Putting green & short game
The practice green and short-game area is where handicaps actually drop. Landing-spot chipping, scored bunker work, and putting drills with a number to beat — the highest-value hour in golf.
The Tee Gate
10 minEvery putt that matters starts on line or it never had a chance. Two tees barely wider than the ball, a pace in front of you, tell the truth about your start line on every single roll — instant, binary feedback no video can match.
The Three-Foot Clock
15 minRounds leak from three feet. Twelve short putts arranged like a clock face around the hole force you to hole the same length across every break — uphill, downhill, left-to-right, right-to-left — until three feet stops being a question.
Splash Ladder
15 minGetting out of the bunker is a technique; getting the ball close is a distance skill nobody practices. Three landing zones and one swing thought — longer follow-through, longer shot — turn the sand into a place you can actually score from.
Par 18
30 minNine up-and-downs, each scored as a par 2: chip plus putt. Par 18 is the standard-bearer of short-game tests because it measures the only thing that matters — did the ball get in the hole in two — under a number you cannot argue with.
Seventeen Inches Past
15 minA putt dying at the front edge is at the hole's mercy; a putt rolling a bit more than a foot past hits the hole at its widest effective size. Training one dying speed — about seventeen inches past when it misses — makes more mid-range putts fall without adding three-putt risk.
The Line in the Sand
15 minGreenside bunker fear is really low-point confusion — nobody told the club where to enter the sand. A drawn line settles the question: enter there, every time, and the ball rides out on a cushion of sand whether you caught it perfectly or not.
Putt to the Fringe
10 minTake the hole away and touch appears. Lagging balls to die against the fringe line trains pure distance control — the skill that turns three-putts into two-putts — without a target small enough to tempt you into steering.
Leapfrog
15 minDistance control you cannot fake: every chip must finish beyond the last one but inside the far edge. The corridor shrinks with each ball, and so does your margin for a stabbed or scooped strike. Touch, under gently rising pressure.
Eyes on the Hole
10 minNobody stares at their hand throwing a ball of paper at a bin. Putting while looking at the hole reconnects stroke to target, melts over-control, and is the fastest distance-control fix available to a player who has started steering.
Land It on the Towel
15 minChipping falls apart when players stare at the hole instead of the spot where the ball must land. A towel on the green makes the landing spot the entire game — pick it, hit it, and let the roll take care of itself.