The BEEZER dollars value of each point.
Enable carryover of bets from tied holes.
Wolf is a hole bet and players round robin at being the Wolf. In each hole, the winning team wins the points value while the losing team loses the points value.
The Wolf tees off first and can choose a partner or play alone. A partner must be chosen before the next player tees off, once a player has teed off they become ineligible.
Solo Wolf, Bet points double. Wolf chooses to go alone after seeing all players' drives.
Lone Wolf, Bet points triple. Wolf chooses to go alone after their drive and before any other player.
Blind Wolf, Bet points quadruple. Wolf chooses to go alone before hitting their drive.
The order of play is determined before the first hole, and you can choose the order when setting the game. To win a hole, the Wolf and partner must beat the other team; if playing alone, the Wolf must have the lowest score of the group.
The final winnings or losses of each player will be the differential in points between the players times the Point Value.
When there are four players, the Wolf will continue to rotate until hole 17 and 18, where the Wolf will be the player with the least amount of points.
If there is a tie, there is a random pick of the Wolf. With five players, the same process starts at hole 16. If carryover is enabled and there is no winner in a hole, the points are increased by the point value for the next hole.
Hammers and Presses double the bet, and hammers can be hammered back, allowing for multiple hammers in a hole. A team can hammer the bet after any shot during a hole.
2X bets on Birdies and 4X bets on Eagles add to drama in Wolf by doubling and quadrupling bets.