because it's too much of a handicap not to have one. Accomplished players can work around the absence of other clubs by choking up, hitting fades, and so forth, but it's almost comical not to have a putter.
I don't agree, though. You can putt pretty well with a sand wedge or a one- or two-iron. Fuzzy Zoeller once broke his putter in a tantrum, and he was forced to finish his round using a wedge for a putter, since PGA rules prohibit club replacement. And Ben Crenshaw once finished a round by putting with his two-iron.
In any event, assuming the putter gets immunity, what are the best clubs to take from your opponent? Though many golfers immediately pick the driver, it's probably the worst club to select. You'd be doing most players a favor by making them tee off with a three-wood or a two-iron. Obviously, a lot depends on your opponent's strengths and weaknesses, as well as the specific challenges of the holes immediately ahead. In general, the sand wedge is the best club to take away. Many good players use it for nearly every shot inside 100 yards. Also, it's tough to recover from greenside bunkers using any club but a sand wedge. On the other hand, if the player carries a lob wedge, taking his sand wedge won't matter much.
A variation is not to use "stroke" handicaps at all but instead have a club handicap from the start. The suggested method is for the higher-handicapped player to remove one club from his opponent's bag for every two strokes in their handicap differential. So if player A has an eight-handicap, and player B has a 14, player B can remove three clubs from player A's bag. The game then progresses in the same manner described above, with clubs coming in and out of play with won and lost holes.
Pick Up Sticks may seem a silly game, but I highly recommend it for beginners. Many of the golf greats learned to play with incomplete bags. The game forces you to create shots, such as "punch fading" a four-iron to hit it as far as a six, or hitting a "running hook" with a six to send it as far as a four. We all tend to get lazy, carrying specialty clubs for every possible lie (yes, I mean you with the "Divine Nine"), so Pick Up Sticks is a healthy and fun diversion.

Pink Ball
To play Pink Ball, use teams of four. Each foursome has a hideous, bright pink ball that rotates among players. (Of course, the ball can be any color, but the more obnoxious, the better.) Player 1 uses it on the first hole, player 2 on the second, and so on. Take the best two net scores on each hole and add them. Whoever has the pink ball on a given hole must contribute one of the two scores.
One variation: The golfer with the pink ball is automatically disqualified if he loses it. This is perhaps too harsh, so I don't recommend it. Players should have a reason to stay interested, after all.
Another, less harsh, variation: Keep the overall net score for the pink ball separately, and give a prize to the team with the best pink ball score. If a team loses the pink ball, it's out. This makes for considerable camaraderie (and tension) if you're playing on a course with a lot of water.

Putting Green (for 2 or more)
Shoot in turn at a hole on the practice green and award points as follows: Sinking the putt - 2 points. Closest to the hole - 1 pt. Play to a specified number of points or until the foursome two ahead of you tees off on the first hole. Winner of each hole chooses the hole to hit to next.
It's true that putting practice is valuable and most people will bet on anything. Play for a quarter a point just to warm up the wallet for the day's play.

Rabbit (for 3 or 4 people but can be played by 2)
When one person wins a hole he gets to "hold the rabbit". If another player beats him on another hole the rabbit gets freed so it ca be won again on a subsequent hole. Whoever holds the rabbit after 9 holes wins the bet, maybe $5.
If the rabbit holder wins another hole he gets to hold a leg of the rabbit also and he has to be beat once to free the leg and again to free the rabbit. Similarly a person can hold 2 or more legs and have to be beat 3 or more holes to lose the rabbit.
In an alternate method, when you win a leg you win the rabbit permanently. In this version there can be up to 5 rabbits to pay up at the end of (each) 9.

Saddam Hussein
As the name implies, this bet is on one man against the United Nations - meaning three players will play against a banker on each hole. The bet is established before the game starts. Play may be based on scratch or handicap. Best score wins the hole and the net winner of the hole shall be the next Saddam Hussein. In some cases, depending upon all who vote, the best player is chosen to be Saddam throughout the game.
So, the next time you step to the tee and someone asks you, “What are we playing for?” remember this article and suggest a new game before settling on the stakes of the wager. Anyone game for a little 1-1-2 or Multi Frame?

Sandies
This game is played between 2-4 players. A player that has hit into a greenside bunker but still manages to par the hole wins a point from each opponent. A player who has pared a hole, and has been assigned the hole event bunker, earns a point.

