Golf Tutorials

How to Play Wolf with 5 Golfers

By Spencer Lanoue
July 24, 2025

Showing up to the course with five golfers can feel like a logistical hiccup, especially when you want to play a classic game like Wolf, which is built for four. This article cuts straight to the solution. Here you'll find a clear, step-by-step guide on how to adapt Wolf for a five-player group, from setting the order and keeping score to employing winning strategies, so your group can spend less time debating rules and more time competing.

What is 5-Player Wolf? A Quick Refresher

At its heart, Wolf is a game of shifting alliances and strategic risk-taking. In the traditional four-player version, one player (the "Wolf") tees off last on each hole and decides whether to team up with one of the other three players or take them all on alone. The goal is simple: have your team’s best score (low ball) win the hole.

Adapting this for five players is surprisingly simple and adds an interesting new dynamic. Instead of a 2 vs. 2 match or a 1 vs. 3 battle as "Lone Wolf," a standard hole in 5-player Wolf will be a 2 vs. 3 match. It’s the Wolf and their chosen partner against the remaining three players. This creates a fascinating and competitive imbalance where the three-person team has more chances to post a low number, while the two-person team has the advantage of having the Wolf, who is often one of the stronger players. When a player dares to go "Lone Wolf," it becomes a thrilling 1 vs. 4 showdown.

The Setup: Getting Your 5-Player Wolf Game Ready

Before you stick a tee in the ground, a few minutes of planning will make the whole round run smoothly. Everyone needs to be on the same page about the order, the stakes, and the rotation. Here’s how to do it.

1. Determine the Initial Teeing Order

Your first task is to set the playing order for the first hole. This order establishes who the first Wolf is and how the rotation will proceed for the entire round. There are plenty of fair ways to do this:

  • Toss Tees: Have one person grab five tees, conceal them in their hand, and let them drop. The tee that points closest to each player determines their spot, from Player 1 to Player 5.
  • Flip Tees: Designate a tee flipper. Player 1 calls it in the air, and if they're right, they choose their spot in the order. Continue until all five spots are filled.
  • Player Handicaps: You can also set the order from lowest handicap to highest, or vice-versa.

Let's say your group's order for Hole 1 is: Sarah (1), Bob (2), Mike (3), Jane (4), and Chris (5). For the first hole, Chris will be the Wolf.

2. Set the Point Value

Wolf is at its best with something on the line, but it doesn't have to be a lot. Decide on a point value before you start. A $1 per point system is common and easy to manage, but you can use any value that makes the group comfortable, even if it's just bragging rights.

The key is that for a standard matchup (2 vs. 3), the total points "pot" for the hole is 3 points. For a Lone Wolf matchup (1 vs. 4), the pot is 4 points. The winning side splits this pot. We’ll cover the specifics in the scoring section below.

3. Master the 5-Player Rotation

This is the most important part of making 5-player Wolf work fairly. To ensure everyone gets an equal number of chances to be the Wolf, you must rotate the teeing order after *every single hole*. The player who was first on the previous hole moves to the back of the line (becoming the next Wolf), and everyone else moves up one spot.

Here’s how the rotation would look for the firstfive holes using our example group:

  • Hole 1: Sarah, Bob, Mike, Jane, Chris (Wolf)
  • Hole 2: Bob, Mike, Jane, Chris, Sarah (Wolf)
  • Hole 3: Mike, Jane, Chris, Sarah, Bob (Wolf)
  • Hole 4: Jane, Chris, Sarah, Bob, Mike (Wolf)
  • Hole 5: Chris, Sarah, Bob, Mike, Jane (Wolf)

This rotation continues for all 18 holes. While there are 18 holes and 5 players, it won’t divide perfectly. Two players will be Wolf four times, while three players will be Wolf three times. It's the fairest way to distribute the roleover a full round.

How to Play: Hole-by-Hole Gameplay Walkthrough

With the order and stakes set, you’re ready to play. The Wolf always tees off last. Their decision is the central drama of each hole.

Choosing Your Partner

As the Wolf, your job is to watch the other four players hit their tee shots. Stay quiet and observe. Where did their shots end up? A player in the middle of the fairway is a safe bet. A player who hits a monster drive but is in some light rough might be a high-risk, high-reward pick.

After all four players in front of you have hit, you have two choices before you put your own tee in the ground:

  1. Pick a Partner: You can select any one of the four players to be your partner for the hole. Simply announce, "I'm taking Bob." It's now you and Bob vs. Sarah, Mike, and Jane. The pairs are locked in for the hole.
  2. Go Lone Wolf: If you're feeling confident or if all four tee shots were less than stellar, you can announce, "I'm going Lone Wolf." It's now you against the other four.

