A 2v2 points game where every hole is worth six — and where a twist, a re-twist, and a sweep can turn one par 4 into forty-eight.
Scotch is a four-player, two-on-two betting game where each hole is worth a fixed pot of points. Instead of one winner per hole, the points get carved up between the teams across a few different categories — best individual score, best combined score, birdies, and who stuck it closest.
You'll hear it called a lot of different things depending on where you play and who taught you. GolfApp lists it as Chicago / Scotch. Six-point is the most common version, and it's the one described here.
What makes Scotch different from Skins or a Nassau is that a bad hole isn't automatically a total loss. You can chunk one into the water, watch your partner save low total, and still walk off the green with points. It keeps four players engaged on every hole, right through the back nine.
Every hole, these four categories are up for grabs. Win them all and you take all six.
The better individual score on each team. Lowest single score takes it.
Both partners' scores added together. Lowest combined total takes it.
Anyone on the team makes birdie.
Closest to the hole in regulation — nearest ball on the green in regulation figures.
Points only move when somebody wins them outright. Tie the low ball and that point sits there. Nobody makes birdie, that point goes unclaimed. Tie everything and the hole is no blood — six points on the table, zero awarded, on to the next tee.
Take every available point on a hole and you've swept it — some groups call it an umbrella. A sweep doubles the hole on top of whatever it was already worth. Six points becomes twelve, just for leaving nothing behind.
Forget traditional honors. In Scotch, the team that's ahead hits first — every hole, all day.
It's a small rule that does a lot of work. Nobody has to ask where the match stands, because you can read it off the tee box. And there's no hiding from it: when you've lost the lead, you find out in front of everyone.
More importantly, it's not etiquette — it's the betting structure. The order of play is what creates the window to double the hole.
Here's where Scotch earns its reputation.
The team that's losing can call a twist, and every point on that hole doubles. Six points becomes twelve. It's the comeback mechanism — a way to claw back a match that's gotten away from you without needing to win six holes in a row.
If your group calls this a press, you're playing the same thing. The name changes from foursome to foursome; the mechanic doesn't.
But a twist doubles the hole for whoever wins the points. Not just for the team that called it. That's the whole gamble.
The timing is the entire game, and it runs in a strict order off the tee:
They have the honors, so they hit first — with no information about what's coming.
After watching the leaders hit, but before hitting their own tee shots. Two balls in the trees is a good moment to double the hole.
Now they have to back it up. The twist is already on the table.
Only if they were twisted at, and only after seeing the trailing team's tee shots. Last word, best information.
Read that order again and you'll see why the game works. Each side commits before the other, and each gets to see something first. The leaders hit blind. The trailing team decides with two tee shots' worth of information. Then the leaders get the last word, having watched all four balls.
Doubling a hole because your opponents are both behind a tree is a perfectly legal way to make friends nervous.
They doubled the hole hoping to climb back in it, and handed you eight instead. That's a twist.
This is rare, and it should be. Nobody re-twists on a whim — which is exactly what makes it fun when somebody does.
Here's where it gets dangerous. The multipliers stack, and a sweep doubles on top of everything else:
So the ceiling on a 6-point hole is 48 points. One team twists, the other re-twists, and then somebody takes every point on the hole — 6 × 4 × 2.
On a par 4. In about twelve minutes. At a dollar a point, that's a very expensive tee shot into the trees.
Six points with a 2-2-1-1 split is the most common version, but there's no governing body here. 5-point and 7-point Scotch are both common, and groups swap the categories around constantly:
All of them are correct. The version your group has played for fifteen years is the right one.
This is exactly why we don't make you configure Scotch.
There's no setup wizard asking whether you play sandies, no toggle for twist eligibility, no form where you declare your point values. Trying to encode every group's house rules would be a losing battle — and you'd spend the whole round fighting the app instead of your buddies.
So the division of labor is simple: you do the point math, GolfApp does the bookkeeping. You decide who won what on the hole — 6-point, 5-point, 7-point, twisted, re-twisted, sandies and all — and enter the number. From there it's the app's problem.
