Set up your group, track every hole, see who owes what.
18 holes complete
Wolf rotates each hole. On hole 1, Player 1 is Wolf. Hole 2 is Player 2, and so on. On hole 17, the current leader can choose to be Wolf for holes 17 and 18.
After each tee shot, the Wolf decides whether to take that player as a partner or pass. The decision must be made immediately -- before the next player hits.
The Wolf can choose to go it alone against all three opponents -- before any tee shots are hit, or after all three. Points are doubled if the Lone Wolf wins.
The team with the lowest best-ball score wins the hole. If tied, the hole is halved and no points change hands. Net scoring with handicaps is common in casual play.
| Scenario | Wolf & Partner Win | Opponents Win |
|---|---|---|
| Wolf picks partner -- Wolf's team wins | +1 each (Wolf + partner) | −1 each |
| Wolf picks partner -- Opponents win | −1 each | +1 each |
| Lone Wolf wins (called before tee shots) | +4 (Wolf only) | −1 each (x3 opponents) |
| Lone Wolf wins (called after tee shots) | +2 (Wolf only) | −1 each (x3 opponents) |
| Lone Wolf loses | −2 (Wolf only) | +2 each (x3 opponents) -- or varies by house rules |
| Tie / halved hole | No points change | No points change |
On every hole the Wolf tees off last, and that is the whole engine of the game. Because you hit after the other three, you get to watch all three tee shots before you commit — but you must decide on each player in the order they played. The first to tee off is the first you can take or turn down; if you pass, that offer is gone and you move on to the next. Reading your position in that rotation is most of the skill in Wolf.
The tempo of the decision is strict: you choose after each tee shot and before the next player hits. So if the opener stripes one down the middle, you can snap them up on the spot — but you forfeit the chance to pair with whoever might hit it closer. Pass on a good drive and you are betting a better one is still coming; pass on all three and you are left with the last player by default, or forced to go it alone.
Take a partner when the tee shots are unremarkable and you simply want a steady two-against-two. Go Lone Wolf when either someone has stuffed it close and you would rather beat them outright for double than let them carry you, or when you are behind and need to claw points back quickly. Lone Wolf is you against all three, and one of you must post the best score on the hole — it pays double, but you are outnumbered three to one.
Blind Wolf, also called Double Wolf, goes further still: you declare it before anyone tees off, your own drive included, for quadruple stakes. Keep it in your pocket for the holes that favour you — a short par 3, or a driveable hole where one good swing settles things — and for when you are chasing a deficit late. Above all, play the standings and not just the hole in front of you. If you are comfortably ahead with two to play, take the safe partner; if you are down, this is when howling alone earns its keep. The last-hole rotation can also hand the Wolf role to the leader on 17 and 18, so a player out in front may be forced to defend rather than attack.
Wolf has more house rules than almost any golf game, so the only version that matters is the one your group agrees on the first tee. These are the common ones worth knowing before you start.
Lone Wolf values vary the most. The usual arrangement is that a Lone Wolf who wins after watching the tee shots takes two points off each opponent, while declaring blind — before any shots — pays four. Some groups keep it simpler at one point either way and lean on the multipliers only for the blind call. Blind Wolf and Double Wolf are just names for that same pre-tee declaration at the higher stake.
A “Pig” or “Crazy Wolf” rule is a swing some groups add for the back-markers: a player who is losing badly can declare themselves the Pig on their own tee and play Lone Wolf against the field, a way to gamble their way level. Rotation housekeeping matters too, because with four players the Wolf order only divides evenly over sixteen holes. A common fix is to let the overall leader be Wolf on 17 and 18, a small handicap on the front-runner; others simply carry the rotation round again and let it fall where it falls. Decide this before you tee off so nobody argues on the 16th green.
Finally, fix your points-to-money rate up front. At a pound a point a full round usually leaves the winner somewhere between five and fifteen points to the good, and it is the blind Lone Wolf swings that make the pennies add up in a hurry. Pick a stake everyone is happy to lose.
Sort three things on the first tee before anyone swings: the value of a point, whether you are playing gross or net off handicap, and exactly when the Wolf has to declare. The timing is the one to state out loud, because it is where arguments start. The standard is that the Wolf decides on each player after that player has teed off and before the next player hits — once the following player has struck, the previous offer is dead. If your group would rather let the Wolf wait and choose only after all three have hit, that is perfectly fine, but say so up front, because it makes for a very different game.
At the end, totting up is easy. Each player carries a running points total, plus or minus; multiply that total by the agreed rate and you have what they win or owe. The points always net to zero across the group, so the money does too — the luckiest and the unluckiest settle the difference between them. Keep it light: Wolf lives or dies on nerve, and half the fun is the ribbing when a blind call comes off, so pay up cheerfully.
Say four of you are playing at a pound a point. Here is how three holes can turn a match on its head: