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Golf Skins Calculator

Track every hole, handle carryovers automatically, see exactly who wins what.

Players

Skin Value

$
/ skin

Holes & Scoring

Holes
Scoring

How Skins Works

One Skin Per Hole

Each hole is worth one "skin." The player with the lowest score on a hole wins that skin outright. If two or more players tie for the low score, nobody wins.

Carryovers

When a hole is tied, the skin carries to the next hole. That hole is now worth two skins. Ties keep stacking -- a run of ties can make a single hole worth a massive pot.

Winning a Skin

You win a skin by having the outright lowest score on a hole. No ties allowed -- if two players both make birdie, neither wins and the pot carries forward.

The Payout

Multiply each player's skins won by the skin value. Players who win no skins pay into the pot. The pot is distributed to skin winners proportionally.

Carryover Example -- $5/skin

How carryovers stack up
Hole 1
Jake 4, Tom 4, Mike 5, Sara 6 -- Jake & Tom tie
Carries → $10
Hole 2
Jake 5, Tom 5, Mike 5, Sara 4 -- Sara wins outright
Sara wins $10
Hole 3
Jake 4, Tom 5, Mike 3, Sara 5 -- Mike wins outright
Mike wins $5
Hole 4
All four players make par -- 4-way tie
Carries → $10
Hole 5
Jake 3, Tom 4, Mike 4, Sara 4 -- Jake wins outright
Jake wins $10

Skins Strategy: Why the Game Rewards Nerve

Skins is not stroke play. Your total for the round barely matters -- all that counts is beating everyone else outright on a single hole. That one rule changes how you ought to play. To take a skin you have to win the hole on your own; a tie carries the value forward to the next hole and hands nobody a penny. Because a good score only pays when it is also the best score, skins rewards the player with nerve: the one willing to take on the flag when a safe par would earn only a share of the hole.

Picture a short par four with water short of the green. In stroke play you might lay up, wedge on and pocket a tidy four. In skins that same four is often worthless -- someone else makes four too, the hole ties, and your caution earned nothing. When you sense the field will make par, the birdie is the only score that pays, so the aggressive line is frequently the right one. Attack the pin when a par will not win it on its own; play safe only when a steady par or bogey is genuinely likely to be the low number.

How carryovers change late-hole play

Carryovers are where skins gets its teeth. Every tied hole stacks its value onto the next, so a run of halved holes can leave a single green worth five or six skins. Once that pot is fat, the maths tilts hard towards going for it. A driveable green or a makeable eagle putt suddenly carries the weight of several holes at once, and the player who takes the risk while everyone else protects par is the one who walks off with the lot. Late in the round, with only a few holes left and skins still live, the sensible thing is often the bold thing.

One more thing sets skins apart from a friendly fourball: when a skin is live, everybody plays out. There are no gimmes and no "that's good" concessions, because a two-footer you would normally pick up might be the very putt that wins or halves the hole. Everyone holes everything until the skin is decided.

Net Skins, Handicaps & Keeping It Fair

Played on gross scores alone, skins belongs to the best ball-striker in the group -- the lower handicapper who makes the most birdies. That is fine among players of a similar standard, but it drains the tension out of the game when abilities are mixed. Net skins fixes that by giving each player their handicap strokes before scores are compared.

The strokes are allocated by the stroke index printed on the card, where each hole carries a difficulty ranking from 1 (hardest) to 18 (easiest). A player receiving nine shots gets one stroke on the nine holes indexed 1 through 9; a player receiving twenty gets a stroke on every hole plus a second on the two hardest. On a hole where you have a shot, you subtract it from your gross before the hole is judged, so a net three can beat a gross three and a higher handicapper genuinely can win skins -- which is the whole point.

Net skins keeps everyone in it. The scratch player still has to make his birdies count, and the fifteen-handicapper who strings together a couple of steady net pars can lift real money off the group. If you are unsure of the right number to use, sort your handicap out before you tee off rather than arguing about strokes on the green.

Popular Skins Variations & House Rules

Skins has as many local wrinkles as there are clubhouses. Agree which ones you are using before the first tee shot, because sorting it out afterwards never ends well.

Then there is the awkward one: the round ends with skins still carried and the last hole tied. You have three fair options -- split the unclaimed pot equally among everyone, share it only between the players who tied the final hole, or send them back down the 18th for sudden death until someone wins outright. None is more correct than the others; just pick one before you start so nobody feels stitched up at the end.

Settling Up & Etiquette

Skins settles cleanly if you set the terms out loud on the first tee. Fix the skin value -- a fiver a skin is a common friendly stake -- and state plainly whether ties carry over. Agree your validation rule, your handicap allowance if you are playing net, and what happens to any pot left unclaimed at the end. Two minutes of housekeeping before you hit off saves twenty minutes of debate in the car park.

On the course, the golden rule is simple: when a skin is live, hole everything out. No gimmes, no scooping up a tiddler, no conceding a putt to speed things along, because every stroke can decide the hole. Call the result on each green before you walk to the next tee, and keep a running note of who has won what -- or let the calculator above do the tallying for you.

At the end, work out each player's take the easy way: skins won multiplied by the skin value. Square up the difference between what you won and your share of the pot, settle in cash or by whatever app your group uses, and do not be the one who goes quiet when it is time to pay. It is a game for a few quid and a bit of needle, not a mortgage -- win with grace, lose with a shrug, and buy the first round in the bar.

Skins Golf FAQ

If the final hole (or final carried holes) end in a tie, there are two common rules: the pot is split equally among all players, or it carries into a playoff hole. Agree on your house rule before starting -- this calculator shows remaining unclaimed skins in the final results so you can handle them according to your group's rules.
Yes -- net skins is very common when players have different skill levels. Each player's gross score is adjusted by their handicap strokes (allocated by stroke index), and the net scores are compared. Select "Net" scoring in setup and enter each player's handicap. Use our Handicap Index Calculator to find the right number before you play.
Skins works with 2 or more players, but it's most common with 3 or 4. With 2 players, ties are more likely to end the game in a long string of carryovers. With larger groups, the lower probability of an outright winner on each hole makes carryovers exciting. This calculator supports 2, 3, or 4 players.
$5 per skin is the most common casual game. Over 18 holes you'll typically see 8-12 skins won, so the winning player takes home $40-60 at $5/skin. At $10/skin, a carryover situation where 4-5 holes stack can produce a $50 skin on a single hole, which keeps everyone engaged all round.
Yes -- ties always carry regardless of how many skins are already in the pot. If three holes have carried and the fourth also ties, all four skins carry to the fifth hole. The pot just keeps growing until someone wins it outright with the low score.
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