# Sheet
> The golf cheat sheet — a dense, mobile-first reference for mid-handicap golfers. Rules, etiquette, on-course strategy, short game, putting, scoring, gear, practice, and mental game — built for fast lookup before and during a round.
> Paste https://sheet.golf/llms.txt into your chat assistant so it can reference this content when you ask golf questions.
## Full swing
- [Grip](https://sheet.golf/swing/grip.md): Hold it in the fingers, keep the pressure light, and let your hands match your pattern.
- [Setup & posture](https://sheet.golf/swing/setup.md): Aim the clubface first, then the body. Tilt from the hips, arms hanging.
- [Ball position](https://sheet.golf/swing/ball-position.md): Forward for driver, center for wedges, gradient in between.
- [Impact & finish](https://sheet.golf/swing/impact.md): Weight forward, shaft leaning, hands past the ball. Finish in balance.
- [Common faults](https://sheet.golf/swing/swing-faults.md): Slice, top, fat, shank — what usually causes each and the first fix to try.
## Short game
- [Chip, pitch, or putt](https://sheet.golf/short-game/chip-vs-pitch.md): Putt if you can, chip if you can't, pitch if you must.
- [Chipping setup](https://sheet.golf/short-game/chipping.md): Narrow stance, weight forward, flat lead wrist, rotate around the lead side.
- [Pitching](https://sheet.golf/short-game/pitching.md): Hinge and hold. Control distance with swing length, not effort.
- [Greenside bunker](https://sheet.golf/short-game/bunker-greenside.md): Open the face, dig in, hit the sand behind the ball, accelerate.
- [Fairway bunker](https://sheet.golf/short-game/bunker-fairway.md): One more club, grip down, quiet lower body, ball-first contact.
## Putting
- [Putting setup](https://sheet.golf/putting/putting-setup.md): Eyes over the line, light grip, shoulders square. Consistent routine every time.
- [Putting stroke](https://sheet.golf/putting/putting-stroke.md): Shoulders rock, wrists stay quiet, tempo stays constant.
- [Green reading](https://sheet.golf/putting/green-reading.md): Miss high, not low. Aim above the apex. Trust the slope.
- [Distance control](https://sheet.golf/putting/putting-distance.md): Stroke length changes with distance. Tempo doesn't.
- [Putting mistakes](https://sheet.golf/putting/putting-mistakes.md): The five habits that cost amateurs the most strokes on the green.
- [Putt from off the green](https://sheet.golf/putting/putt-from-fringe.md): When the putter is the lowest-variance choice from just off the surface.
## On-course strategy
- [Wind & elevation](https://sheet.golf/strategy/wind-lie-adjustments.md): Rules of thumb for headwind, tailwind, elevation change, and rough.
- [Uneven lies](https://sheet.golf/strategy/uneven-lies.md): Quick rules for uphill, downhill, ball above feet, and ball below feet.
- [Lay up vs. go for it](https://sheet.golf/strategy/lay-up.md): The lie, the hazard, and the worst-case outcome. Closer is usually better.
- [Play the fat of the green](https://sheet.golf/strategy/fat-of-green.md): Aim at the middle. Stop hunting pins.
- [Tee shot choice](https://sheet.golf/strategy/tee-shot-choice.md): Driver more often than you think — unless a hazard crosses at your carry number.
- [Recovery shots](https://sheet.golf/strategy/recovery-shots.md): Take your medicine. The hero shot turns a bogey into a triple.
## Rules
- [Out of bounds](https://sheet.golf/rules/out-of-bounds.md): White stakes and lines. Stroke-and-distance or the local-rule drop.
- [Penalty areas (red & yellow)](https://sheet.golf/rules/water-hazards.md): What you can do, by color. You may always play it as it lies.
- [Lost ball](https://sheet.golf/rules/lost-ball.md): Three-minute search. Stroke-and-distance. Always hit a provisional.
- [Unplayable lie](https://sheet.golf/rules/unplayable.md): You alone decide. Three options anywhere on the course, plus a fourth in a bunker.
- [Free relief](https://sheet.golf/rules/free-relief.md): Cart paths, sprinklers, drains, GUR, casual water, embedded balls — no penalty when the rule applies.
- [Order of play](https://sheet.golf/rules/order-of-play.md): Stroke play — play ready. Match play — honor matters.
- [Penalty quick reference](https://sheet.golf/rules/rules-quick-reference.md): One-page lookup for the most common penalty situations.
## Etiquette
- [Pace of play](https://sheet.golf/etiquette/pace-of-play.md): Keep up with the group ahead. Ready golf in stroke play. Pick up when you're out.
- [Honors on the tee](https://sheet.golf/etiquette/honors.md): Traditional honors vs. ready golf — depends on the format.
- [Where to stand](https://sheet.golf/etiquette/where-to-stand.md): Out of peripheral vision, out of the shank zone, still and quiet.
- [Cart rules](https://sheet.golf/etiquette/cart-rules.md): 90-degree rule, cart-path-only, and staying 30 feet from greens.
- [Bunker raking](https://sheet.golf/etiquette/bunker-rake.md): Enter low, bring the rake, smooth everything you touched.
- [Flagstick](https://sheet.golf/etiquette/flagstick.md): 2019 rule change — leave it in on the green, no penalty. But ask the group first.
- [What to say (and not)](https://sheet.golf/etiquette/what-to-say.md): Silence during the swing. No unsolicited advice. "Nice swing" only after a good swing.
- [Tee time flow](https://sheet.golf/etiquette/tee-time-etiquette.md): Arrive early, check in, warm up, listen to the starter.
## Scoring & formats
- [Stroke vs. match play](https://sheet.golf/scoring/stroke-vs-match.md): Total strokes vs. hole-by-hole. Different tempos, different decisions.
- [Stableford](https://sheet.golf/scoring/stableford.md): Points per hole. Bad holes can't spiral. Highest total wins.
- [Skins](https://sheet.golf/scoring/skins.md): Each hole is its own prize. Ties carry over. Outright wins only.
- [Team formats](https://sheet.golf/scoring/team-formats.md): Scramble, best ball, four-ball, foursomes — all sound similar, all different.
- [Handicap basics](https://sheet.golf/scoring/handicap-basics.md): Index represents potential, course handicap is what you use on the day.
- [Scoring terms & slang](https://sheet.golf/scoring/scoring-terms.md): Par-relative scoring, gross vs. net, and the slang you'll hear on the first tee.
## Practice & warm-up
- [Warm-up flow](https://sheet.golf/practice/warmup-flow.md): Short clubs first, finish on the green. Warm up — don't practice.
- [Pre-round checklist](https://sheet.golf/practice/bag-check.md): Balls, tees, marker, repair tool, weather, snacks, phone, glove.
- [Full swing drills](https://sheet.golf/practice/drills-swing.md): Three low-gear drills that move the needle for most mid-handicappers.
- [Short-game drills](https://sheet.golf/practice/drills-short-game.md): Ladder, clockface, tee-gate. All portable, all cheap.
- [Putting drills](https://sheet.golf/practice/drills-putting.md): Three-foot circle, lag ladder, gate drill — 15 minutes of these matters more than 100 balls on the range.
## Mental game
- [Blow-up holes](https://sheet.golf/mental/blow-up-holes.md): Circle the number. Move on. Net double bogey is your floor.