Choosing a partner is an art. It’s not always about picking the "best" golfer. If a high-handicap player hits a perfect tee shot down the middle, they might be a better choice for that hole than a low-handicap player who just pushed their drive toward the trees. You want the partner who gives you the best chance to win this specific hole.

Keeping Score: A Simple Zero-Sum System

Complex scoring can ruin a good game. The beauty of this system is that the points awarded on each hole always add up to zero, making it easy to track who is up and who is down. All you need is a scorecard or a note on your phone.

Team Win (2 vs. 3 match)

  • Your team's low ball score beats the other team's low ball score.
  • The two winners each get +1.5 points.
  • The three losers each get -1 point.

Example: Wolf Chris partners with Jane. Chris makes a 4 and Jane makes a 5, so their team score is 4. The other three players (Sarah, Bob, Mike) make a 5, 5, and 6, so their best score is 5. Chris and Jane win. Chris gets +1.5 points, Jane gets +1.5 points. Sarah, Bob, and Mike each get -1 point. (Total: 1.5 + 1.5 - 1 - 1 - 1 = 0).

Lone Wolf Win (1 vs. 4 match)

  • The Wolf's score is better than the best score of the other four players.
  • The Wolf wins +4 points.
  • The other four players each get -1 point.

Example: Wolf Sarah declares Lone Wolf and makes a 3. The other four players' best score is a 4. Sarah wins. She gets +4 points for the hole. The other four players each get -1 point. (Total: 4 - 1 - 1 - 1 - 1 = 0).

Lone Wolf Loss (1 vs. 4 match)

  • The Wolf’s score is beaten by or tied by at least one of the other four players.
  • The Wolf loses -4 points.
  • The other four players each get +1 point.

Example Scorecard Tracker

Keeping a running tally is easy with a simple table like this:


| Hole | Player A | Player B | Player C | Player D | Player E | Notes |
|------|----------|----------|----------|----------|----------|--------------------------------|
| Total| 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | |
| 1 | -1.0 | +1.5 | -1.0 | -1.0 | +1.5 | E(Wolf) & B win. |
| Total| -1.0 | +1.5 | -1.0 | -1.0 | +1.5 | |
| 2 | -4.0 | +2.5 | -0.0 | -0.0 | +2.5 | A(Wolf) loses Lone Wolf. |
| Total| -5.0 | +4.0 | -1.0 | -1.0 | +3.0 | |

Practical Tips & Fun House Rules

Now that you grasp the mechanics, here are a few tips to make your game even better.

  • House Rules First: Before you tee off on Hole 1, confirm all the rules. Are you using these point values? Is a tie a loss for the Wolf? Agreeing beforehand prevents arguments later.
  • The "Blind Wolf" Rule: For the ultimate risk-takers, you can add a "Blind Wolf" or "Rambo Wolf" option. This is when the Wolf declares they’re going alone before anyone tees off. Because of the enormous risk, the points are typically doubled. A Blind Wolf win is +8 points for the Wolf and -2 for everyone else. A loss is -8 for the Wolf and +2 for the field. It’s a game-changer.
  • Keep Pace: With five players, you need to be mindful of ready golf. Walk briskly, be prepared to hit when it's your turn, and keep the game moving. The decisions in Wolf are part of the fun, but don't let them grind play to a halt.
  • Embrace the Banter: Wolf is designed for friendly competition and trash talk. When your partner hits a poor shot, let them hear about it (in good fun). When the Wolf makes a risky choice, call them out. It’s all part of the experience that makes the game a classic.

Final Thoughts

Playing Wolf with five golfers isn't complicated, it just requires a solid rotation and a simple scoring system that everyone understands. With these guidelines, you can turn what might have been an awkward "who sits out?" situation into one of the most dynamic and entertaining formats in golf.

These golf games often add a little pressure, and the key to winning a hole often comes down to one or two pivotal shots. For those moments when you're standing over a tough lie in the rough or feeling uncertain about club selection on a critical approach shot, getting a little advice can make all the difference. I built Caddie AI to be that expert second opinion in your pocket, helping you think through your strategy and play with more confidence. It takes the guesswork out of difficult situations so you can commit to your swing, knowing you’ve made a smart choice - especially when points are on the line.

Spencer has been playing golf since he was a kid and has spent a lifetime chasing improvement. With over a decade of experience building successful tech products, he combined his love for golf and startups to create Caddie AI - the world's best AI golf app. Giving everyone an expert level coach in your pocket, available 24/7. His mission is simple: make world-class golf advice accessible to everyone, anytime.

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