Scotch Foursome -a.k.a. Alternative Shot
Scotch Foursomes are the most popular gambling format in Great Britain, where it's simply called a "Foursome."
To play, pairs alternate shots from tee to green until the ball is in the hole, although one player should drive all the even holes and the other the odd. Use one-half of combined handicaps.
You must put some thought into who drives which holes. Do the holes that require a good carry tend to be odd or even? Put your long hitter on those tees. Do the par-threes fall on the odds or evens? Put your target hitter on them.
The Scotch Foursome is an excellent game. It really brings a team together, for better or worse. It's also a fast game, as players tend to walk ahead of their partners in a leapfrog fashion. The popularity of this format is one of the main reasons golf is played faster overseas, where a quick pace is de rigueur. Most players in the U.S. could use a dose of this mentality.

Scramble
In a Scramble, each foursome is a team competing against all other foursomes. Each player in the group drives off the tee, then all four golfers play their second shorts from the best-driven ball. All then play their third shots from the best second ball, and so on. Each player in a foursome must have at least four of their drives used by the group. Don't wait until the end!
Handicaps are not used during play, but they are used to create teams. All players should split into four handicap groups (lowest to highest). Use four hats, and pick a player from each hat to form a team. "A" and "B" players should tee off from the back markers.
A Scramble usually calls for a shotgun start, preceded by lunch or followed by dinner. Seven-or-eight-under is usually the score to beat.

Scruffy
A player hitting an awful tee shot may call a "Scruffy," which lets him bet a unit against all the other players that he can make par (gross). The other players must agree to the bet. A player may call a Scruffy after a good tee shot as well. If it's a difficult hole, his opponents might still be wise to take the bet.

Selected Score (1)
In this game, each golfer plays 36 holes. Each then arrives at a final score by combining the two rounds, selecting the best net score from each of the 18 holes. The winner is the player with the lowest total. This format is usually played with two-thirds or three-fourths handicap. Selected score is a fun, leisurely format to use over a weekend, although I've seen some fanatics pack it all into one day.

Selected Score (2)
In this game, each golfer plays 36 holes. Each then arrives at a final score by combining the two rounds, selecting the best net score from each of the 18 holes. The winner is the player with the lowest total. This format is usually played with two-thirds or three-fourths handicap.
Selected score is a fun, leisurely format to use over a weekend, although I've seen some fanatics pack it all into one day.

Shoot Out
Shoot Out involves 10 players starting as a group. On each hole the worst player drops out, leaving 2 to shoot it out on the 9th hole. If two or more players tie for worst score on the first hole, 2 players drop out on the 2nd hole. If more than 2 tie for worst there, 3 drop out on the 3rd hole. Etc.

Skins (1)
This is the most common bet people play and care must be taken so that you don’t get skinned.
Skins are played within a foursome and the bets are made hole-by-hole. You can vary the amount of money bet on each hole. The lowest score for the hole wins.
If two players tie for the low score then you play ‘Two-tie-all tie’ – which means the bet is carried over to the next hole. If the bet was $10 on the first hole and two people tied for the low score, the next hole is worth $20. The bet is carried over until there is a winner (who takes all) and then you start again at $10 for the next hole.

Skins (2)
The game is simple: each hole is assigned a skin or point. The player who wins the most skins at the end of the round collects the money. You collect a skin by scoring the lowest on each hole. The minimum wager in a skins game is $1 per hole.

Skins (3)
Each hole is worth a set dollar amount (a skin). If a player scores the lowest score for the hole (w/o any ties), he/she wins that amount. If there is a tie for the best score for the hole, the money for that hole is carried over to the next hole. The player with the most money at the end of the round wins.

Skins (4)
Let's play a $1 skin game. Nobody is going to put up $30,000 per hole so we'll keep it simple at a buck. Theoretically, on each hole all 4 of us will put up $1. The person who scored better than everyone else wins the pot ($4) for that hole. That person has to be alone, if there are 2 tied for best the pot rolls over so that the next hole is now for both pots ($8). And so on.
Handicap differentials, of course, come into play but often if there's only 2 people in the game.
Strategy? Play your best on every hole. If you get off the main path you need to take chances to catch up.
According to Lee Trevino, Dallas Skins require the winner of a skin to par (or better) the next whole or forfeit the skin and the money goes back to the pot.