- [Pre-shot routine](https://sheet.golf/mental/pre-shot-routine.md): Same steps, same pace, same breath. Consistency matters more than content.
## Optional
- [USGA Rules of Golf](https://www.usga.org/rules): Official rules reference.
- [R&A Rules](https://www.randa.org/rules): Rules reference (global).
---
# Full text
# Sheet — full markdown export
---
## Full swing — Grip
Topic: `swing/grip`
- **Fingers, not palm.** A palm grip strangles wrist hinge and kills speed.
- **Neutral start:** both V's (thumb-and-forefinger) point at your trail shoulder; two knuckles visible on the lead hand at address.
- **Pressure:** about 5 out of 10. Firm enough to keep the club on the shaft, loose enough for the wrist to hinge.
- **Anatomy check:** let the lead arm dangle; however the palm naturally faces is how to place it on the grip.
## If you slice
Strengthen the **lead** hand until you see three knuckles; keep the trail hand neutral. Rotating both hands strong usually closes the face too far and trades a slice for a hook.
## Common mistakes
- Thumbs pointing straight down the shaft (no support at the top).
- Squeezing the grip like a hammer (tension radiates up the arms).
- Regripping during the swing (usually a sign the base grip is too weak or too tight).
---
## Full swing — Setup & posture
Topic: `swing/setup`
- **Clubface first, body second.** Square the face to your target, then set the feet, knees, hips, and shoulders *parallel* to that line — not aimed *at* the target.
- **Tilt from the hips**, not the waist. Slight knee flex, spine straight, arms hanging under the shoulders.
- **Sole the club flat.** Toe up tends to pull, heel up tends to push — either hints at a fit or posture issue.
- **Driver:** stance a touch wider than the shoulders, trail foot pulled back an inch or two so your spine tilts away from the target at address.
- **Iron:** stance about shoulder width, spine more upright, hands level with or slightly ahead of the ball.
## Alignment quick check
Lay a club along your toes. Step behind the ball and see whether that line runs parallel to the target line. Aiming the feet *at* the target is the single most common cause of pulls, blocks, and bad data from the range.
---
## Full swing — Ball position
Topic: `swing/ball-position`
| Club | Position |
|------|----------|
| Driver | Just inside lead heel |
| Fairway woods / hybrids | One to two ball-widths inside driver |
| Mid irons (5–7) | One ball forward of center |
| Short irons / wedges | Center of stance |
- **Driver is a sweep** — the ball sits at the bottom of a shallow up-swing.
- **Irons compress** — hands slightly ahead, divot *after* the ball.
- **Too far forward** is the usual cause of fat shots on mid irons — pull it back toward center if you're taking divots behind the ball.
## Another school
Some teachers keep the ball in one spot (under the lead pec) and change stance width instead. It works, but the gradient version is easier to learn first and matches how most sets are labeled.
---
## Full swing — Impact & finish
Topic: `swing/impact`
## Iron impact
- Weight roughly **70–80% on the lead foot**.
- **Hands ahead of the ball**, shaft leaning slightly at the target.
- Back of the lead hand faces the target — like back-handing a tennis ball.
- Chest over the ball, trail knee flexed and moving toward the target.
"Hit down to make it go up." The ball gets airborne because the loft is built in — you don't need to lift it.
## Driver impact
Driver is the exception. Hands even with or slightly behind the ball, shaft close to vertical, angle of attack positive. **Don't shaft-lean the driver** — that strips loft and kills launch.
## Finish
- Belt buckle points at the target, chest pointing left of target (right-handed player).
- Almost all weight on the lead foot, trail toe balanced on the tip.
- **Hold the finish until the ball lands.** If you can't, you swung too hard.
- Let the lead arm fold naturally and the head rotate up to watch the ball — don't fight it.
---
## Full swing — Common faults
Topic: `swing/swing-faults`
- Face is open relative to path — almost always a grip issue plus an over-the-top motion.
- **First fix:** strengthen the lead hand until three knuckles show.
- **Second fix:** start the downswing with a small lower-body shift toward the target, not by throwing the arms.
- **Third fix:** overcorrect by *trying* to hook one. Feels extreme, usually lands neutral.
- Weight hanging back, trying to scoop the ball up.
- **Fix:** shift pressure onto the lead foot in transition and let the loft do the lifting. Feel like you're hitting the *front* half of the ball.
- Low point is behind the ball — either the ball is too far forward or you're hanging back.
- **Fix:** move the ball slightly toward center; press the lead hip toward the target as you start down. Divot should start under or *after* the ball.
- Usually early extension — hips push toward the ball, the hosel arrives first.
- **Fix:** lay a headcover a ball-width outside the ball and practice missing it on the way down. Feels like the toe is striking, lands in the middle.
If you're stuck: shorten the swing, feet together, hit soft 7-irons at half speed. You can't fire out of sequence at 60%. Tempo is the cheapest fix in the game.
---
## Short game — Chip, pitch, or putt
Topic: `short-game/chip-vs-pitch`
- **Short, smooth grass and reasonably flat** → **putt it**. Lowest-variance shot in golf.
- **Fringe or first cut, little green to work with** → **chip** (low, rolls like a long putt).
- **Obstacle to carry, or a flag cut close to your side** → **pitch** (higher, stops quicker).
- Land it a yard onto the putting surface; let the ball release.
- Pick the club by ratio: **8-iron for a lot of roll, wedge for short roll.**
- Narrow stance, ball just back of center, weight slightly forward. Minimal wrist.
- Sand or gap wedge. Ball more centered, stance slightly open.
- Swing length controls distance, not swing effort. Accelerate through — no jabs.
- Plan the **landing spot**, not the hole.
Almost never. See the *Flop shot* entry. A bad flop is in your pocket; a good one saves maybe one stroke over a simple pitch.
---
## Short game — Chipping setup
Topic: `short-game/chipping`
- **Stance:** feet about one clubhead apart, slightly open.
- **Ball:** just back of center.
- **Weight:** 60–70% on the lead foot and staying there.
- **Hands:** slightly ahead of the ball; shaft leaning a touch at the target.
- **Wrists:** flat lead wrist, minimal hinge. Body rotates; arms and chest move together.
## The motion
A small, quiet body turn around the lead hip. No sway, no scoop. Think of it as a long putting stroke with a little rotation.
## Club choice by ratio
- **Lots of green, short rough** → 8-iron or 9-iron. Low flight, most roll.
- **Half green** → pitching wedge. Balanced carry and roll.
- **Little green, need to stop it** → sand wedge. Higher carry, shorter roll.
Practice the same motion with all three and let the loft do the distance work.
---
## Short game — Pitching
Topic: `short-game/pitching`
- **Setup:** ball centered, weight 60% lead, stance slightly open.
- **Backswing:** hinge the wrists on the way back — the club moves up faster than the arms.
- **Through:** *hold* the wrist angle through impact. Don't flip the hands at the ball.
- **Finish:** chest to target, club up in front — never a jabby, short follow-through.
