Wolf Hammer

Wolf Hammer

An intense game of best ball with strategic team and scoring opportunities.

An intense game of best ball with strategic team and scoring opportunities.

Format

Format

Players

4

Players

4

Players

4

Solo or teams

Solo

Solo or teams

Solo

Solo or teams

Solo

Handicaps

Recommended

Handicaps

Recommended

Handicaps

Recommended

Pace of play

Normal

Pace of play

Normal

Pace of play

Normal

Complexity of rules

Complexity of rules

Complexity of rules

Rules

Scoring

On each hole, players will compete against each other in either 2v2 or 1v3 best ball matchups for points known as Dots. Aside from stroke scoring, dots can be earned by optional side outcomes called Junk. Dots are always given and taken such that the sum of dots on any given hole is always zero. For every one or more winner(s), there is always one or more loser(s).

On the Tee

On each hole, one player is designated as the Wolf. The wolf will always start as the first player and then rotate through to the next player, keeping the same order throughout for the entirely of the game.

On the tee, the Wolf will decide the matchup format for the hole based on their confidence and the confidence they have in the other players in the party to perform well.

In most cases, the wolf will tee last. As each player before the wolf tees (in a set order), the wolf can optionally choose to pick them as their partner should they like their tee shot. However, the wolf will need to be decisive because they will no longer be able to pick them once the next player tees.

Team Actions

If the wolf picks a partner, it’s a 2v2 best ball match worth 2 dots. However, if the wolf decides to not pick any partners, they go Lone Wolf in a 1v3 best ball match worth 4 dots.

If the wolf is feeling extra confident, they can bypass the picking process and choose to tee first and go Blind Lone Wolf. This will result in a 1v3 best ball match for 8 dots each.

As with best ball matches, the player with the lowest score for their team will win dots for everyone on their team. Dots for each hole are always evenly distributed and net zero. If you didn’t win dots, you’re losing them.

Hammer Actions

At any given time, either team can initiate throwing the hammer at the other team. This throwing team automatically 2x the dot value for the hole. The non-throwing team now must make a decision before their next shot:

1. Take the hammer and accept the bet. This team now also holds it to throw back at any time.
2. Drop the hammer and reject the bet, but concede half the current dot value to the throwing team automatically.
3. Boomerang the hammer, by taking it and immediately throwing it back. This will 6x the dot value.

The hammer is eligible to be thrown as long as each team still has one player active and it hasn’t been dropped. The hammer can only be thrown once per team per hole max.

The max dot value to be won/lost on a single hole is 48 per player, plus any junk from optional rules.

Settling Up

At the end of the game, the player(s) with lower dot values can expect to be responsible for holding true to the original terms of the game and squaring up with player who came out looking quite nice.

Good luck and play responsibly!

Rules

Scoring

On each hole, players will compete against each other in either 2v2 or 1v3 best ball matchups for points known as Dots. Aside from stroke scoring, dots can be earned by optional side outcomes called Junk. Dots are always given and taken such that the sum of dots on any given hole is always zero. For every one or more winner(s), there is always one or more loser(s).

On the Tee

On each hole, one player is designated as the Wolf. The wolf will always start as the first player and then rotate through to the next player, keeping the same order throughout for the entirely of the game.

On the tee, the Wolf will decide the matchup format for the hole based on their confidence and the confidence they have in the other players in the party to perform well.

In most cases, the wolf will tee last. As each player before the wolf tees (in a set order), the wolf can optionally choose to pick them as their partner should they like their tee shot. However, the wolf will need to be decisive because they will no longer be able to pick them once the next player tees.

Team Actions

If the wolf picks a partner, it’s a 2v2 best ball match worth 2 dots. However, if the wolf decides to not pick any partners, they go Lone Wolf in a 1v3 best ball match worth 4 dots.

If the wolf is feeling extra confident, they can bypass the picking process and choose to tee first and go Blind Lone Wolf. This will result in a 1v3 best ball match for 8 dots each.

As with best ball matches, the player with the lowest score for their team will win dots for everyone on their team. Dots for each hole are always evenly distributed and net zero. If you didn’t win dots, you’re losing them.

Hammer Actions

At any given time, either team can initiate throwing the hammer at the other team. This throwing team automatically 2x the dot value for the hole. The non-throwing team now must make a decision before their next shot:

1. Take the hammer and accept the bet. This team now also holds it to throw back at any time.
2. Drop the hammer and reject the bet, but concede half the current dot value to the throwing team automatically.
3. Boomerang the hammer, by taking it and immediately throwing it back. This will 6x the dot value.

