Match play to 3 points, with one twist that changes everything: every time the lead flips, the bet goes up. A seesaw match on a $10 start can be playing for $80 by the turn, and nobody is ever out of it.
Win holes, get to 3, and watch the stake climb every time the match swings.
Low net wins the hole and a point. A tie wins nothing. Strokes go to the higher handicap in each match, off the difference.
There is a single score between the two sides. When the other side wins a hole, your lead drops by a point.
Every time the lead flips, the bet goes up. Double it ($10, $20, $40, $80) or add the starting amount ($10, $20, $30, $40). A cap is optional.
The first side 3 points up wins the bet at whatever it has grown to. A new bet starts on the next hole at the original amount, all square.
Two ways to decide what counts as a flip. Pick one before you tee off.
Hit zero raises the bet every time the match comes back to all square. Up 1, back to even: the bet goes up. It is the favorite of the crew that invented the game, because it means more action.
Cross zero only raises it when the lead actually changes sides. Up 1, back to even, up 1 again: no flip. Up 1, back to even, down 1: one flip.
In the 3-man and 2v2 games a single hole can swing two points, so the score can jump straight from up 1 to down 1. That counts as one flip either way.
1v1. The same match all round, as many bets as you can finish.
3-man. One player goes solo against the other two and plays each of them on every hole: beat both is +2, beat one and tie one is +1, split is 0, and so on. The two opponents share one score as a team, and each of them pays or collects the bet, so the solo wins or loses double. Strokes are match by match: you only get strokes from the player you are playing, never from your own partner. After every bet the next player goes solo, so everybody takes a turn in the box.
2v2. Both balls count: low ball against low ball, high ball against high ball, a point each. Strokes come off the low player of the four. Each loser pays one winner. Partners change after every bet until everyone has partnered everyone.
Whoever is ahead wins the full current bet, even if it is only by one. All square means no money changes hands.
Throw balls, flip tees, whatever your group does. Or let the app pick and rotate it for you. If you would rather choose, you can change the sides for the bet in play right on the score screen.
On a choppy day, yes, which is the point. If your group wants a ceiling, set a cap, or switch from doubling to adding.
An X loses the hole to any number.
The other match game where the stake climbs. In Hammer you choose when to double; in Flip 'Em the match does it for you.
Read the rules →The classic three-bet match. Runs happily alongside Flip 'Em for groups that want both.
Read the rules →FLOG keeps the running score, raises the bet on every flip, rotates the solo and the partners, and settles every bet off the scores you were entering anyway.