Sixes is the four-player game where you're never stuck with the same partner. You play three separate six-hole matches, swapping partners between each one so that everyone pairs with everyone exactly once. Each match uses best-ball scoring — your team's lower score per hole. After 18, everyone's either up, down, or even money based on wins and losses across all three matches.
Why Partnerships Rotate (And Why It Matters)
Standard foursome golf locks you into one partnership for 18 holes. Sixes does the opposite — you get three different partners in one round, each for exactly six holes. It forces you to adapt and keeps the group from fracturing into "two good players carrying two weak ones." If you like the partner-selection tension of Wolf but want something more structured, Sixes is the answer.
In a traditional game with fixed partnerships, if you're stuck with someone who's struggling, you lose all three holes where they blow up. In Sixes, you're with a different partner starting at hole 7, so one player's rough patch doesn't define your whole day.
The Three Matches
Here's the partnership rotation for an 18-hole round. Call the players A, B, C, and D:
| Match | Holes | Teams |
|---|---|---|
| 1 | 1–6 | A & B vs C & D |
| 2 | 7–12 | A & C vs B & D |
| 3 | 13–18 | A & D vs B & C |
Each player partners with each other player exactly once. No player sits out. Every partnership is possible.
Decide partnerships before the first tee — either by mutual agreement or by shuffling (Stick has a shuffle button that randomizes the rotation). The partnerships lock in for those six holes, then reset.
Best-Ball Match Play: The Scoring Format
Each six-hole match is scored like foursome match play. On each hole, your team's low net score against your opponent's low net score. Whoever wins the hole wins a point. First team to more points than holes remaining wins the match early (dormie rule).
Per-hole breakdown:
- Your team scores a 4 and a 5. You take the 4.
- Opponents score a 3 and a 4. They take the 3.
- Opponents win the hole. They're now 1 up.
You play six holes, so a match is to 6 points with 0 at stake for anything beyond a 3–3 tie. Win 4–2, you won the match. Win 3–3, it's halved — no money changes hands.
The word "up" means your team is winning by that many holes. "2 up with 3 to play" means you're winning by 2 and there are only 3 holes left — you can't lose the match, but your opponent can tie it.
A Full Settlement Walkthrough
Justin (5 handicap), Jason (12 handicap), Evan (20 handicap), and Todd (18 handicap) play Sixes for $10 per match, net scoring.
Handicaps relative to low man (Justin at 5): Jason gets 7, Evan gets 15, Todd gets 13 strokes across the round.
Match 1 (Holes 1–6): Justin & Evan vs Jason & Todd
- Hole 1: Justin net 4, Evan net 5 (take 4) vs Jason net 4, Todd net 4 (take 4) — Halved
- Hole 2: Justin net 3, Evan net 4 (take 3) vs Jason net 3, Todd net 5 (take 3) — Halved
- Hole 3: Justin net 4, Evan net 6 (take 4) vs Jason net 5, Todd net 6 (take 5) — Justin & Evan win. 1 up.
- Hole 4: Justin net 4, Evan net 5 (take 4) vs Jason net 4, Todd net 4 (take 4) — Halved
- Hole 5: Justin net 3, Evan net 4 (take 3) vs Jason net 4, Todd net 5 (take 4) — Justin & Evan win. 2 up.
- Hole 6: Justin net 5, Evan net 6 (take 5) vs Jason net 5, Todd net 6 (take 5) — Halved
- Result: Justin & Evan win, 2 up. Each loser pays each winner $10 — Jason pays $10 to Justin and $10 to Evan, Todd does the same. Justin and Evan each net +$20.
Match 2 (Holes 7–12): Justin & Jason vs Evan & Todd
- Holes 7–10: Justin & Jason go up 2–0, then Evan & Todd rally.
- Hole 11: Evan & Todd win.
- Hole 12: Justin & Jason win.
- Result: Justin & Jason win, 2 up. Each loser pays each winner $10 — Evan and Todd each pay $10 to Justin and $10 to Jason. Justin and Jason each net +$20.
Match 3 (Holes 13–18): Justin & Todd vs Jason & Evan
- Holes 13–15: Jason & Evan take all three. 3 up.
- Holes 16–18: Justin & Todd win all three. Tie 3–3.
- Result: Halved (3–3). No money changes hands.
Settlement
Each loser pays each winner $10 per match. Since it's 2v2, that means a winning player collects $10 from each of 2 opponents (= +$20), and a losing player pays $10 to each of 2 winners (= -$20).
| Player | Match 1 | Match 2 | Match 3 | Net |
|---|---|---|---|---|
| Justin | +$20 (won) | +$20 (won) | $0 (halved) | +$40 |
| Evan | +$20 (won) | -$20 (lost) | $0 (halved) | $0 |
| Jason | -$20 (lost) | +$20 (won) | $0 (halved) | $0 |
| Todd | -$20 (lost) | -$20 (lost) | $0 (halved) | -$40 |
Total: $0. Justin had the best day (+$40), Todd had the worst (-$40), and Jason and Evan broke even. The halved Match 3 kept it from being a blowout for Todd. Each match settles independently under settlement rules.
