Putting Games
Summary
Ways to spend time on the putting green
having fun with your friends.
[count words]

by Eric Armstrong
Introduction
Improving your short game is the quickest way and surest way to lower scores.
For a good player, putting and shots around the green are 50% of the game.
So once you've got a semi-decent game from tee to green, short game skills
dominate the scoring equation.
These games gives you a way to spend time on the putting
green having fun with friends, building skills you can use on the course--and because you're
having fun, it's easier to spend more time on this much-needed aspect of your
game.
Acknowledgements:
Many thanks to Ed Tischler of New
Horizons Golf for
introducing me to the concept of putting games in general, and to the mad "Seven/Eleven"
and "Stymie" games, in particular. I got "Up and In Skins" from Keith Shepperson.
"Bango Bongo" came from Jim Holmlund.
Contents
General Rules
Steals
- If a player sinks a ball, and another player sinks on top of that,
the second one "steals" the points, the same way they would if their
ball was closer to the hole. So the second player gets the normal point
value for the sink, and the first player gets nothing. (Except in horseshoes,
where the points cancel each other out.)
Stymies
- No one marks their ball on a green. Old-time rules of "stymie" apply:
If a ball is in your way, too bad!
- However, there is no penalty for hitting another ball. (At times, that
can be a strategic thing to do!)
Greens
- If a putt rolls off the green, it is no longer eligible for "closest
to the hole" scoring, even if it is closer than other balls which are still
on the green. (The ball continues to be played, however, as though
it were still on the green.)
Honors, Rotation, and Playing Sequence
- Honors determines who plays first. At the first hole, honors are
determined by flipping a tee. For subsequent holes, the player who won the
last hole goes to the head of the line. Once everyone has made their
first play, strict
honors means
that the player furthest from the hole always go first. Strict rotation,
on the other hand, means the players play in sequence, regardless of where
their ball ends up. None of the games presented here uses strict rotation.
But one (Bango Bongo) uses a resetting sequence: After everyone has
played their first ball, distance from the hole determines the playing sequence.
Everyone then gets exactly one try, after which the new distances from the
hole determine the next sequence.
Putting Games
One game that isn't in the list is skins. With decent putters,
it's too hard for anyone to win a hole! It's good for Up and In competitions,
though.
Horse/Pig
- Flip a tee to determine starting order.
- Lead off putter chooses a hole, a starting point, and calls his putt.
- Leader can call
distance &/or direction:
- Distance from hole
- Sink
- Within the leather (putter grip)
- Within the steel (shaft minus grip)
- Within the shaft (length
of the putter).
- Direction from hole:
- Below the hole (relative to the slope)
- "Hole high" (even with or beyond the hole, relative to the starting
position)
Note:
Other directions could be chosen, but they don't translate into skills
you can use on the course.)
- Leadoff putter's putter is used for all measurements.
- If the leader doesn't make the shot he called, he goes to the end of
the line.
- If he does, everyone else has to make it.
- You get one letter in the name for every shot you miss (unless you're
the leader).
- Use "pig" for a shorter game, "horse" for a longer one.
Notes
- I like to measure from the edge of the hole.
(I've
seen people measure from the center, but the distance I care about is the
distance to the edge, not the distance to the center.)
- For shaft and steel measurements, I put the putter
head in the hole and lightly snug it up
against the edge.
Strategy Notes
- To win, pick the hardest shot you can make with a reasonable percentage
of success.
Horseshoes
- Pick two holes about 30 feet apart.
- Flip a tee to determine starting order. Once play begins, the winner
of each hole has the honor.
- Each player gets two balls. The leadoff player putts both, then the
opponent putts two.
- For singles, both players play to the same hole.
- After picking up their balls, they play back to the original hole.
- For pairs, one partner is stationed at each hole.
- One player from the lead-off team putts
first, followed by the opponent putting to the same hole.
- Closest to the hole counts as 1 point. Sinks count 3.
- Play to 15.
- If you and your opponent sink a ball, the scores offset and nothing
is added to either score.
(This is an exception to the rule of "steals".) You still
count closest to the hole for the second ball.
- If you can't determine who's closer, it's a "push" and nothing is added
to either score.
Match Play
This is a two-person game. The beauty of it is that one bad hole
doesn't put you out of the competition.
- Flip a tee to determine starting order.
- Play 9 or 18 holes against a competitor.
- Playing a hole in fewer strokes wins the hole.
- Playing it in the same number of strokes is a "push".
- A player loses when they are down more holes than there are left to play.
- If the game ends in a tie, things can end that way.
- If playing as part of a larger competition, a sudden
death playoff decides
the winner.
(First player to lose a hole loses the match.)
Stroke Play
This is a good multi-player game, but it's hard to recover from a bad hole.
- Flip a tee to determine starting order.
- Play 9 or 18 holes with one or more competitors.
- Count your strokes. (Par is two)
- Fewest strokes wins the competition.
