What Is a Skins Game?
A skins game assigns a value — called a "skin" — to each hole. The player with the outright lowest score on a hole wins the skin. If two or more players tie for the low score, nobody wins and the skin carries over to the next hole.
The basic rules:
- 1. Each hole starts with 1 skin.
- 2. The player with the lowest score wins the skin for that hole.
- 3. If players tie for the lowest score, the skin carries over — the next hole is now worth 2 skins.
- 4. Carry-overs continue to stack. A string of ties can make one hole worth 4-5+ skins.
- 5. At the end of 18 holes, total skins won determines the payout.
Why skins are exciting: Unlike stroke play where one bad hole can ruin your round, every hole in a skins game is a fresh start. A player who's been quiet for 10 holes can win a big carry-over and change the entire outcome.
How Skins Scoring Works
Here's an example of how skins accumulate across a round:
After 6 holes: Player A leads with 3 skins, Player C has 2, Player B has 1, and 12 skins remain for holes 7-18. The drama builds as the round progresses.
Gross vs Net Skins
Gross Skins
Compare raw scores. The player who actually shoots the lowest number wins. No handicap adjustment. Best for groups of similar skill levels.
Net Skins
Apply handicap strokes per the WHS stroke allocation for each hole. A 20-handicapper getting a stroke on a hard hole can beat a scratch player's par with a bogey. Levels the playing field.
Which should you use?
Tournament skins: Run both gross and net as separate pots. This gives low-handicappers a fair fight in gross while keeping higher-handicappers competitive in net.
Casual skins: If the group has a wide handicap range (10+ strokes), use net. If everyone is within 5 strokes, gross is simpler and more fun.
Carry-Over Explained
The carry-over is what makes skins electric. When a hole is tied, the skin isn't lost — it rolls forward and stacks on top of the next hole's skin.
Common carry-over rules:
Standard carry-over: Tied skins roll to the next hole. If hole 18 is tied, skins carry to a sudden-death playoff (or are split among tied players).
Last hole validation: If no one wins the final hole, unclaimed skins go to a closest-to-the-pin contest on a designated par-3 or are divided equally.
No carry-over (variant): Each hole is independent. Ties mean nobody wins that hole's skin. Simpler but less dramatic. Not recommended for tournaments.
Skins Game Strategy
Play aggressively on carry-over holes
When multiple skins are on the line, par usually won't win. Go for birdie. The risk is worth it when 3-4 skins are stacked up.
Par is enough on fresh holes
On holes worth just 1 skin, play smart. A steady par often wins when others make mistakes. Save the aggressive plays for big carry-overs.
Know the stroke allocation
In net skins, understand where you give and receive strokes. Getting a stroke on a tough par-4 means your bogey counts as a net par.
Putt to win, not to tie
In stroke play, lagging close for a safe two-putt is smart. In skins, you need to make it. Be aggressive on the green.
Close out early if you can
If you're leading in skins with a few holes left, play conservatively. Other players need to take risks to catch up — let them make mistakes.
How to Run a Skins Game in a Tournament
Adding a skins game to your tournament is easy and generates excitement (and additional revenue if using a buy-in).
Setup steps:
- 1. Set a buy-in: $10-$50 per player is typical. The total goes into the skins pot.
- 2. Choose gross, net, or both: For tournaments, running both pots gives everyone a chance. Split the buy-in 50/50 between gross and net.
- 3. Decide on divisions: Run skins per division so players compete against others at their level.
- 4. Let the software handle it: As scores come in hole-by-hole, Cleek automatically tracks wins, carry-overs, and calculates payouts. No spreadsheet required.
- 5. Announce results: The financial summary shows the skins breakdown alongside prizes and entry fees.
Cross-Course Skins
Skins don't have to be played on the same course or at the same time. Cross-course skins let players compete from different courses on different days — perfect for groups that can't always play together.
Gross (Cross-Course)
Scores are compared relative to par. A birdie at a hard mountain course and a birdie at a flat muni are both -1 — so they tie. This makes Gross skins fair across courses of different difficulty.
Net (Cross-Course)
Handicap strokes are allocated using each course's specific slope, rating, and stroke index. A 15-handicapper playing a tough course gets more strokes than at an easy one — the math adjusts automatically.
On Cleek, cross-course skins are calculated automatically as scores come in. No spreadsheets, no manual par adjustments — just start a game, invite your friends, and play whenever works for each of you.
Skins Game Variations
Validation Skins
A player must make par or better to win a skin. Bogey or worse cannot claim a skin even with the lowest score. This rewards good play and prevents "winning" with a double bogey when everyone else makes triple.
Best for: Competitive club events
Reverse Skins
The highest score on a hole wins the skin instead of the lowest. Players try to avoid winning. The player with the fewest skins at the end wins the pot. A humorous variation.
Best for: Fun events, bachelor parties
Team Skins
Two-person teams compete. The team's best ball (lower score) is used for each hole. Carry-over rules apply the same way. Works well for couple's tournaments.
Best for: Team events, couples tournaments
Progressive Skins
Each hole is worth progressively more. Hole 1 is worth $1, hole 2 is $2, and so on. Hole 18 is worth $18 (plus any carry-over). Back-nine holes are naturally more valuable.
Best for: Casual groups, higher-stakes games