The hammer is eligible to be thrown as long as each team still has one player active and it hasn’t been dropped. The hammer can only be thrown once per team per hole max.

The max dot value to be won/lost on a single hole is 48 per player, plus any junk from optional rules.

Settling Up

At the end of the game, the player(s) with lower dot values can expect to be responsible for holding true to the original terms of the game and squaring up with player who came out looking quite nice.

Good luck and play responsibly!

Rules

Scoring

On each hole, players will compete against each other in either 2v2 or 1v3 best ball matchups for points known as Dots. Aside from stroke scoring, dots can be earned by optional side outcomes called Junk. Dots are always given and taken such that the sum of dots on any given hole is always zero. For every one or more winner(s), there is always one or more loser(s).

On the Tee

On each hole, one player is designated as the Wolf. The wolf will always start as the first player and then rotate through to the next player, keeping the same order throughout for the entirely of the game.

On the tee, the Wolf will decide the matchup format for the hole based on their confidence and the confidence they have in the other players in the party to perform well.

In most cases, the wolf will tee last. As each player before the wolf tees (in a set order), the wolf can optionally choose to pick them as their partner should they like their tee shot. However, the wolf will need to be decisive because they will no longer be able to pick them once the next player tees.

Team Actions

If the wolf picks a partner, it’s a 2v2 best ball match worth 2 dots. However, if the wolf decides to not pick any partners, they go Lone Wolf in a 1v3 best ball match worth 4 dots.

If the wolf is feeling extra confident, they can bypass the picking process and choose to tee first and go Blind Lone Wolf. This will result in a 1v3 best ball match for 8 dots each.

As with best ball matches, the player with the lowest score for their team will win dots for everyone on their team. Dots for each hole are always evenly distributed and net zero. If you didn’t win dots, you’re losing them.

Hammer Actions

At any given time, either team can initiate throwing the hammer at the other team. This throwing team automatically 2x the dot value for the hole. The non-throwing team now must make a decision before their next shot:

1. Take the hammer and accept the bet. This team now also holds it to throw back at any time.
2. Drop the hammer and reject the bet, but concede half the current dot value to the throwing team automatically.
3. Boomerang the hammer, by taking it and immediately throwing it back. This will 6x the dot value.

The hammer is eligible to be thrown as long as each team still has one player active and it hasn’t been dropped. The hammer can only be thrown once per team per hole max.

The max dot value to be won/lost on a single hole is 48 per player, plus any junk from optional rules.

Settling Up

At the end of the game, the player(s) with lower dot values can expect to be responsible for holding true to the original terms of the game and squaring up with player who came out looking quite nice.

Good luck and play responsibly!

Add-ons

Junk Actions

To elevate the competition even further, the team can decide to optionally add Junk to the mix. Junk items are specific scenarios that happen on a course that reward side dots to any player that meets the junk criteria on the hole. Dots are then awarded to the entire team that player is on. These will need to kept on the side. We know you're smart - please use Google to look up common junk actions since there's a bunch.

Squirrel

This format gives players picked to partner with the wolf an out! Should the wolf pick someone for 2v2 and they feel strongly against the pairing, they can go Squirrel and reject the partnership, effectively hijacking the wolf and becoming Lone Wolf themselves for 4 dots.

Add-ons

Junk Actions

To elevate the competition even further, the team can decide to optionally add Junk to the mix. Junk items are specific scenarios that happen on a course that reward side dots to any player that meets the junk criteria on the hole. Dots are then awarded to the entire team that player is on. These will need to kept on the side. We know you're smart - please use Google to look up common junk actions since there's a bunch.

Squirrel

This format gives players picked to partner with the wolf an out! Should the wolf pick someone for 2v2 and they feel strongly against the pairing, they can go Squirrel and reject the partnership, effectively hijacking the wolf and becoming Lone Wolf themselves for 4 dots.

Add-ons

Junk Actions

To elevate the competition even further, the team can decide to optionally add Junk to the mix. Junk items are specific scenarios that happen on a course that reward side dots to any player that meets the junk criteria on the hole. Dots are then awarded to the entire team that player is on. These will need to kept on the side. We know you're smart - please use Google to look up common junk actions since there's a bunch.

Squirrel

This format gives players picked to partner with the wolf an out! Should the wolf pick someone for 2v2 and they feel strongly against the pairing, they can go Squirrel and reject the partnership, effectively hijacking the wolf and becoming Lone Wolf themselves for 4 dots.

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© Tiger Mind Labs, LLC. 2024

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© Tiger Mind Labs, LLC. 2024

Contact

Terms of Service

Privacy Policy

© Tiger Mind Labs, LLC. 2024

Contact

Terms of Service

Privacy Policy