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04 · Skins

Earn it. Carry it.

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.

Players
2–8
Format
Individual
Scored
Per hole
Signature
The carry
Skins mode poster
The carry
How it's played

The carry.

01

One skin per hole

Lowest score on the hole takes it. Gross or net, depending on how your group plays.

02

Ties carry

Two players tied for low and the skin rolls forward. Three quiet holes and the 17th is worth four.

03

Someone takes the pile

Win a loaded hole and you take everything carried. The par three nobody could birdie decides the round.

In the app

4 skins carried.

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.

1
4
The carry
House rules

Your table. Your rules.

Every one of these is a setting in Skins — set once for the group and reused every round.

Gross or net

Straight scores, or handicap-adjusted with the allowance you set.

Carryovers

Carry forward, split the skin, or void it on a tie.

Validation

Optional: win the next hole to validate a carried skin.

Skin value

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.

Golfer finishing a swing at sunset
Join the beta

Play Skins properly.

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