Presses: Automatic and Threshold-Based
When you're losing a match, you get one chance to fire back: the press. It's a new side bet that starts on the next hole, covering only the remaining holes in that six-hole segment.
How Auto-Press Works
Let's say you're down 2–0 after hole 2 of a match. The auto-press threshold fires (typically at 2 holes down), creating a new match that starts fresh at all square, holes 3–6 only. The original match still runs on the same holes (you're still 2 down there), but the press gives you a second chance. If you win the press 2–1, you break even on the two bets.
This pressing structure is similar to how Nassau presses work — but in Sixes, each press is confined to a single six-hole match, not a full nine-hole segment.
| Scenario | Original | Press | Combined |
|---|---|---|---|
| Lose both | -$10 | -$10 | -$20 |
| Win original, lose press | +$10 | -$10 | $0 |
| Lose original, win press | -$10 | +$10 | $0 |
| Win both | +$10 | +$10 | +$20 |
Presses are automatic — no one has to agree. You cross that threshold and the new bet exists.
Pressing the Press
If the press match itself goes 2 down, it can be pressed again. Now you have three bets running on the same six holes. The original, the press, and the sub-press, each with their own outcome.
A $10 match with unlimited presses:
- Original: $10 (holes 1–6)
- Press 1: $10 (holes 3–6, if you go 2 down)
- Press 2: $10 (holes 5–6, if you go 2 down on the press)
Some groups cap presses at 1 per match, or 2 total, or "no new press after hole 4." Agree on the limit before you play.
Handicaps: Strokes and Net Scoring
Gross Sixes is just raw scores — anyone with a 5 handicap is going to run the table. Most groups play net.
Off-low-man: Lowest handicapper plays scratch. Others get the difference times the handicap allowance (default 100%, so full strokes). A group with handicaps 5, 12, 18, and 20 — the 5 plays scratch, the 12 gets 7, the 18 gets 13, the 20 gets 15. Read more about how handicaps work in golf betting.
Stroke allocation: Strokes go on the hardest holes by stroke index, wrapping for high handicaps. A 15-handicap gets strokes on the 15 toughest holes. An 18-handicap gets strokes on all 18, plus one extra on the three hardest. This is automatic in Stick and applied per hole as scores are entered.
Net play makes Sixes work for foursomes with mixed ability. Evan at a 20 gets enough strokes to stay competitive without feeling hopeless.
Track your Sixes automatically with Stick — partnership rotation, best-ball scoring, auto-press, and zero-sum settlement all handled for you. Download on the App Store →
Strategy: Three Partners, Three Styles
Hole 1–6: Find the Rhythm
You've got six holes to establish how your new partner plays. Do they trust the process and play steady, or do they get aggressive? Do they miss short or long off the tee? Once you know, complement them.
If your partner's shaky on par-3s, you take the lead. If they're confident, let them set the tone. Best-ball is all about not being the weak link. Even if your partner makes a bogey, you'll often save the hole with a par.
Holes 7–12: You're a Different Combination Now
Jason was your partner on the front. Now you're teamed with Evan. Everything changes. Don't assume Evan plays like Jason — he doesn't. Reset.
Holes 13–18: You've Got Your Rhythm Again
Third partner, third fresh start. This time you know what to expect from two teammates already. Apply that.
Playing from Behind
If you're down in a match and a press fires, don't panic. You've got a new match starting fresh. Don't try to hero-golf and make up four holes in two. Stay steady, hit greens, two-putt. You win the press one hole at a time.
Playing with a Lead
Once you've built a lead, play protection. A par is a win. A birdie is a bonus. Taking chances to go birdie-or-bust when you're already up is how you lose matches.
Variations You'll Encounter
Nassau-style Sixes. Some groups break each six-hole match into three bets: front 3 holes, back 3 holes, and overall 6. That creates nine separate bets across the round instead of three. Adds pressing opportunities but also tracking complexity. Stick tracks the standard one-bet-per-match version.
Progressive stakes. Match 1 = $5, Match 2 = $10, Match 3 = $15. Pressure builds. Not supported.
Umbrella rule. Win all six holes in a match and the payout doubles. Stick tracks the standard 1x payout.
Carryover on ties. When a hole halves, some groups carry the value forward to the next hole. Stick treats halves as non-events.