## Three stock lengths
Pick three backswing lengths and repeat them. Gap them with your wedges.
| Backswing | Feel | Typical carry |
|-----------|------|---------------|
| Lead arm to 7:30 (just past hip) | "Knee high" | ~20 yd |
| Lead arm to 9:00 (parallel) | "Waist high" | ~40 yd |
| Lead arm to 10:30 (past parallel) | "Shoulder high" | ~60 yd |
Same tempo every swing, same full follow-through. The number changes because the backswing changed, not because you swung harder.
## The cardinal sin
Decelerating into the ball. If you're unsure of the distance, take a shorter backswing and accelerate — never a long backswing that you slow down.
---
## Short game — Greenside bunker
Topic: `short-game/bunker-greenside`
- **Open the face first, then take your grip.** Rotate the clubface open while it sits on the ground, then wrap your hands around it.
- **Stance:** wide, feet dug in for stability. Ball forward of center.
- **Target the sand**, not the ball — a spot an inch or two behind the ball.
- **Keep the face open through impact.** The bounce of the club is what lets it skid through the sand.
- **Accelerate.** The bunker swing is roughly three times bigger than a fairway pitch for the same distance. Deceleration is the #1 bunker killer.
## Rule of thumb
Whatever sand you move, the ball goes with it. Splash the sand toward the flag and the ball follows.
## Sand firmness
- **Soft, fluffy sand** — open the face more and take a bigger swing. Sand is slow.
- **Firm or wet sand** — square the face a touch; the club won't dig as much.
## Beginner escape plan
If the lip is too high or the stance is awful, aim sideways to the flattest exit. A two-putt bogey beats three swings in the sand.
---
## Short game — Fairway bunker
Topic: `short-game/bunker-fairway`
- **Club up at least one**, sometimes two. Goal is advancement, not power.
- **Grip down** an inch — your feet are sunk into the sand, so the club is effectively longer.
- **Stance:** slightly wider, feet stable but *not* deeply dug in.
- **Ball:** an inch back of your normal spot for that club.
- **Swing:** three-quarter length, 80% effort, quiet lower body. You're trying to pick the ball cleanly before the sand.
## When you're not sure
If the lip is marginal, take less club than you think you need to clear it. An advanced lie in the fairway is far better than a reloaded bunker shot.
## What can ruin it
- Big lower-body drive (you slide off the ball, thin it).
- Trying to add distance to overcome the bunker — take the extra club instead.
- Over-digging the feet in. You're not splashing — you're picking.
---
## Putting — Putting setup
Topic: `putting/putting-setup`
- **Eyes over or just inside the target line.** Drop a ball from the bridge of your nose — it should land on or a touch inside the ball at address.
- **Ball position:** just forward of center, under the lead eye.
- **Shoulders, hips, and feet parallel** to your start line; putter face **square** to it.
- **Grip:** in the fingers, not the palm. Pressure light — Brad Faxon's "toothpaste tube" feel.
- **Hands:** lead wrist flat and staying flat through the stroke.
## Pre-putt routine
1. Read from behind the ball (and from the low side on long ones).
2. Pick an intermediate target six inches in front of your ball on the start line.
3. Practice stroke matched to the distance — rehearse the *length*, not the effort.
4. Step in, one look, pull the trigger within about five seconds.
Same steps every time. Consistency matters more than any particular routine.
---
## Putting — Putting stroke
Topic: `putting/putting-stroke`
- **Drive the stroke from the shoulders.** Arms, hands, and putter move as one triangle.
- **Minimal wrist action.** A flat lead wrist through impact is the most reliable way to roll the ball on the intended line.
- **Constant tempo.** Distance comes from stroke *length*, not from speeding up or slowing down.
- **Accelerate through**, never decelerate. The follow-through should match or slightly exceed the backswing.
## Face vs. path
Face angle accounts for the vast majority of where the ball starts. A putt with a dead-square face and a slightly off path still rolls close to the intended line. A putt with a perfect path and an open face doesn't.
## Two valid styles
- **Pendulum / straight-back-straight-through:** easiest for beginners. Square face, square to target all the way.
- **Arced stroke:** the putter moves slightly inside on the way back and squares at impact. Natural with more forward shaft lean.
Pick one, stick with it. Don't switch mid-round.
---
## Putting — Green reading
Topic: `putting/green-reading`
- **Miss on the high (pro) side.** A ball that dies on the high side has a chance of toppling in; a low-side miss is almost never close.
- **Imagine pouring a bucket of water on the green.** The direction it runs is the direction your ball breaks.
- **Aim above the apex.** The ball is breaking the whole way, not just at the peak.
- **Pick a spot six inches in front of your ball** on the start line and aim there — much easier than aiming fifteen feet away.
## Feeling the slope
Straddle the midpoint of the putt (halfway between ball and hole) with feet shoulder-width. Whichever foot your weight wants to fall toward is downhill. Your putt will break that way.
## Speed controls break
- **Faster putt** (uphill hit firm, or downhill pacey) → plays **less break**.
- **Slower putt** (downhill dying, or uphill struggling) → plays **more break**.
Most amateurs under-read *and* under-hit the same putt, which is why the low-side miss is so common.
---
## Putting — Distance control
Topic: `putting/putting-distance`
- **Same tempo for every putt.** Count "one-two" or hum a rhythm. Don't speed up on long ones.
- **Change the stroke length**, not the effort. Longer backswing for longer putts. That's it.
- **Target 17 inches past the hole** on makeable putts. Balls that die at the hole fall off-line; balls rolling 17" past hold their line best.
- **On long putts, aim at a three-foot circle around the hole**, not the hole itself. Eliminating the three-putt is worth more than the occasional made 40-footer.
## Body reference points
A rough calibration on medium-pace greens:
| Backswing length | Distance |
|------------------|----------|
| Lead-arm swing ending at ankle | ~10 ft |
| Ending at mid-shin | ~20 ft |
| Ending at knee | ~30 ft |
| Ending at mid-thigh | ~40 ft |
Recalibrate on the practice green — every green speed is different. On fast greens, shorten the stroke; on slow greens, lengthen it. Don't change tempo.
---
## Putting — Putting mistakes
Topic: `putting/putting-mistakes`
1. **Deceleration.** Fear of hitting it past → baby stroke → comes up short, off-line. **Fix:** shorter backswing, full accelerating follow-through.
2. **Death grip.** Tension in the hands kills feel and pops the face open. **Fix:** hold the grip just firm enough to keep it from slipping.
3. **Hands and wrists for power.** Flippy stroke, inconsistent face angle. **Fix:** shoulder rock, quiet hands.
4. **Peeking early.** Head lifts before impact, shoulders open, putt pushes. **Fix:** listen for the ball to drop; don't look until you hear it.
5. **Under-reading break.** Far more amateur putts miss low than high. **Fix:** double whatever break you first see and stop aiming at the hole on breaking putts.
## Alignment is 80% of it
Before you blame the stroke, check aim. Have someone stand behind you or use a putting mirror at home. Most missed putts are *aimed* to miss — the stroke is doing what it was asked to do.
---
## Putting — Putt from off the green
Topic: `putting/putt-from-fringe`
- **Short, smooth grass and a clean path** → putt it. Removes fat and thin shots entirely.
- **Thick rough, a big ridge, or shaggy fringe** → chip or bump with a lofted iron.
- **Inside 20 feet with nothing between you and the hole** → the putter is almost always the right answer.
Play it like a long putt and add a little pace for the friction of the first cut. A foot long beats a foot short every time — a short one is still in the grass.
