(Lone) Wolf

Posted February 19, 2001

Version 1

The Preparation: The game works on a rotation so you need to decide a throwing order. How you decide the order is up to you. Once you have completed that you then need to decide how many holes you are going to play. The number of people playing has to be divided evenly by the number of holes. If you have 3 or 6 players then you can play 18. Any other number you will have to play less or more holes. Example: if you have 4 players, then you will have to play 16 or 20 holes to make sure that everyone has been through the rotation. (My suggestion for playing more or less holes is this: if you choose to play less holes then just start playing the first couple of holes individually to kind of get warmed up then start the game on the appropriate hole so you will finish the game on #18. If you are planning on playing more holes, which 20 will be the most you will have to play, then start the 19th hole on #10 then go back over to #18, this of course only applies to people playing at George Ward, anywhere else use your best judgment)

The Game: You will start in the numeric order that you decided on earlier. The first player makes his shot, he then has the option to go Wolf , which means he will play his shot alone, or to go shopping. If he chooses to shop then he has the option of choosing any of the other players as his partner once the other player has thrown. So if the next person throws and his shot is better than the first player's then he can choose him as his partner. If the next player shot is not as good then he can still choose him as a partner or continue to shop. If the first player has not chosen a partner by the time the last player has thrown, the last player will automatically be his partner on that hole. So now you and your chosen partner are playing against everyone else. Which gets pretty interesting if you have a large group, such as 6, because it will be 2 against 4. Once you have a partner you can choose which of the two shots you want to play from. The other players who were not chosen then choose the best shot between them and they will all play from there. The next hole begins with the number 2 player throwing first and now the number one player throwing last, so now player 2 has the option of going Wolf or go shopping. The next hole player 3 starts and so forth and so on. The game is best played as a skins games. Meaning you decide how much you want to play per hole such as .25 cents. If both teams tie a hole then the next hole is worth .50 cents and so forth and so on. Try to have a scorecard when playing so you can keep track of who won the skin or skins. Scorecards should be available at the bulletin board on hole one or you can make a copy of one that we have on our site, just go to "courses" from the spinning menu on the top left corner.

Version 2

Follow the same guide lines in the Preparation of Version I. The difference in this game is that the person choosing a partner or going Lone Wolf throws last, so if he has not chosen a partner by the time it is his turn to throw then he becomes his own partner and the bet has now doubled. So if the hole was worth 25 cents and he looses, then he owes everyone 50 cents, but on the contrary if he wins the hole then everyone pays him 50 cents. If everyone ties, well I will leave it up to you how you want to decide that, you can either add 25 cents to the next hole making it 75 cents or just keep the next hole at 50 cents since the original cost of the hole was only 25 cents. That will just have to be a group decision. The stakes get a little higher in this version, but that also makes this version a little more interesting.

I hope that you will enjoy playing either or both of these versions of the game Wolf.