Every hole has a prize. Ties make the next one bigger.

Nothing focuses a group like standing on a tee that is worth four holes.
How it works
Worked example
Three holes, one tie, and the pot doubles.
| Hole 1 — Phil 4, Bitzi 5, Thierry 5, Nico 6 | Phil wins 1 skin |
|---|---|
| Hole 2 — Phil 4, Bitzi 4, Thierry 5, Nico 6 | Tied. Nobody wins. |
| Hole 3 is now worth | 2 skins |
| Hole 3 — Thierry is lowest | Thierry wins 2 skins |
Result
Phil 1 · Thierry 2 · Bitzi 0 · Nico 0
See it
Hole 1
1
skin
Phil wins
Hole 2
1
skin
Tied — carries
Hole 3
2
skins
Thierry wins 2
Tie a hole and nobody wins it. The skin rolls forward, so the next tee is worth double.
Adjustable rules
What one skin is worth. Every hole starts at this.
Carry it forward (the classic), no carry, or split the skin.
Later holes are automatically worth more, so the round builds.
Give any individual hole its own value.
A skin is only yours once you tie or win the following hole.
Split the remaining pot, void it, or carry to a play-off.
Net or gross. Skins is usually played off full handicap or off the low player.
Why use the app
Vocabulary
FAQ
Nobody wins it. By default the skin carries into the next hole, which is then worth two. You can also set the app to drop the skin entirely, or to split it between the tied players.
Two to four. It works with any of those, though carries happen more often with more players, which is exactly what makes a four-ball game fun.
A rule that makes later holes worth more automatically — one skin on holes 1–6, two on 7–12, three on 13–17 and five on the 18th by default. It keeps the whole round live even if someone runs away with the front nine.
No. The app counts points, and an optional point value is there only if your group wants one. Leave it off and Skins is just a scoreboard.
Yes. Any hole can be given its own skin value before the round — a five-skin 18th, a double-value island green, whatever your group already does.
The app explains it to whoever needs it and keeps the score for everybody.