- Deep rough kills the ball before it reaches the green.
- A big downhill tier between you and the hole is hard to meter with a putter.
- Morning dew and wet grass slow the ball much more than you expect.
---
## On-course strategy — Wind & elevation
Topic: `strategy/wind-lie-adjustments`
- **"When it's breezy, swing easy."** Swinging harder into wind adds spin and balloons the ball — opposite of what you want.
- **Rule of thumb:** one club per ~10 mph of headwind or tailwind. Into a stiff wind (20+), sometimes two.
- **Choke down an inch** into the wind. Lower flight, less spin, more predictable number.
- **Downwind holds up.** A held-up 7 isn't a smoked 8 — the ball releases once it lands, so plan for the roll.
- **Crosswind:** aim at one edge of the green and let the wind feed it back, rather than fighting it to the pin.
## Elevation
- **Uphill target:** plays one club longer per ~10 ft of elevation gain.
- **Downhill target:** plays one club shorter per ~10 ft of drop.
## From the rough
- Light rough, good lie → same club, expect a flyer with less spin.
- Medium rough → one club more; expect less distance, more run-out.
- Deep rough → goal is advancement. Wedge or short iron, back to the fairway.
## Wet or cold
Add a club. The ball doesn't carry as far, and neither does your best swing.
---
## On-course strategy — Uneven lies
Topic: `strategy/uneven-lies`
Universal: match your shoulders to the slope, widen the stance a touch, swing at 75–80%. On a steep lie, anything longer than a 5-iron is usually optimistic — advancement beats heroics.
## Uphill (ball above your lower foot)
- Slope adds loft → **club up**.
- Ball slightly forward.
- Aim **right** (ball pulls left for a righty).
## Downhill (ball above your higher foot)
- Slope de-lofts → **club down**.
- Ball slightly back of normal.
- Weight stays on the lower (lead) foot; swing down the slope with a low finish.
- Aim **left** (ball fades right for a righty).
## Ball above your feet
- **Grip down** an inch or two.
- Stand a little taller; the swing flattens out naturally.
- Ball hooks left — aim right.
## Ball below your feet
- Full grip length; more knee flex, sit deeper.
- **Stay down** through the shot — standing up = topped.
- Ball fades right — aim left.
- Club up for the extra knee flex and reduced swing length.
---
## On-course strategy — Lay up vs. go for it
Topic: `strategy/lay-up`
1. **Can the lie support the club you want?** If you're lifting it off a flyer or picking it clean from hardpan, no.
2. **Does the miss reach trouble?** Your normal dispersion, not your best shot.
3. **Is the worst case a bogey, or a blow-up?** If a miss is OB, water, or an unplayable, you're playing with the wrong club.
- Commit completely. A tentative swing at a long carry is the worst possible outcome.
- Aim at the **wide side** of the target, not the aggressive line.
- Play full tempo. You're already taking the risk — don't compound it by backing off.
- Pick a **specific number** — your most comfortable full-swing wedge distance.
- Aim at the middle of the fairway. A clean lay-up in the short grass beats "almost perfect" in the rough.
- Closer is almost always better. Advance the ball — "lay back to my favorite yardage" is usually wrong by the numbers.
Go if the lie supports it *and* a miss doesn't cost more than a stroke. Don't trade a comfortable two-putt birdie chance for a lottery ticket that makes double.
---
## On-course strategy — Play the fat of the green
Topic: `strategy/fat-of-green`
- **Middle of the green, not the flag.** Outside 150 yards, the pin is almost never the right target.
- **Your dispersion is wider than you think.** Even on a normal swing, the shot pattern is ~30 ft wide at 150 yards for a mid-handicapper.
- **About three-quarters of green-side trouble is short.** Favor middle-back over middle-front when in doubt.
- **Never short-side yourself.** A 25-foot putt is almost always easier than a delicate, short-sided chip over a bunker.
## Rough pin-hunting thresholds
Approximate distance inside which it's reasonable to go at a tucked pin:
| Typical score | Aim at the pin only inside |
|---------------|----------------------------|
| 100+ | 50 yd |
| 90s | 80 yd |
| 80s | 120 yd |
| 70s | 170 yd |
Outside those numbers, aim at the **safe center** and take whatever two-putt the green gives you.
## The tuck-pin math
A pin cut near a bunker means the green is wide on the *other* side. Aim for the fat side and roll a putt back. The second-best result is a 25-footer for birdie; the worst result is a tap-in for par.
---
## On-course strategy — Tee shot choice
Topic: `strategy/tee-shot-choice`
- **Driver is usually the right answer**, even on narrow holes. For most mid-handicappers, giving up distance to a 3-wood rarely buys enough accuracy to make up for it.
- **Hit driver whenever a hazard doesn't cross the fairway at your carry distance.**
- **Trade down when:**
- Water, OB, or a cross-hazard sits inside your driver carry number but outside your 3-wood.
- The fairway pinches hard at driver distance and widens before it.
- You're already long enough to reach a safe spot with a shorter club.
## Dial-back options
- **3-wood:** usually gives up 15–25 yards vs. driver. Small accuracy gain.
- **Long hybrid or 5-wood:** another 10–15 yards shorter. More loft, more stopping power.
- **5- or 6-iron:** when the hole is short enough that you can *and should* pitch in.
## The miss that costs you the most
OB and penalty strokes are far more expensive than a slightly off-line fairway. If you're losing balls off the tee, fix that before you worry about shaving strokes off the second shot. Hit the club you can find.
---
## On-course strategy — Recovery shots
Topic: `strategy/recovery-shots`
## The only question that matters
*How do I make bogey from here?* Not birdie, not even par. Protecting the big number is how good rounds survive bad shots.
## Decision tree
1. **Is there a window I can actually hit?** Not "might make," actually hit 7/10.
2. **Can the lie support the club I'd need?** Rough, tree roots, hardpan all limit options.
3. **Does my chosen shot advance at least ~100 yards to a safe spot?**
If you can't answer yes to all three: **chip out sideways to the fairway.** A bogey is fine. A double is manageable. A triple destroys the round.
## The punch shot
For getting out from under branches or advancing from a tight lie:
- Club down one or two (lower loft, lower flight).
- Ball back in the stance; weight slightly forward.
- Hands ahead, shaft leaning.
- Three-quarter backswing, **low abbreviated finish**.
- Don't try to hit it hard — you're trading height for distance and control.
## Aim for a landing area, not the hole
Pick a spot you'd happily play your next shot from. Ideally a full-swing wedge distance in the fairway. The worst recovery is a half-advance that leaves you with another awkward lie.
---
## Rules — Out of bounds
Topic: `rules/out-of-bounds`
**White stakes or white lines** mark out of bounds. A ball is OB only when **every part of it** lies past the line. Boundary fences, walls, and stakes give **no free relief** — you cannot move them, and you do not get a drop.
**Announce "provisional"** before you play it, and hit again from the same spot. Huge pace-of-play win — costs nothing if the original is found in bounds.
Play the original. Pick up the provisional, no penalty for having played it.
- **Provisional played** → it becomes the ball in play. You're lying 3 after a tee shot (1 original + 1 penalty + 1 provisional).
- **No provisional** → walk back and replay from the previous spot under stroke-and-distance. One penalty stroke.
