Refrescante picante de Casamigas
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How to use this guide
Pick one primary game for the whole round and add one micro-game for spice (par-3s, sand saves, etc.). Keep stakes tiny. If money makes it weird, play for push-ups, post-round drinks, or “cart DJ” duty.
1) Wolf (Nice-Guy Edition)
Works best for: 3 players, mixed skill levels
How it works: Rotate a “Wolf.” After everyone tees off, the Wolf can either pick a partner or go solo against the other two. Score the hole as match play (1 point per hole).
Why it’s fun: Decisions + drama with zero math degree required.
Friendly stake: 1 point = $1. Bonus: solo Wolf win = 2 points.
2) Skins (Chill Mode)
Works best for: 3–4 players
How it works: Lowest unique score on a hole wins that “skin.” If tied, it carries to the next hole.
Why it’s fun: Every hole is a fresh start; late surges matter.
Friendly stake: $0.50–$1 per skin.
3) Bingo Bango Bongo
Works best for: Any group, any course
How it works: 3 points per hole: Bingo = first on the green, Bango = closest to the pin once everyone’s on, Bongo = first to hole out.
Why it’s fun: Rewards position and pace, not just low scores.
Friendly stake: $0.25–$0.50 per point or just tally for bragging rights.
4) Sixes (a.k.a. Hollywood or Round Robin)
Works best for: 4 players
How it works: Partners change every 6 holes: 1–6, 7–12, 13–18. Play best ball or scramble per pair.
Why it’s fun: You’re teammates with everyone at some point—built-in diplomacy.
Friendly stake: $2 per six.
5) Snake (The 3‑Putt Tax)
Works best for: 3–4 players
How it works: The first player to 3‑putt becomes the Snake. If someone else 3‑putts later, the Snake passes to them. Whoever holds the Snake on 18 owes the pot.
Why it’s fun: Pressure without spreadsheets.
Friendly stake: $1 in the jar each time the Snake changes hands.
6) Greenies / Sandies / Arnies (Micro-Bounties)
Works best for: Groups that like tiny wins
How it works: Side badges: Greenie = par-3 GIR + 2‑putt, Sandy = up‑and‑down from a bunker, Arnie = par without hitting a fairway in regulation.
Why it’s fun: Bonus points for scrappiness.
Friendly stake: $0.50 each badge.
7) Vegas (Friendlier Variant)
Works best for: 4 players, two teams
How it works: Team score is a combo number (lower score first). Example: a 4 and a 5 = 45. Lower team total wins the hole. Friendlier rule: caps blowups (max double bogey counts as a 7).
Why it’s fun: Momentum swings; still easy math.
Friendly stake: $2 per nine.
8) Par-3 Darts (Closest Wins)
Works best for: Any group
How it works: On every par-3, closest to the pin wins the hole. If nobody hits the green, rollover to the next par-3.
Why it’s fun: Pure drama for one swing.
Friendly stake: $1 per par-3 or winner chooses the playlist.
9) Nassau (3 Matches in One)
Works best for: Any group, best with teams
How it works: You’re playing Front 9, Back 9, and Total as separate bets. Use match play scoring.
Why it’s fun: You’re never out of it—three ways to snatch a W.
Friendly stake: $2/$2/$2.
10) Odd vs. Even (Switch Partners)
Works best for: 4 players
How it works: Team A vs. Team B on odd holes, then switch partners on evens.
Why it’s fun: Fresh chemistry every other tee box.
Friendly stake: $1 per hole won (presses not allowed—friendship clause).
11) 3‑Club Challenge (One Hole Only)
Works best for: Any group
How it works: Everyone picks three clubs (include putter or don’t—chaos encouraged) for one designated hole.
Why it’s fun: Creativity > muscle. Great for a slow group ahead.
Friendly stake: Winner assigns a harmless dare.
12) Alternate Shot Par‑3s
Works best for: 4 players, two teams
How it works: On each par‑3, teams play alternate shot from tee to hole.
Why it’s fun: Quick, collaborative, and comedy-prone.
Friendly stake: $1 per par‑3.
13) Scramble Lightning Round (Holes 16–18)
Works best for: 4 players, two teams
How it works: Last three holes switch to 2‑man scramble to finish with a flurry.
Why it’s fun: Big swings late; everyone gets hero moments.
Friendly stake: Winner takes the photo holding the flag (IG or it didn’t happen).
Friendly-stakes menu (pick one)
- Cash-light: $5 cap per player; loser buys range balls.
- Social: Loser posts “Thanks to my short game coach @DeadBogeys” on IG.
- Fitness: 10 push-ups per lost hole (max 30, calm down Captain CrossFit).
- Clubhouse: Winner picks post-round beverage.
Pro tips to keep it friendly
- Set caps (max double bogey, $5 pot) before you tee off.
- No mid-round rule changes. Save experiments for next time.
- Rotate honors so no one eats pressure all day.
- Tie = high five. Let some holes be vibes-only.
- Tie = high five. Let some holes be vibes-only.
Quick FAQ
Do these work for mixed handicaps? Yes. Use net where helpful or give 1 stroke to the higher-handicap on the three hardest holes.
Can we play two games at once? Yes—pair a primary (e.g., Skins) with a micro (e.g., Greenies).
What if someone hates money bets? Play for chores, cart DJ, or zero stakes and just keep a tally.
Light product plug (because, hats)

If you’re hosting the side games, you’re the commissioner—dress like it. Check the Back 9 Burial and Day‑of‑the‑Dead lids in our shop. (Sweat-resilient, photo-ready, trash-talk compatible.)