Friday, February 27, 2009
Putt for Dough
Fortunately there are things we can practice to help.
try this:
Pick a straight putt. This is important because if it curves you will not know if you had the right speed.
You will want to pick about a 4 foot putt. Then using 10 balls, pick a number of how many you will sink in a row. For simplicity just start with 1. Then as confidence grows increase the number. Go all the way to 50 in a row. If you miss you start back at 1 again. This is the best way to increase confidence. Now with that being said, make sure your stroke is straight back and straight through with the club head aligned straight at all times.
You must use only your upper body and arms on a putt. Arms and Shoulders only!!! Do not come up out of the putt early.
A good way to test how you are doing on this is to Hit and Hold. By this I mean take your stroke and hold on the follow through for at least 5 seconds. check that your head and body are still down and your clubface is still straight. Any movement of your head or the clubface will cause you to miss.
Remember, straight back and straight through> