Sixes — also called Round Robin or Hollywood — is three matches in one round: partners swap every six holes (every three on a nine), so by the 18th everyone has teamed with everyone.
Each hole, better ball of each team wins a point for both partners. Tie on best ball? Both balls count. Still tied — push.
Nobody is stuck with a cold partner all day, and the pairings mean your points travel with you — settlement is pairwise across all three partnerships, like Wolf.
Pick the starting partners in setup; Battle Tees handles both rotations automatically and shows the current teams on the hole screen.
There is no bad draw, so stop complaining about your partner. You will play six holes with each of the other three. The player who sulks through their weakest partnership loses those six holes twice — once on the card and once in their own head.
Front-load the segment you're strongest in. If you know you play the opening stretch well, bank points early with whoever you've drawn. Points collected in the first six count exactly as much as points collected in the last.
Know when the switch is coming. Holes 6 and 12 are transitions. A one-point hole right before a partner change is worth chasing, because you carry momentum into a fresh pairing while your opponents reset too.
The both-ball tiebreak rewards depth. When low balls tie, the total of both balls decides it — so a partner who makes a steady bogey behind your par is contributing even when their ball never counts outright.
Every group has the same recurring fight: the pairings weren't fair. Sixes ends it permanently. Everyone partners everyone for exactly six holes, so the format is mathematically above suspicion.
It also produces three distinct mini-rounds inside one round. The dynamic genuinely changes when partners swap — new strategy, new banter, new alliances — and the guy who was your enemy on the front nine is depending on you by hole 13.
Best of all, it keeps the last six holes meaningful for everybody. Nobody is locked into a losing partnership as the round dies out.
Sixes pays one point per hole to the winning side, and both partners bank the full point as their own — win two points during your six holes together and you each carry two. That is why Sixes is the one partner game that settles individually rather than team against team: by the end you have your own total, and you collect or pay the difference against each of the other three players separately.
With only 18 points in circulation, the spread between first and last is usually 6–12 points. That makes Sixes one of the calmer games on the board — good for a group that wants the money to matter without anyone getting hurt.
Sixes is one of the two games that can carry the 🔨 Hammer — double-or-fold on any hole, with the stake compounding 2× → 4× → 8×.