Some courses post a pace-of-play local rule (Model Local Rule E-5): instead of walking back, drop in a defined zone between where the ball went OB and the nearest fairway edge for **two penalty strokes**. Tee shot OB + E-5 = you're hitting 4 from the drop.
This is **not** in effect by default — look for it on the scorecard or tee board. Not available in USGA championships.
---
## Rules — Penalty areas (red & yellow)
Topic: `rules/water-hazards`
"Water hazard" was retired in 2019 — the modern term is **penalty area**. Yellow and red stakes/lines mark the boundary. Any ball touching or above the line is in the penalty area.
You may always play it as it lies for no penalty. You may ground the club, move loose impediments, even touch the water. Just accept that most of the time, taking relief is the right call.
Both options cost **one penalty stroke**.
1. **Stroke-and-distance:** replay from the previous spot.
2. **Back-on-line:** pick a line from the hole through where the ball last crossed the margin, then go back as far as you want on that line. Drop within a club length, no nearer the hole.
All three cost **one penalty stroke**.
1. **Stroke-and-distance.**
2. **Back-on-line** (as above).
3. **Lateral relief:** drop within **two club-lengths** of where the ball last crossed the margin, no nearer the hole.
Relief is measured from where the ball **last crossed the edge** of the penalty area — not where it ended up. On a partial carry into a lake, that's often where the ball flew over the shoreline, not where you saw it splash. Eyeball it honestly.
If it's *known or virtually certain* the ball went into the penalty area (you or a playing partner saw it), treat it as in the penalty area — take relief per the color. Only call it lost (stroke-and-distance) if there's real doubt about where it ended up.
---
## Rules — Lost ball
Topic: `rules/lost-ball`
You have **three minutes** to search, starting when you (or your caddie/partner) begin looking in the likely area. After three minutes, the ball is lost — no exceptions.
Announce **"provisional"** and play a second ball from the same spot. It's almost always faster than walking back later, and costs nothing if you find the original.
Play the original. Abandon the provisional. No penalty for having played one.
- **Provisional played?** → it becomes the ball in play. After a tee shot you're lying 3.
- **No provisional?** → stroke-and-distance. Walk back, add a penalty stroke, and replay from where you last hit.
If you're *virtually certain* it went into a red or yellow penalty area, use penalty-area relief (see that rule). Don't default to lost-ball if you actually saw it go in water.
---
## Rules — Unplayable lie
Topic: `rules/unplayable`
You can declare any ball unplayable, anywhere on the course except in a penalty area. Middle of the fairway counts. No one can overrule you.
**One penalty stroke** for any of:
1. **Stroke-and-distance** — replay from the previous spot.
2. **Back-on-line** — drop on a line from the hole through the ball, as far back as you want, within a club length of that point.
3. **Lateral relief** — drop within **two club-lengths** of the ball, no nearer the hole.
All three general options work **inside the bunker** for one penalty stroke.
- **Fourth option (big one):** back-on-line relief **outside the bunker** for **two penalty strokes**. Valuable for plugged lies or fried eggs — get out of the sand and back on the fairway for one extra stroke.
- "Two club-lengths" means your **longest club except the putter** — usually the driver.
- You may drop into the same kind of lie you escaped. There's no requirement to find a better spot.
- Not available in a penalty area — use penalty-area relief instead.
---
## Rules — Free relief
Topic: `rules/free-relief`
All of these are **free** — no penalty, one club-length drop from the nearest point of complete relief.
## What qualifies
- **Cart paths**, sprinkler heads, drains, 150-yard markers, staked trees.
- **Ground Under Repair (GUR)** — marked with white lines or a sign.
- **Temporary (casual) water** — any standing water you can see squeeze up under your foot.
- **Animal holes** — but not worm casts, which are loose impediments.
- **Embedded ball** in its own pitch mark, anywhere in the general area.
## The procedure
1. **Find the nearest point of complete relief** (NPCR) — the closest spot where the condition no longer interferes with your **lie, stance, or swing**. *Closest*, not nicest. Not nearer the hole.
2. Drop **within one club-length** of that point, no nearer the hole, and still in the general area.
3. In a bunker, the NPCR must stay in the bunker (or take +1 to drop outside).
## What doesn't qualify
- The cart path is on your **line of play** but not your stance or swing — **no free relief** (except on the putting green).
- You're aiming over a sprinkler head in the fairway — no relief; only interference with stance, lie, or swing counts.
- Boundary objects (OB stakes, walls, fences) — never free relief.
- The ball rolled off a path onto a bad lie — the rules don't care; take the lie you got.
## Embedded-ball note
Since 2019, free relief for an embedded ball works **anywhere in the general area** (not just the fairway). Drop within one club-length of the spot directly behind the pitch mark, no nearer the hole. On the putting green, just lift, clean, and replace.
---
## Rules — Order of play
Topic: `rules/order-of-play`
## Stroke play
- **Default:** honors on the tee (lowest previous score), farthest from the hole after that.
- **Ready golf is officially encouraged.** Play when you're ready and it's safe, regardless of whose turn it technically is.
- **No penalty for playing out of turn.**
## Match play
- **Order matters.** Farthest from the hole plays first.
- Playing out of turn carries no penalty, **but** your opponent can **cancel your stroke and make you replay it** — don't hand them free tactical leverage.
- On the tee, the winner of the previous hole has honors.
## Practical table
| Situation | Who plays first |
|-----------|-----------------|
| First tee | By the card, the scorer, or a toss |
| Subsequent tees (stroke) | Previous hole's low score, or whoever's ready |
| Subsequent tees (match) | Winner of previous hole |
| Through the green | Farthest from the hole (or ready, in stroke play) |
| On the green | Farthest from the hole, or whoever wants to finish out |
---
## Rules — Penalty quick reference
Topic: `rules/rules-quick-reference`
| Situation | Penalty | What to do |
|-----------|---------|------------|
| Out of bounds (white) | +1 & distance | Replay from previous spot, or E-5 drop (+2) if posted |
| Lost in 3 min (not in penalty area) | +1 & distance | Same — always hit a provisional |
| Yellow penalty area | +1 | Stroke-and-distance or back-on-line |
| Red penalty area | +1 | Above, plus 2 club-lengths from crossing point |
| Unplayable (general) | +1 | 3 options: previous spot, back-on-line, 2 club-lengths |
| Unplayable in bunker | +1 or +2 | Same 3 in the bunker, or +2 back-on-line **outside** the bunker |
| Cart path / GUR / casual water | Free | Nearest point of complete relief + 1 club-length |
| Embedded in general area | Free | 1 club-length from directly behind the ball |
| Ball moved by wind or water | Free | Play it from its new location; no replacement |
| Ball accidentally moved by player on green | Free | Replace it on the original spot |
| Double-hit (one swing) | No penalty | Counts as one stroke |
| Ball hits flagstick on green | No penalty | Since 2019; leaving the pin in is legal |
## Things most mid-handicappers don't know
- **Drops are from knee height** (since 2019), not shoulder height.
- **You can ground the club in a penalty area** and remove loose impediments.
- **Three-minute search limit** — was five, changed in 2019.
- **Flagstick can stay in** for putts from the green, no penalty if it hits.