Skins (Match Play)
This game is played between 2-4 players. The player with the lowest score on a hole wins a point (skin) from each player for that hole. If there is a tie for lowest score, no points are awarded. A variation is to play carryovers where the point from a tie is added to the points for the next hole. The carryovers are cumulative as long as there is a tie. For example, if there is a tie on holes 1, 2, and 3, hole 4 is worth 4 points.
Beforehand, the players may agree what to do in the case of a tie on the last hole. There are many forms of tiebreakers, a common one is a putt-off on the practice green.

Skins origin: Fairways and Greens (for 2, 3, 4, or more people)
This is simply a skin game with 2 payoffs per hole.
1) Hitting the fairway with the drive (on par 4's and par 5's).
2) Hitting the green in regulation.
(Richard Doty and I play this for 50˘ whenever we play together, even if we're playing with other people. It makes us focus on hitting the fairway and the regulation part gives one of us cause for celebration once in a while.)
Changing the long drive to just "on the fairway" encourages some reason in shot selection.

Skins Validation
This is a variation of a Skins game where a player does not win a hole unless they at least tie the next hole.

Stableford and British Stableford
Stableford is played between 2-4 players. Players earn or lose points based on their net score on each hole according to the following system: 8 points for a double eagle, 5 for an eagle, 2 for a birdie, 0 for a par, -1 for a bogey, and -3 for a double bogey or worse. The winner is the player with the most points for the round. The other players pay the winner the difference in their point totals from the winner's point total multiplied by the wager amount.
British Stableford is also played between 2-4 players. Players earn points based on their net score on each hole according to the following system: 1 point for a bogey, 2 points for a par, 3 points for a birdie, and 4 points for an eagle. The player with the most points wins the wager amount from each other player.

String
Each player gets a length of string that they can use to improve bad lies. When in a bad lie they cut off the length of string equal to the distance they move the ball. The length of the string may be based on the player's handicap - maybe 6" per stroke.
You can't improve the lie on a green so you can't use 3" to move the ball into the hole.
Strategy? Use it judiciously. A foot to get out from behind a tree, a couple of feet to get out of the sand.

Stroke (Medal Play) (1)
This game is played between two players. The player with the lowest score for the round wins the bet. It is not unusual to play more than one stroke match concurrently. For example, if Mike, Craig, Jim, and Fritz are playing, Mike may have stroke play bets against both Craig and Jim.

One scoring variation:  Stroke Differential - The winning player wins one bet for each stroke by which they beat the opponent. For example, if two players were playing a $1 round and one player shot an 85 and another shot an 81, the player who shot the 81 would win $4 from the other player.

Stroke (Medal Play) (2)
Just add 'em up! Medal Play is the most basic format for golf tournaments. Contestants simply play 18 holes and prizes go to players with the best gross scores and net scores. Use handicaps from 80-100% - preferably on the lower side to prevent sandbagging. Medal Play is the most serious and least forgiving tournament format (no gummies!), so it's often used for club championships.
Low gross: no adjustment for handicap;
Low net: subtract your handicap, low score wins.

Stroke (Medal Play) (3)
Also known as Stroke Play. Medal Play is the most basic format for golf tournaments. Contestants simply play 18 holes and prizes go to players with the best gross scores and net scores. Use handicaps from 80-100% - preferably on the lower side to prevent sandbagging.
Medal Play is the most serious and least forgiving tournament format (no gummies!), so it's often used for club championships.

Team Birdies
This game is played between 4 players. If one or both players on a team shoot a birdie or better and their opponents do not, they win the unit bet from the other team.

Team Greenies (Closest to pin)
This game is played between 4 players. The player whose tee shot is closest to the pin on par 3s wins a point for their team.

Team Nassau
In team Nassau each side consists of two partners. Each player is responsible for paying the amount of the wager to the other side. For example, in a $2 team Nassau, each player on a team pays $2 to the winners of the front, back, and total. There are many variations of how the team score is calculated for a hole, five variations:

Low Ball - The team with the player who has lowest score wins a point.
Low Total - The team with lowest combined score wins a point.
High Ball - The team with the player who has the highest score loses a point.
Low Ball/Low Total - Two points per hole are possible. The team with the player who has the lowest score wins a point and the team with the lowest combined score wins a point.
Low Ball/High Ball - Two points per hole are possible. The team with the player who has lowest score wins a point and the team with the player who has the highest score loses a point.
To create your own interesting variations, play one or more of these five variations at a time. For example, play a Low Total and a High Ball game concurrently.