Manual presses. Some groups press on any hole they choose, not just at a threshold. Stick uses auto-press at a configurable threshold (default 2 holes down). Most apps use this model.
Running Junk alongside. Greenies, sandies, etc. Tracked as a separate game in Stick, not integrated into Sixes scoring.
What New Players Get Wrong
Confusing Sixes with Nassau. Nassau has three bets per nine (front, back, overall). Sixes has one bet per six-hole match. In Nassau, you're playing one partnership all 18 holes. In Sixes, you're switching partners every six. They're completely different games.
Thinking partnerships change mid-match. They don't. You're with the same two partners for all six holes. Hole 7, everyone switches and the new rotation starts fresh at all square.
Not understanding best-ball. You don't have to shoot a great score. You have to shoot better than one opponent. If your partner makes a 5 and you make a 6, the team takes the 5. That's good enough. New players focus on their own score instead of just not being the high one.
Forgetting the halve. A match can end 3–3. Nobody wins, nobody loses, no money. Sounds easy until settlement when someone expected to be up and didn't account for halves.
Underestimating partner adaptation. You've got six holes to mesh with someone new. By hole three you should have a read on them. By hole six you've figured out the dynamic. A lot of new players don't adjust their style until hole five, then the match is almost over.
Comparing Sixes to Other Games
Sixes is the middle ground between individual and team games. Unlike Skins (hole-by-hole individual bets), you have a teammate to lean on. Unlike Match Play (straight head-to-head), you're playing alongside someone, sharing the load.
The rotating partnerships make it feel fresh. You might lose the first six, then win the next six with a different partner. That comeback mechanic keeps everyone engaged. It's why Sixes works so well for foursomes — no one's dead money for the whole round.
Frequently Asked Questions
What is Sixes golf?
Sixes is a four-player game with rotating partnerships. You play three separate six-hole matches, switching partners between matches so everyone pairs with everyone exactly once. Each match uses best-ball match play scoring — your team's lower score per hole wins the hole. Common stakes are $5–$25 per match.
How do partnerships rotate in Sixes?
Match 1 (holes 1–6): A & B vs C & D. Match 2 (holes 7–12): A & C vs B & D. Match 3 (holes 13–18): A & D vs B & C. Each player partners with each other player exactly once across 18 holes. Decide partnerships before the round or shuffle to randomize.
What does 'up' mean in Sixes?
"Up" means winning. "2 up" means you're ahead by 2 holes. "1 up with 2 to play" means you're winning by 1 and there are only 2 holes left. The dormie rule: if you're up by as many holes as remain, you've won the match (opponent can only tie). "All square" or "AS" means tied.
What is an auto-press in Sixes?
A new side bet that fires automatically when you're losing by a set threshold (default 2 holes down). It starts on the next hole and covers only the remaining holes in that match, beginning fresh at all square. The original bet still runs independently. Presses give the trailing team a second chance to win money back.
How much does each player win or lose in Sixes?
Each loser pays each winner the match bet amount. If you win a $10 match, you receive $10 from each of the two opponents — that's $20 total. If you lose, you pay $10 to each of the two winners — that's $20 total. A halved match = no money. Multiply by three matches and you get the final settlement.
What's the difference between gross and net Sixes?
Gross uses raw scores, no handicap adjustments. Net applies handicap strokes on the hardest holes. Gross only works if everyone's within a few strokes. Net lets groups with mixed ability stay competitive — a 20-handicap gets enough strokes to win holes. Net is standard for casual foursomes with ability spread.
What's the difference between Sixes and Split Sixes?
Completely different games sharing the same name. Sixes is four players in rotating partnerships, using team best-ball match play (this guide). Split Sixes is three players competing individually, with 6 points awarded per hole (4 to low, 2 to middle, 0 to high). Different rules, different strategies, different settlement. Always clarify which one before you play.
Can you press on every hole in Sixes?
Auto-presses fire only when you're down by the threshold (default 2 holes). You can't press manually on any hole — only the automatic threshold triggers the new bet. Some groups also cap the number of presses per match (e.g., "max 2 presses") or forbid new presses after a certain hole.
What happens if Sixes ends tied 3-3?
A halved match. No money changes hands on that bet. You still settle the other two matches. Over the full 18, it's possible to win one match, lose one, and halve one. Each settles independently.
Track Your Sixes with Stick
Sixes asks you to track three separate matches, apply handicap strokes to four players across 18 holes, handle presses, and calculate pairwise settlement. On paper, that's a spreadsheet. In your head on the 18th green, it's a negotiation.
Stick handles all of it. Automatic partnership rotation, best-ball scoring per hole, match status tracking, auto-press at threshold, zero-sum settlement with line-item transaction breakdown showing exactly what everyone owes.