- **Boundary stakes never move** and never grant relief. Cart-path stakes *can* move if deemed "movable obstructions," but when in doubt, leave them.
---
## Etiquette — Pace of play
Topic: `etiquette/pace-of-play`
- **Ready golf in stroke play** — hit when you're ready, as long as it's safe. Officially encouraged by the rules.
- **Keep up with the group in front**, not the group behind. Stay within a shot. If you fall a hole behind, wave the group behind through.
- **Three-minute search cap** on a lost ball.
- **40-second rule** once it's your turn to play.
- **Walk with a club in hand** — decide yardage, read the wind, and line up while others hit.
- **Pick up at net double bogey** on blow-up holes. You're not hurting your handicap and you're helping the course.
- **Park the cart on the side nearest the next tee.**
## On the green
- Read your putt while others putt (without distracting them).
- First to finish grabs the pin and walks to the bag.
- Score on the next tee, not on the green.
## Match play is different
Honors matter. Don't play ready golf against an opponent — it can cost you a hole in match play.
---
## Etiquette — Honors on the tee
Topic: `etiquette/honors`
- **Traditional honors:** lowest score on the previous hole tees off first. First hole goes by lot, card, or agreement.
- **Casual stroke play:** ready golf overrides honors. Play when you're ready.
- **Match play:** honors are enforced — winner of the previous hole goes first. Playing out of turn lets your opponent cancel and make you replay.
- **Tournament stroke play:** mostly honors, though local rules often allow ready golf for pace.
## A practical exception
If the long hitter has honors but the fairway isn't clear, shorter hitters can go ahead and tee off. That's ready golf working as intended.
## Don't fight about it
You'll never win by insisting on honors in a casual round. Call "I'm up" when you're ready and keep moving.
---
## Etiquette — Where to stand
Topic: `etiquette/where-to-stand`
## Tee box
- **Never directly behind the ball** in line with the target — distracting to the player and dangerous on a shank.
- **Out of peripheral vision.** For a right-handed player, stand behind-left of them, a few steps back.
- **Stand still and silent** from address through follow-through. Motion bothers players more than noise does.
- Exception: behind the player is OK *with their permission* when teeing into the sun, so you can track the ball.
## On the green
- **Off the through-line** — don't stand in the 3–5 feet directly past the hole, and don't walk through it.
- **Off the line of the putt** — don't cast a shadow across it or across the ball.
- **Not behind the putter** in their sightline.
- Hand the flagstick carefully — don't drop it on the green; it dents.
## Bunkers
- Enter and exit from the **low side**, nearest the ball.
- Don't stand on the steep face — you'll dig in and damage the lip.
---
## Etiquette — Cart rules
Topic: `etiquette/cart-rules`
- **90-degree rule:** stay on the cart path until you're even with the ball, then turn 90° into the fairway, drive straight to the ball, play, and return the same way. Keeps wear even.
- **Cart-path-only:** stay on the pavement the entire hole. Bring the clubs you might need to the ball instead of driving in.
- **Stay 30 feet from greens** at all times. Never drive between a green and a greenside bunker.
- **Never park on tee boxes.**
- Wet course? Follow posted signs — courses that go cart-path-only after rain mean it.
## Scrambling the day
- If your ball is far from the path, take 2–3 clubs with you rather than walking back.
- Cart swap at the turn is standard — pull to the rack, swap drinks/clubs, move on.
- Phone on silent. Speakers are a group-consensus thing — if your group objects, leave the music off.
## Scooter, push cart, walk
Different rules per course. Some let push carts on "cart-path-only" days, some don't. Ask the pro shop before the round.
---
## Etiquette — Bunker raking
Topic: `etiquette/bunker-rake`
- **Enter and exit from the low side**, nearest your ball.
- **Take the rake in with you.** Saves a walk.
- **Rake the whole disturbed area** — footprints, splash, stance, divot.
- **Push sand, don't pull.** Pushing leaves a smooth surface; pulling leaves ridges.
- For deep divots, use the flat back of the rake first, then flip to the tines for the final smoothing.
- **Knock sand off your shoes** with the grip of your club before walking off — keeps the fairway clean and the next tee box clean.
## Rake placement
Most clubs post a rule; follow it. The common default is *handle parallel to the line of play*, half in and half out on the low side. When in doubt, leave the rake where a ball rolling in is unlikely to hit it.
## The mindset
The goal is: the person after you shouldn't know you were there. Every bunker shot takes a few extra seconds to rake — plan it into your pace.
---
## Etiquette — Flagstick
Topic: `etiquette/flagstick`
- **Leaving the flagstick in for a putt is legal** (since 2019). No penalty if your putt hits it.
- **Three options on any green putt:** in, attended, or out. Decide before you stand over the putt.
- **Ask the group before the first putt** of the day: *"pin in or out?"* One player's preference shouldn't override everyone else's.
- Chipping from off the green → leaving the pin in is usually helpful (aim point + backstop for anything a touch long).
## Attending the pin
If someone asks you to attend:
- Loosen the pin in the cup first so it lifts cleanly.
- Hold it at arm's length with a light grip.
- **Pull straight up**, not sideways, once the ball is rolling.
- Don't cast a shadow across the hole or the line.
## Handling it
- Lay the flag down gently; don't drop it.
- Don't walk with a flag over your shoulder on the green — the stick end dents.
- First to hole out grabs the pin and replaces it. You get a free pass to keep walking to the next tee.
---
## Etiquette — What to say (and not)
Topic: `etiquette/what-to-say`
## During the swing
- **Silent and still** from address through follow-through. This is the #1 etiquette sin when broken.
- Phones on silent. Speaker music only if the group agrees.
## After a bad shot
- **Don't say "nice swing."** It reads as sarcasm even when it isn't.
- **Don't react loudly** to someone else's bad shot. Neutral "tough break" is fine; silence is often better.
- Watch the ball flight and mark where it went — far more useful than anything you could say.
- Let the player speak first before you offer anything.
## Advice
- **Never offer swing advice mid-round**, especially unsolicited. If your partner wants feedback, they'll ask.
- Ask once: *"Do you want feedback or just support today?"* and respect the answer.
- In competitive stroke play or match play, **giving advice to an opponent is a penalty** (Rule 10.2). Keep swing talk inside your own group or after the round.
## Safe things to say
- "Good contact."
- "That'll play."
- "Still alive."
- Nothing. Nothing is usually the right answer.
---
## Etiquette — Tee time flow
Topic: `etiquette/tee-time-etiquette`
- **Arrive at least 30 minutes early** — longer if you want to actually warm up. Check in at the pro shop, pay, grab a cart number.
- **Be at the first tee a few minutes early.** The starter runs the course's pace, and being late cascades across the day.
- **Follow the starter's instructions** on cart paths, frost delays, local rules, and order of groups. They know about stuff you don't.
- **Phone on silent.** Vibrate is fine.
- **Confirm the group's norms** before hole one: gimme range, pin in or out, mulligans (none in real golf), music, stakes if any.
## Pre-tee checklist
- Ball marker, pencil, tee.
- Rangefinder on and calibrated, or app ready.
- Glove on if you use one.
- Know your group's format and handicap stroke allocation.
---
## Scoring & formats — Stroke vs. match play
Topic: `scoring/stroke-vs-match`
## Stroke play
- **Count every stroke** over 18 holes (including penalties). Lowest total wins.