Team Skins
In team Skins each side consists of two players. Each player is responsible for paying the amount of the wager to the other side. For example, in a $1 team Skins match, each player on a team pays $1 to the other side for each skin lost. Two variations when calculating the team score for a hole:

Low Ball - The team score is the lowest score of the two players.
Low Total - The team score is the sum of the scores of the two players.

Ten Cents-A-Yard
Basically, you play the game for ten cent a yard. If the hole is 300 yard long, the bet is $30. Higher or lower stakes per yard can be established. If you play this game for ten cent a yard, you can lose $550 if the course is 5,500 yards. The bets are made hole-by-hole like in Skins. Best score wins the hole. The two-tie-all tie rule is also in effect. As you win more on long holes, it is important to play well on the par 5s and long hitters have a slight advantage in this game.

Thirty-Two
This is a bet the player can make when he thinks his opponent will three-putt a hole. If he three-putts, then you get two units. If he makes it in two putts, he gets three units. This is the perfect bet when you notice your opponent facing a tough putt or beginning to lose his concentration.

Trouble
Also known as "Disaster". Trouble is a point game in which your actual score isn't relevant, at least not directly. The goal is to collect the least number of "trouble points" possible during a round.
Players shoot for a set amount per point, often a dollar. Thus, a player accumulating three trouble points owes each of his opponents three dollars.
Points are assigned as follows:
out of bounds - 1
water hazard - 1
bunker - 1
three-putt - 1
leaving ball in bunker - 2*
hitting from one bunker to another - 2
four-putt - 3
whiffed ball - 4
*Take an additional two points if you leave the ball in again and so on.
A player can erase all the points accumulated on a given hole by making par. At the end of the round, simply net all the points against each other and settle up.
Trouble is an excellent game for the intermediate player. Often, such players are feeling pretty smug as their handicaps drop, and they need to be taken down a notch or two. Trouble encourages smart golf (again, not to be confused with fun golf) and might just produce some surprisingly low round for all those would-be daredevils out there.

Vegas (1)
First split into two teams. This is played by combining the two net scores by each team to make one two-digit number. For example, if on Team 1, Player A makes a net 5 and his teammate makes a net 6, the scores would be combined (low number first) and their collective score would be 56. If Team 2’s score was 45 (a net 4 and a net 5) then the second team would win the hole by 11 points. If a player makes a net 10 or higher, then the high number goes first. The only other decision will be how much each point will be worth. Keep in mind that if one team was to make two net 4's and the other team makes two net 6's, that would be a difference of 22 points. You might be conservative with your wagering the first time you play this game.
Variations to this game:
If both players on a team fail to make Net Par or better, that team's high score
automatically goes first. You can use Net Bogey or higher if this fits your group better.
If it does, you may want to alter your handicaps!!!

If a player makes birdie or better, the other team's high score automatically goes first.
Fairways & Greens: In this game, players receive one point for each fairway hit in regulation on par 4's and par 5's and one point for each green hit in regulation. This usually equals out to about 24 points up for grabs each round. Points can be awarded every time a player hits a fairway or green or can be carried over if two players hit one at the same time (or if all miss). That is, the entire foursome hits the first fairway, but only one player hits the green, then that player earns two points and the others earn none. Fairways and Greens is great for less-experienced golfers, because unlike most betting games, it encourages intelligent golf. Narrow fairways? Leave the driver in the bag. Other games, such as Skins, encourage risk-taking that isn't always good for the novice. Plus, it is hard to lose a bunch of money!

Vegas (2)
This game is played between four players, two on each team. On each hole a team's score is a two digit number where the ten's digit is the low score of the two golfers, and the one's digit is the high score. The points earned on a hole is the difference between the two team's scores. For example if team A scored a 4 and 5 and team B scored a 5 and 6, team A wins 11 points (56 - 45). A running total of the points is kept and the winners are paid one unit bet for each point won. Warning, the points in this game can add up fast!

