Swing Lube bag tag spinner game — fun golf drinking game

Swing Lube

Golf is classy. This isn't.

HOW WE PLAY

Everyone plays their own ball, even if you team up. Pick someone at random to spin before the first hole, or really get it going with a Shotgun Start. After each hole, whoever shot the highest score spins before the next. For ties, we like rock, paper, scissors. Loser spins. Follow your prompt for that hole. Keep it moving and don’t wreck the course.

DRINK & SPIN Lucky you! Take a drink and spin again. Keep going until you land on a different prompt.

ADD ’EM UP Add up everyone’s strokes over par and subtract any strokes under. Everyone chugs together for that many seconds.

PUTT CHUG This is an absolute win. Everyone else chugs while your putts roll. Take as many putts as you want.

DRINK & SPIN Run it back, run it back! Take a drink and spin again. Keep going until you land on a different prompt.

SHOT FORE SHOT Yikes. Take a drink for every shot the others play until you finish the hole. Putts and teammates included.

DOUBLE HIT Hate to see it. Take two drinks after every shot you play, putts included. Even the tap-in.

DRINK & SPIN At this point, we think you get it. Take a drink and spin again. Keep going until you land on a different prompt.

HIGHBALL Go for hang time. Everyone else chugs while your first tee shot is in the air.

SHOTGUN START Group Shotgun! Right now! If you didn’t bring a can, I guess just take a shot or chug your drink. Shame on you.

Have a question?

If you spun, “you” means you. “Everyone else” means the other golfers in your group, teammates included. “Everyone” includes you, too. Each group plays with its own spinner. Playing a scramble? Use our Swing Lube Scramble rules.

Pick a drink size before teeing off. A sip is fine. Double Hit is twice that amount after each shot. You can skip a prompt or play with alcohol-free drinks. Stick to your limits and have a sober ride lined up.

No. Opening with Shotgun Start takes the place of the first-hole spin. After that, you only do it when someone spins it.

Use each player’s own score for the next spinner and Add ’Em Up, even in a team game. Choose gross or net before teeing off and use it for both. Gross counts all strokes and penalties; net takes off the handicap strokes you get on that hole. If players tie for high, those players settle it. We like rock, paper, scissors. Loser spins.

Wait until everyone finishes this hole, then use all their scores. Par is the score listed for the hole on the scorecard. On a par 4, a 6 adds two seconds and a 3 takes one off. Scores of 6, 5, 4 and 3 add up to two seconds. Everyone chugs together.

Your putts from the green or fringe count. The fringe is the short grass around the green. Everyone else starts chugging when you hit the putt and stops when the ball stops or drops. Repeat for each putt you play.

No. Putt Chug, Shot Fore Shot and Double Hit count shots and putts you actually play. Practice swings and practice putts don’t count. Neither do added penalties or gimmes. A gimme is a putt your group counts as holed without making you play it. Penalties and gimmes still count in your score for Add ’Em Up and the next spinner.

Putt Chug, Shot Fore Shot and Double Hit end when you hole out or pick up. If your group uses a max score, they end when you reach it. That’s a cap on your score for the hole. If you pick up, use your group’s agreed pickup score for Add ’Em Up and the next spinner. Add ’Em Up waits until everyone finishes the hole.

Start when the spinner hits their first tee shot and stop the first time the ball touches the ground. Bounces don’t add time, and another tee shot doesn’t start it again.