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Golf
Putting Games:
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FOUR CORNERS (see
setup diagram below)
Knee Knockers
Six Feet Under
BETWEEN THE LINES (see
setup diagram below)
LAG MAN (see
setup diagram below)
Setup Diagrams for Putting Games
Key: * = Tee, O = Hole
FOUR CORNERS
Knee Knockers 3' BETWEEN THE LINES LAG MAN
Six Feet Under 6' 25' 50'
=================== ===================== ===================
* + +
3'
* 3' O 6' * --------- * --------- + O +
3'
--------- * ---------
* + +
Putting HORSE
- Play -- putting HORSE is played like basketball HORSE. It is
played around the basket or target.
- The last person to win, selects the spot to throw from.
- Scoring
- When you get beat at a hole, you get a letter in HORSE, or whatever
word you want to select.
- If more than one person gets the best score, those with anything more
get a letter.
- You try to be the last one to not spell HORSE.
- Options
- When playing with players of unequal skills, (such as a child), you
can give them a free stroke or two, depending upon the hole. Or
give them an easier tee, or both.
- The loser (not winner) chooses the next shot spot.
- Call your shot : You can proclaim the putt must be opposite
hand, or sidearm, upside down, or whatever.
- It's not fair to to discriminate by calling right hand and expect
a left hander to throw right.
- Betting. Yes, there are a number of ways to bet on your
HORSE.
- Everyone who loses a letter, gives a dollar to the winning player(s)
of that hole. Until you spell HORSE.
Twenty-one
Disc Golf 21 is a putting practice game vaguely similar to
"HORSE". It's also like some dart games. The game is
normally played with 2 to 6 players, though I have played it with as
many as 10!
- Play -- Each player putts with 3 putters from the same
point or line.
- The player with the most points chooses the lie regardless of
the winner of the last round.
- Scoring
- A successful putt scores 2 points.
- A putt hitting metal, basket or higher, without staying in the
basket scores 1 point.
- If you are the only one to hit metal your first
"metal" is doubled making it worth 2 points and if you
are the only one to score a legal putt you first legal putt with
be scored double making it worth 4 points.
- IE if you score 2 metals and one putt and you are the only one
to score metal but another player scored a putt you will get 2
points for your putt, plus 2 points for your first metal [being
the only one] and 1 more point for the other metal for a total
of 5 points.
- Winning
- When one or more player has a score of 21 or more the game
ends.
- If more than one players score over 21 the highest score wins,
ties may be played off. Regular players may have a favorite
place for the first round and then next places are picked by the
winner of the last round [I scored 3 & you scored 2; then I
pick the next spot]. Mandos and other fun variations are
encouraged but choosing mandos that always gives you the
advantage Is considered poor sportsmanship. If no one scores any
points in a round the player picking the spot forfeits that
their turn to another in the next round. If every disc but every
player hit metal or better that round is voided, no scores are
counted and the choose of lie is forfeited to another player.
Sweet 16
Setup
Each player uses two putters.
High scorer from the previous round picks the spot to putt from.
Scoring
- Play is to 16, and you have to win by 2 points.
- +3 points for basket
- +2 points for chains
- +1 point for metal
- -1 point for the pole below the basket
- -2 points for the ground in front of the basket (never up, never
in)
Options
- If nobody scores anything from a particular spot, then the person
who picked it loses 3 points and the right to pick goes to the
previous picker.
- Challenges -- If someone misses a putt then anyone else may
challenge them to make their comeback putt.
- If the player misses the Challenge they lose one point,
- If they make the Challenge then the challenger loses
one point.
To find your feel for
distance it is best not to aim at a hole - it can be disturbing. To
gauge long range putts, simply press a tee peg into the practice green
and try to lay every putt dead on.
To develop a touch for
medium range putts, lay out three tees in a line. Place the first one
about 15 feet away and each of the others at 1O foot intervals further
away. Putt two balls to each tee and keep repeating the exercise. This
teaches you to take putts individually and judge the pace each time
which helps your touch.
One of the most
enjoyable ways to hone your pace and line is to play bowls.
You need two or more
players, three balls each and a "jack" - the target ball.
Player (1) knocks the
jack down the green, than hits his first ball towards it, trying to get
as close to the jack as possible. Player (2) then has to beat his rival.
Take alternate putts until you have hit all the balls.
To score, judge whose
ball is closest. The player with the nearest ball is awarded 1 point. If
the same player has more than one ball closer than the opponents, award
a point for each. Play to 21.
Line 5 or 6 balls up in
a row from the hole with the first one about 3 feet away and the others
in a straight line at one foot intervals. Start with the closest and
then putt each of the others in order until you miss. If you miss, pick
up and replace the putted balls and start over.
This drill helps your
short putt stroke and does wonders for concentration and determination.
It makes you really want to hole out each time as you know you must
start all over again if one fails to drop.
With roughly 1O balls,
aim to a hole free area. Take one ball at a time and try to stroke it to
a point about 25 feet away. Don't look up between shots. Just
roll the next ball and repeat your stroke. Try to keep everything the
same - the line, rhythm and strength.
The idea is to keep all
the balls in as tight a group as possible. Only after the last ball is
well on it's way do you look up. Do the drill from longer and longer
distances.
This drill is better
than putting with your eyes closed since you can still concentrate on
your stroke and your ball striking is more consistent.
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