Wolf (1)
Also called “Wolfman”, Wolf is a three-player game. The golfer with the middle-distance drive, regard­less of where it lands, is the “wolf.” His opponents are the “hunters.” The wolf must match twice his net score on the hole against the combined net scores of the hunters. If the amount wagered on each hole is a dollar, the wolf puts up two dollars against one each for the hunters. If the wolf wins, he collects two dollars, whereas the hunters get only one each.
On par-three holes, the wolf is the second-closest to the pin after the first shot. If there’s a tie, players decide whether the stakes carry to the next hole. Any amount carried over goes to the next winning “team”, whether it’s the wolf or the hunters. Carryovers make Wolf a more interesting game. Large pots make it advanta­geous to be the wolf, because the wolf doesn’t split the pot. Thus, strategy off the tee becomes impor­tant, and players will jockey to become the wolf. Honor off the tee is established by the net score on the previous hole. Play with full handicaps.

Wolf (2)
Also called "Wolfman", Wolf is a three-player game. The golfer with the middle-distance drive, regardless of where it lands, is the "wolf". His opponents are the "hunters". The wolf must match twice his net score on the hole against the combined net scores of the hunters. If the amount wagered on each hole is a dollar, the wolf puts up two dollars against one each for the hunters. If the wolf wins, he collects two dollars, whereas the hunters get only one each.
On par-three holes, the wolf is the second-closest to the pin after the first shot.
If there's a tie, players decide whether the stakes carry to the next hole. Any amount carried over goes to the next winning "team", whether it's the wolf or the hunters. Carryovers make Wolf a more interesting game. Large pots make it advantageous to be the wolf, because the wolf doesn't split the pot. Thus, strategy off the tee becomes important, and players will jockey to become the wolf.
Honor off the tee is established by the net score on the previous hole. Play with full handicaps.

Wolf (3)
Wolf is a three-player game. The golfer with the middle-distance drive, regardless of where it lands, is the "wolf". His opponents are the "hunters". The wolf must match twice his net score on the hole against the combined net scores of the hunters. If the amount wagered on each hole is a dollar, the wolf puts up two dollars against one each for the hunters. If the wolf wins, he collects two dollars, whereas the hunters get only one each.
On par-three holes, the wolf is the second-closest to the pin after the first shot. If there's a tie, players decide whether the stakes carry to the next hole. Any amount carried over goes to the next winning "team", whether it's the wolf or the hunters. Carryovers make Wolf a more interesting game. Large pots make it advantageous to be the wolf, because the wolf doesn't split the pot. Thus, strategy off the tee becomes important, and players will jockey to become the wolf.
Honor off the tee is established by the net score on the previous hole. Play with full handicaps.

Wolf (4)
This game is played between four players. On each hole one of the players is the wolf. After all players have teed off, the wolf can choose one of the other players as a partner for the hole or they can go it alone. If the wolf picks a partner, it's his team's best ball (lowest individual score) against the other team's best ball with the winners each winning a point. If the wolf decides to go it alone, the points are doubled and the wolf must beat the low score of the other three golfers (note that a "lone wolf" will win or lose 6 points on a hole).
Each player gets a chance to be the wolf 4 times on the first 16 holes. The wolf for hole 17 and 18 is the player with the least points through hole 16. To pick a partner, tap on the game points box, choose the wolf game in the list, and check which player you want as a partner.

Wolf Threesome
This game is played between three players. On each hole one of the players is the wolf. After all players have teed off, the wolf can choose one of the other two players or a bogey score as a partner or they can go it alone. If the wolf picks a partner, it's his team's best ball (lowest individual score) against the other team's best ball with the winners each winning a point. If the wolf decides to go it alone, the points are doubled and the wolf must beat the low score of the other golfers (including the bogey score).
To pick a partner, tap on the game points box, choose the wolf game in the list, and check which player you want as a partner.

Wolfman (for 3 people)
After everyone drives, the 2nd longest shot becomes the "wolf" and the two others the hunter. The wolf's score doubled is compared to the hunters' combined scores for payoff. The wolf puts up $2 to the other guys' $1 each. Handicap differentials are used. In case of a tie the pot carries over to the next hole.
Strategy? You might or might not want to be the wolf. If you get a stroke on this hole because of your handicap you probably want to be the wolf. If there is a carryover the wolf doesn't split the larger pot as the hunters do.