Modified Stableford
This game allows multiple players to play in a way that is similar to match-play
competition.
- Flip a tee to determine starting order.
- Play 9 or 18 holes with one or more competitors.
- Par is 2.
- Count +1 for a par, +3 for a sink, -1 for a bogey or worse.
- Most points wins the competition.
- If betting, pay up to players with a higher score.
Sinks
- Flip a tee to determine starting order.
- Players putt to sink their shot.
- Sinking the putt scores +1 point.
- Coming up short of the hole scores -1 point.
- After coming up short, the player must also take the "walk of shame" to
remove the ball for the next
player.
- If betting, everyone pays up to the player with more sinks.
Strategy Notes:
- Choose makable putts. (Four to ten feet.)
- Choose a variety of putts: Long straight putts,
short breaking putts that go left and right, and downhill putts.)
Seven/Eleven
This is a two-part game, where the first to eleven wins. There is one set
of rules for getting to seven, another for getting to eleven.
- Flip a tee to determine starting order.
- Leadoff player picks a hole and a starting position.
- From zero to seven, you can score on sinks and closest to the hole::
- Score +1 for closest to the hole
- Score +2 for a sink
- Score -1 for a three putt
- You have to get to seven points exactly. If you go over, you
start over (from zero).
- Player who was closest to the hole (or was the last one to sink) has
the honors for the next hole.
- From seven to eleven, you only score on sinks:
- Score -1 for a three putt.
- Score +1 for a sink--even if you have less than seven as a result of
three-putting.
- If you are closest to the hole:
- You get no points.
- Neither does anyone else
- You have the honors for the next hole.
Strategy Notes:
- When your opponent is at 6, putt from close in. To get to 7, they have
to putt closer without sinking.
- When your opponent is playing sinks, putt from farther away, because three
putts are costlier.
Bango Bongo
Based on the standard game, Bingo Bango Bongo, where the
first person on the green gets one point, the person closest to the pin gets
one, and the first person in the hole gets one.
- Flip a tee to determine starting order.
- Count one point for closest to hole.
- Count one point for first to sink.
- Play occurs in strict rotation.
Note:
In the fairway version, you play be strict honors, so the person farthest from
the hole plays first, except that all must be on the green before anyone
putts. But when you're playing, every stroke counts--towards your handicap,
if nothing else. Here, extra strokes cost nothing, so play
rotates from player to player--so a player has one chance to sink
when they're away, instead of taking multiple putts to "sneak up on the hole".
(This is an exception to the rule of "strict honors".)
Stymie
The more players there are, the better this game is.
- Flip a tee to determine starting order.
- Leadoff putter picks a hole and a starting location.
- Count your strokes.
- Add a penalty stroke if your ball strikes someone else's.
- Add a penalty stroke if your ball goes into the wrong hole.
- For betting, pay up to the players who finish the hole with fewer strokes.
Strategy Notes:
- There are is real penalties for taking 10 strokes, as long as your opponents
take eleven!
- So your imagination is the limit with respect to your starting position--off
the bench, across the parking lot, whatever. (The wilder the shot, the greater
the laughter.)
Up and In Games
If the venue allows it, these are terrific skill-builders that lower scores:
Skins
- Chip or pitch from off green.
- For a quicker game, play closest to the hole for a skin.
- For one that takes longer (mostly because of the time it takes to change
clubs), play total strokes into the hole.
Horse/Pig
- Chip or pitch from off green. Call your distance from the hole.
Horseshoes
- Singles play to same hole.
- Pairs alternate to the hole.
Match Play/Stroke Play
- Play to the green, then putt.
- Par is 2
Preventing Back Strain
When I started doing a lot of putting, I noticed that my back hurt. That's
a pretty common complaint. Ed Tischler gave me the solution for that. (It's
something I should have known, too, given that I teach people how to protect
their backs!)
The trick is to push your butt out. That simple moves makes you bend at the
hips, instead of the waist, which bends your back.
The difference is pretty amazing. There is no strain at all when the back is
flat.
I learned how to deadlift from a book on kineseology by Dr. Michael Yessis.
That book taught me how to lift properly. (You keep your lower back flat, but
the feeling is that your upper back is arched.) When you do that, you safely
lift a piano. (It may not move, but you won't kill yourself trying.)
More importantly, that positioning tells you when to use your legs.
When you can't bend over any further without bending your back, that's when
you have to bend your legs. (Interestingly, the common advice to "bend your
legs"
isn't very helpful, because it's entirely possible to bend your legs /and/ bend
your back, which is not good at all.)
So do your best imitation of an ape, and you have the perfect back position
for lifting. And you'll find that it's helpful for the full swing, as well.
It not only prevents strain, it helps you to rotate more freely.
But while I had that totally figured that out for a momentary effort, somehow
it never occurred to me that it also applied to a sustained effort. (Seems
obvious, in retrospect. Sigh)
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