- One disaster hole affects the whole score.
- **No concessions** — hole out every putt. (Casual exception: pick up at net double bogey for pace.)
- **Ready golf encouraged.**
## Match play
- **Hole by hole** — win more holes, win the match. Total score is irrelevant.
- **Order matters** — farthest from the hole plays first. Opponent can make you replay a stroke played out of turn.
- **Concessions are legal and final.** "Good good" means both players agree to pick up their next stroke.
- **Practice between holes is allowed** (not in stroke play).
## Match play vocabulary
- **1 up / 2 down:** ahead or behind by that many holes.
- **All square (AS):** tied.
- **Halved (H):** hole tied — no change to the match status.
- **Dormie:** leading by exactly the number of holes remaining (3 up with 3 to play). You can't lose; opponent has to win every remaining hole to tie.
- **X&Y:** final margin. "4&3" = won by four holes with three left to play.
## When to pick which
- **Playing alone, posting a score, or working on handicap** → stroke play.
- **Match against a friend with different abilities** → match play with handicap strokes. One bad hole doesn't wreck it.
---
## Scoring & formats — Stableford
Topic: `scoring/stableford`
## Standard Stableford
| Score vs. par | Points |
|---------------|--------|
| Double bogey or worse | 0 |
| Bogey | 1 |
| Par | 2 |
| Birdie | 3 |
| Eagle | 4 |
| Albatross | 5 |
**Highest points wins.** Opposite of stroke play.
## Modified Stableford
Used by some events (including the PGA Tour's Barracuda Championship). Rewards aggression:
| Score vs. par | Points |
|---------------|--------|
| Double bogey or worse | −3 |
| Bogey | −1 |
| Par | 0 |
| Birdie | +2 |
| Eagle | +5 |
## Why it's great for mid-hcps
- **Pick up and keep pace.** Max out the score? You're at 0. Move to the next tee.
- **One disaster hole doesn't wreck the round.** The cost of a 9 on a par-4 equals the cost of a double bogey.
- Encourages going at pins. The upside of a birdie is bigger than the downside of a bogey.
## Rough scoring
Pars get you 36 points over 18. "Two over" means a point a hole; "net 36" is a par round on points.
---
## Scoring & formats — Skins
Topic: `scoring/skins`
- **Each hole is a separate contest.** Lowest score on the hole wins the "skin" for that hole.
- **Ties carry over** — the skin rolls to the next hole. Nobody wins it until someone has the hole outright.
- **Pressure cooker near the end:** a pile of skins can hinge on the 18th.
## Example
Four players, $1 per skin.
- Holes 1–3: all tied. Three skins carry.
- Hole 4: C makes a birdie, nobody else matches. C wins **4 skins** (three carried + hole 4's) = **$12**.
## Net vs. gross skins
- **Gross:** raw score. Good for similar-ability groups.
- **Net:** handicap strokes applied by the hole's stroke index. Fair for mixed ability. Agree on net or gross before hole one.
## House rules to settle up front
- **Last-hole carryover:** split the pot? Sudden death? Void if it reaches 18? Pick one and write it down.
- **Gimmes:** usually none — a conceded 2-footer can cost a skin. Putt everything out.
- **Validation:** some groups require the skin winner to also beat the next-best score (or a par) to "validate." Rarely used casually.
---
## Scoring & formats — Team formats
Topic: `scoring/team-formats`
| Format | Balls in play per team | How team score is set |
|--------|------------------------|------------------------|
| Scramble | 1 (after each shot) | Every shot: pick best, everyone plays next from there |
| Best ball | 2–4 (one per player) | Lowest single score on the hole |
| Four-ball | 2 per team (one per player) | Lower of the two scores on the hole |
| Foursomes (alternate shot) | 1 per team | One ball, players alternate shots |
## Scramble
Team charity event staple. Everyone tees off; pick the best drive; everyone plays again from there; repeat to the hole. Forgiving and social.
- House variants: "every player must contribute at least N drives," "at least one putt per player," etc.
- One ball per team after each shot.
## Best ball / four-ball
Everyone plays their own ball for the whole hole. Team score is the lowest individual score. Encourages aggressive play because one partner can back up the other.
- "Best ball" in US usage, "four-ball" internationally — same thing.
- Ryder Cup morning sessions are four-ball.
## Foursomes (alternate shot)
Two-player team sharing one ball. Partners alternate strokes all the way to the hole, regardless of who made the last shot. One player tees off on odd holes, the other on even.
- **Hard for casual groups** — one chunked iron strands your partner in the rough.
- Choose your partner wisely; communicate club selection and strategy.
- Ryder Cup afternoon sessions are foursomes.
---
## Scoring & formats — Handicap basics
Topic: `scoring/handicap-basics`
- **Handicap Index** — a portable number that estimates your *potential*, not your average. Range: +10 to 54.0.
- **Course Handicap** — converts your index for the specific tees and slope you're playing. This is the number you use to figure strokes. It changes per course and tee set — **check the GHIN/WHS app before the round.**
- **Max score per hole = net double bogey** (double bogey + any handicap strokes on that hole). Hit the cap, pick up, move on.
- **Post every round.** Home, away, short ones too.
---
## Scoring & formats — Scoring terms & slang
Topic: `scoring/scoring-terms`
| Name | Score vs. par | Example |
|------|---------------|---------|
| Condor | −4 | 1 on a par-5 (barely recorded) |
| Albatross (double eagle) | −3 | 2 on par-5 or 1 on par-4 |
| Eagle | −2 | 3 on par-5 or 2 on par-4 |
| Birdie | −1 | 3 on a par-4 |
| Par | 0 | 4 on a par-4 |
| Bogey | +1 | 5 on a par-4 |
| Double bogey | +2 | 6 on a par-4 |
| Triple bogey | +3 | 7 on a par-4 |
| Quad (snowman on a par-4) | +4 | 8 on a par-4 |
Par is the expected score for a scratch golfer. Always *relative* to the hole — a 5 is great on a long par-5 and bad on a short par-4.
## Gross vs. net
- **Gross:** actual strokes taken over 18.
- **Net:** gross minus your course handicap.
- A 72 off a 2 and a 92 off a 22 both net **70** — in a net event, they tie.
## Everyday slang
- **Gimme:** a short putt conceded without stroking — casual only.
- **Mulligan:** informal redo, not in the rules. Only if the group allows.
- **Breakfast ball:** a mulligan on the first tee.
- **Sandbagger:** a player whose posted handicap is higher than their real ability.
- **Snowman:** an 8 on a hole.
- **Dance floor:** the green.
- **Fried egg:** a ball plugged into a bunker.
- **Worm burner:** low, fast grounder off the tee.
- **Up-and-down:** getting down in two from off the green — one chip, one putt.
- **Short-sided:** missing on the side with little green between you and the pin. Bad.
- **Fore!** Shouted when a ball is flying toward people. Yell it early, yell it loud.
---
## Practice & warm-up — Warm-up flow
Topic: `practice/warmup-flow`
**Warm-up is not practice.** Don't work on swing changes in the 20 minutes before a round. The goal is to feel loose and find the day's tempo, not to fix anything.