That's the whole configuration. Notice what's not there: no point-value form, no twist settings, no house-rule checklist.
Scotch can't be played across groups. Unlike Skins or a Stroke Play game that can run over an entire outing, all four Scotch players need to be in the same group — you're comparing shots on the same hole at the same time, so it doesn't translate to golfers two holes ahead of you.
Both games ask you to enter points by hand rather than calculating them from your scores, and two point-entry games in one round would be ambiguous — the app wouldn't know which set of points belongs to which game. Pick one. Everything else stacks on top of Scotch just fine.
Once a Scotch game is running, the score entry screen splits into two halves. Raw golf scores go up top, the same as always. Team points go underneath, in a section labeled with your point structure — "6pt Scotch Points" here.
Work out the hole with your group, then enter what each team won. In the shot below one team swept it 6–0.
You can enter the points gross or netted out — 8 and 4 or 4 and 0, it makes no difference. Only the gap between the two teams affects what changes hands, so GolfApp settles either version identically.
Keep an eye on the hole dots along the top. A filled circle means that hole is complete. A half-circle means only one side of it is in — either the golf scores or the game points, but not both. It's a quick way to catch the hole where everybody forgot to settle up the points before driving off.
From there GolfApp keeps the running ledger — what you scored on every hole, the cumulative point total for the game, and the dollar figure once your per-point wager is applied.
The scorecard shows three things at once:
And if you'd rather not open the detailed scorecard in the middle of a round, don't. Put it on your Lock Screen with a Live Activity and the running total sits there between shots — no unlocking, no tapping.
Play the 7-point version. Play with sandies. Re-twist on the 18th. The math still works, because the app never had an opinion about your rules in the first place.
At the end, everyone settles up — with a Venmo request one tap away.
Four — two teams of two. Scotch is a team game, so a foursome splitting into partners is the standard setup.
In the most common setup: 2 points for low ball, 2 points for low total, 1 point for a birdie, and 1 point for closest to the hole in regulation. Point totals vary by group — 5-point and 7-point Scotch are both common, and GolfApp works with any of them.
It means a point went unclaimed. If both teams tie a category — same low ball, same low total, nobody made birdie — nobody scores that point. A hole where everything ties is a no blood hole and no points change hands.
A twist doubles all the points on a hole. Some groups call it a press — it's the same thing. The trailing team calls it after the leading team tees off but before hitting their own tee shots, and it applies to whoever ends up winning the points, not just the team that called it. If they twist, the leaders can answer with a re-twist after the trailing team tees off, taking the hole to 4x.
A sweep — also called an umbrella — is when one team captures every available point on a hole. Winning them all doubles the hole on top of whatever it was already worth. On a straight-up 6-point hole a sweep is worth 12.
In a 6-point game, 48. Get re-twisted to 4x and then sweep every point on the hole, which doubles it again: 6 x 4 x 2 = 48 points on a single hole.
The team that's winning has the honors and tees off first, every hole. That order is what creates the twist window: the trailing team hits second, so they get to watch the leaders' tee shots before deciding whether to double the hole.
Yes. Six points is the most common, but 5-point, 7-point, and other totals are all played. GolfApp doesn't lock you into a point structure — you work out the points on the hole and enter them, so any variation works.
Either. If a hole finishes 8 to 4, you can enter 8 and 4, or net it out and enter 4 and 0. Scotch is zero-sum between two teams, so only the difference matters — GolfApp produces the same result either way.
No. All four Scotch players have to be in the same foursome. The game compares shots on the same hole at the same time, so unlike Skins or Stroke Play, it can't be run across groups in a larger outing.
No. Scotch and Wolf both require you to enter points by hand rather than calculating them from raw scores, so GolfApp can't tell which points belong to which game. Pick one — any other game can be stacked on top of Scotch.
Yes. GolfApp scores Scotch without making you configure your house rules. You enter the points each team won on a hole, and GolfApp applies your dollar amount per point and settles up at the end.
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