Skins is the simplest money game there is: every hole is worth one skin of fixed value, and the lowest net score — outright, no ties — takes it. Halve the hole and the skin carries over, stacking onto the next one.
That carryover is the whole drama. Three halved holes in a row and suddenly a quiet par-3 is worth four skins with the whole group putting for it.
| Hole | Result | Mike | Sam | Tom | Dana |
|---|---|---|---|---|---|
| 3 | Mike low net — 1 skin | +$6 | −$2 | −$2 | −$2 |
| 4 | Halved — carries | — | — | — | — |
| 5 | Halved — carries again | — | — | — | — |
| 6 | Dana low net — 3 skins | −$6 | −$6 | −$6 | +$18 |
| Net | $0 | −$8 | −$8 | +$16 |
Validation (off by default): a skin winner must tie or beat the field on the NEXT hole to keep it, or it carries instead. The last hole validates automatically — there's no next hole.
Skins still riding at the 18th with no outright winner simply die. TwoDown says so on the board — "3 skins died on 18" — and the group finds it funny.

Lowest net score, outright, takes the hole. TwoDown tracks the carryover stack live — the hole card always shows what the current hole is worth — and writes each skin's result straight into the day's settlement.
Score edits recompute everything. Fix a 4 that was really a 5 and every carryover downstream rebuilds itself — no arguing over what the 14th was worth.
Join the beta on TestFlightWhat does "carryover" mean?
When a hole is halved, nobody wins its skin — it rolls onto the next hole. Win that one outright and you take both. Long carryover trains are what make skins famous.
How do skins settle?
Each-pays convention — a won skin collects the skin value from every other player. Win a three-skin hole at $2 a skin in a foursome and you collect $6 from each of the other three.
Do handicaps apply?
By default yes — lowest net score wins the skin. Groups can toggle gross scoring at setup.
What if someone picks up on a hole?
A picked-up ball can't win that hole's skin. Their seat stays in the game; they're back in on the next tee.