How to play Skins — golf skins game rules and carryovers
Any group
Skins is the game everybody knows: every hole is worth something, and you have to win it OUTRIGHT. Tie the hole and the skin carries — which is how a quiet $2 game ends with someone’s hands shaking over a five-footer worth five skins on the 17th.
The rules
Each hole is worth one skin. Lowest score alone wins it; any tie for low carries the skin forward, so the next hole is worth two, then three…
Play it gross for blood, or net so everyone’s dangerous. Value each skin at whatever the group agrees — the winner of a hole collects that value from every other player, times the skins carried.
Validation (the argument-starter)
Some groups play that a carried pot must be "validated" — the winner has to tie or better on the next hole to keep it. Most casual games skip it. Agree before the first tee, not on the 14th.
How Swilkin runs it
Swilkin scores skins with carries automatically — gross or net — and can run a skins pot ON TOP of your main match from the same scorecard. The settle screen shows exactly which holes paid, who won each one and what it was worth after carries — and who owes what, to the penny.
Play Skins this weekend
One scorecard, every bet settled to the penny — free for golfers.
Start playing — it’s free