## 20-minute minimum
1. **3 min mobility** — torso twists, arm circles, leg swings. No cold swings.
2. **5 wedge half-swings → 5 full wedge shots.** Find tempo.
3. **5 × 9-iron, 5 × 7-iron.** Pick **one swing thought** for the day.
4. **5 × hybrid or fairway wood.**
5. **3–5 × driver.** Smooth. Not max speed — starting lines, not ball speed.
6. **3 shots with the club you'll hit on hole 1.** Rehearse the tee shot.
7. **10 min putting:** a lag ladder at 30 / 20 / 10 ft, then a three-foot circle.
## If you only have 10 minutes
Skip the driver. Hit five wedges, five 7-irons, one hybrid, roll a dozen putts. You'll score better than if you crush 25 drivers instead.
## If the range is closed
- Swing two clubs together in slow circles.
- Chip to a target with a wedge behind the 1st tee if space allows.
- Spend all the time on the putting green. Distance control > everything.
## Don't ball-beat driver pre-round
You will not find something on the range with a driver that you didn't already have. You will probably groove whatever's missing.
---
## Practice & warm-up — Pre-round checklist
Topic: `practice/bag-check`
Run through this before you leave the car.
## In the bag
- **6–8 balls** plus a few older ones for water holes.
- **Tees** — long for driver, short for par-3s. Pocket a couple extras.
- **Ball marker** and **divot repair tool** (a tee works in a pinch).
- **Glove** (spare if your hands sweat in summer).
- **Pencil** — many courses still only have pencils.
- **Tees, markers, and a scorecard pocket** you actually know about.
## On you
- **Phone** on silent.
- **Rangefinder or app** calibrated.
- **Sunscreen and sunglasses.** Cap or visor if the sun is up.
- **Water bottle** and one snack per nine. The back-nine crash is real.
## Weather
- Rain gear if there's *any* doubt. Courses chill fast near water and tree lines.
- Two gloves (one to dry, one to wear) on humid days.
- Small towel clipped to the bag.
## Things worth checking at the car
- Spikes clean, not muddy.
- No water in the grips from last time.
- Clubs dry. Put headcovers on the woods if it's wet.
---
## Practice & warm-up — Full swing drills
Topic: `practice/drills-swing`
## Feet-together, half speed
Feet touching. Hit 7-iron at 60% speed to a target. Done right, you'll hit the ball cleaner than with a full stance — tempo and balance improve instantly.
**Great for:** pull hooks, fat shots, arm-dominant swings, any "I'm out of sync" day.
## Alignment-stick train tracks
Lay one stick along the target line just outside the ball, and another along your toes parallel to it. Hit a short iron.
**Great for:** alignment drift (the #1 silent killer). Most amateurs aim 10–15 ft off and don't know it.
## The slice-path stick
Plant a stick upright a couple of feet behind the ball, angled outward-back. You have to swing on a slight in-to-out path to miss it.
**Great for:** over-the-top slices. The stick gives feedback you can't ignore.
## Divot-line check
Spray paint or chalk a line on the turf; put the ball on the line. Hit a 7-iron. **Divot must start on or in front of the line**, never behind it. Two minutes of this sorts out a fat-shot day.
## The 20-ball ceiling
Do any one of these drills for ~20 balls, then change. Over-repetition of a single drill trains a compensation, not a swing.
---
## Practice & warm-up — Short-game drills
Topic: `practice/drills-short-game`
## Ladder drill (distance control)
Pick a flagstick about 30 ft away on the chipping green. Chip ball #1 as close as you can. Ball #2 must finish **short** of ball #1. Ball #3 short of ball #2. Continue until you can't get closer.
**Builds:** feel for small distance changes, confidence with a consistent ratio of air-to-roll.
## Clockface wedge (stock distances)
With a gap or sand wedge, hit full-rhythm shots at three lead-arm backswing lengths:
- Lead arm to 7:30 (just past hip) — short.
- Lead arm to 9:00 (parallel) — middle.
- Lead arm to 10:30 (up by the shoulder) — long.
Constant tempo, full follow-through every time. Measure the three carries. That's your wedge distance menu.
## Tee-gate chipping
Stick two tees in the ground just wider than your clubhead, immediately in front of the ball. Hit normal chips without touching either tee.
**Builds:** face control and a clean strike.
## Bunker splash targets
Draw a line in the sand. Hit 10 shots with the entry point on the line, not on the ball. The ball comes out fine as long as the sand does.
**Builds:** commitment to entering the sand at a specific spot.
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## Practice & warm-up — Putting drills
Topic: `practice/drills-putting`
## Three-foot circle
Place 6–8 balls in a ring 3 ft from a hole. Make them all in a row. Miss one, restart.
**Why it works:** the most valuable putt in golf is inside 5 ft. Tour pros make ~95% of 3-footers; most 20-handicappers are 80%. Closing that gap is worth a stroke or two a round.
## Lag ladder (anti-three-putt)
From 20, 30, and 40 ft, roll putts toward a three-foot imaginary circle around the hole — not the hole itself. Hit 3 balls from each distance.
**Why it works:** three-putts come from lag distance, not line. Training to stop inside a circle is how you eliminate them.
## Tiger's gate drill
Stick two tees in the green just outside the toe and heel of your putter, about 4 ft from a hole. Stroke putts through the gate without clipping either tee.
**Caveat:** only trains sweet-spot contact, not face angle. Don't rely on it alone — pair it with a face-target drill.
## Face-target drill
Put a coin or small tee 6 inches in front of your ball on the start line. Roll the ball directly over it. If your ball rolls past either side, your face was off at impact.
## Speed check on the practice green
Before the round, roll three 30-footers to the edge of the green — not to a hole. Count how many fall off each end. If none are close, your speed read is off for the day; adjust.
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## Mental game — Blow-up holes
Topic: `mental/blow-up-holes`
- **Max score for a single hole = net double bogey.** Pick up, write the cap, walk to the next tee.
- **Blow-ups come from the recovery, not the first miss.** Tee shot in the trees becomes a 9 because you tried to thread a 4-iron through a 3-foot gap. Take your medicine early.
- **Stop-the-bleed sequence:** trusted club back to the fairway → wedge to a 25-foot circle → two-putt. Three swings, done.
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## Mental game — Pre-shot routine
Topic: `mental/pre-shot-routine`
## The three-part template
1. **Behind the ball:** pick a target, visualize the shot (shape and landing spot, not the strike).
2. **Rehearsal:** one practice swing or waggle that matches the feel you want.
3. **Step in, one look at target, pull the trigger.** Within ~5 seconds of settling over it. Longer and you start to tighten.
Same order, same tempo, every shot. The routine is the anchor when you're nervous.
## What good routines share
- **Commitment at step 1.** Decision is locked before the rehearsal. Indecision at address is fatal.
- **Acceptance at step 2.** Whatever the result is, it's OK before you swing. Counterintuitive, but freeing.
- **Short at step 3.** A long stare at the target builds tension, not confidence.
## Practice it on the range
If the routine doesn't exist on the range, it won't hold up on the course. Run the full routine on every 4th or 5th ball, minimum.
## Reset trigger
Pick a physical cue — re-gripping, a single deep breath, a word — that means *"start the routine over."* If anything interrupts you or your swing thought wanders, trigger the reset. Don't just swing and hope.