LEDGEROCK
Wolf
WOLF
LedgeRock Wolf
Rule Sheet
Home
Objective

Accumulate the most dollars by selecting successful partners or playing strategically against them during each hole.

Number of Players

Wolf is typically played with four players, but it can be played with five players.

Tee-Off Order
  • Determining the order of play can be done by flipping a tee or any other agreed-upon method.
  • After each hole, the Wolf position rotates to the next player in the predetermined order until everyone has been Wolf.
  • After everyone has gone, a new order will be created by flipping a tee or any other agreed-upon method.
  • 4 players → play 4 holes then Re-Flip. 5 players → play 5 holes.
Rotation Example
  • Hole 1: Player 1 is Wolf → Players 2, 3, 4 follow
  • Hole 2: Player 2 is Wolf → Players 3, 4, 1 follow
  • Hole 3: Player 3 is Wolf → Players 4, 1, 2 follow
Playing Wolf
Teeing Off
  • The Wolf tees off first. Other players tee off in the predetermined order.
  • Players follow the order for 4 or 5 holes before selecting a new order.
  • If a player goes out of order, the other players are each awarded $1. The out-of-order player does not re-tee — the Wolf may take the player out of turn.
Lone Wolf
  • After hitting their tee shot, the Wolf may call "Lone Wolf" before any other player hits — choosing to play 1 vs. 3 (or 1 vs. 4) alone.
  • Going Lone Wolf doubles the hole value.
  • If the Lone Wolf ties the hole, they receive $2.
  • If the Wolf does not call Lone Wolf, they wait to watch the other players hit before choosing a partner.
Partner Selection
  • After each player hits, the Wolf can pick them as a partner or pass. Once passed, a player cannot be chosen.
  • If the Wolf passes on all players, they play alone — but the hole value is NOT doubled and a tie does NOT pay $2.
  • Teams are set before leaving the tee. From there, it is better ball of partners to win the hole.
Rejection Option
  • If the Wolf selects a partner and that player does not want to team up, they may "Reject" the Wolf and play alone (1 vs. 3 or 1 vs. 4) — similar to going Lone Wolf.
  • If the player who rejected ties the best score, they receive $2.
Hole Resolution

Each hole is an individual match using Net Better Ball of Partners format.

  • The player or team with the lowest net score wins the hole and earns the designated dollar amount.
  • If the Wolf chose a partner and they win, both receive the hole's dollar amount.
  • If the Wolf (or a rejecting player) goes alone and wins, they receive double the hole's dollar amount and the other players each lose that amount.
Example: Hole worth $3 → Lone Wolf or Rejection win = $6 earned/lost
Carryovers
  • If a hole is tied, the dollar value carries over to the next hole. Birdies and Lone Wolf/Rejections do NOT carry over.
  • Holes 1–15 are worth $3. Holes 16–18 are worth $4, $5, and $6 respectively.
Example: Hole 1 tied → Hole 2 is worth $6 ($3 carried + $3 base)
Bonus Winnings
  • Going Lone Wolf or Rejecting the Wolf doubles the hole value.
Score Bonuses (multiply hole value)
  • Birdie — doubles the hole value
  • Eagle — triples the hole value
  • Double Eagle or Ace — quadruples the hole value
  • All ties carry over — accumulated value is awarded to the winner of the next hole.
Lightning Round
  • 4 players → last 2 holes are Lightning Round. 5 players → last 3 holes.
  • The player with the fewest dollars at that time is the Wolf for the hole.
  • The Wolf tees off first, chooses the order of players, then makes their partner selection.
Junk

Junk is a separate $1 tally paid out for the following achievements:

Birdies
  • Birdie = $1
  • Eagle = $2
  • Double Eagle / Ace = $3
CP — Closest to Pin (Par 3)
  • Must make par or better to earn $1.
  • If par is not made → Russian Reversal: the other 3 or 4 players each receive $1.
  • If no successful CP, it carries over to the next Par 3.
Proxy — Closest to Pin on 3rd Shot (Par 5)
  • Must make par or better to earn $1.
  • If par is not made → Russian Reversal: the other players each receive $1.
  • If no successful Proxy, it carries over to the next Par 5.
Sandy — Par from a Bunker
  • Making par after being in a bunker at any point on the hole = $1.
  • In a bunker twice on the same hole and make par = Double Sandy = $2.
Scoring & Payouts

At the end of the round, dollars are tallied. The difference between your total and each other player's total determines what you owe or are owed.

Example

John $20 · Steve $18 · Mike $15 · Brad $10

  • Brad owes: Mike $5, Steve $8, John $10
  • Mike owes: Steve $3, John $5
  • Steve owes: John $2