Every hole is its own contest. Lowest score takes the skin. Tie it and nobody does — the skin carries into the next hole, and the one after that.

Lowest score on the hole takes it. Gross or net, depending on how your group plays.
Two players tied for low and the skin rolls forward. Three quiet holes and the 17th is worth four.
Win a loaded hole and you take everything carried. The par three nobody could birdie decides the round.
The carryover is the whole game and the thing groups always lose track of. Still You shows what the next hole is worth before anyone tees off, and keeps the ledger of who took what.
Every one of these is a setting in Skins — set once for the group and reused every round.
Straight scores, or handicap-adjusted with the allowance you set.
Carry forward, split the skin, or void it on a tie.
Optional: win the next hole to validate a carried skin.
Points or currency, flat or escalating on the back nine.
Eighteen small contests instead of one big one. The pressure arrives on the holes nobody expected.

Beta groups get all six modes from day one. Four to a group — bring your regulars.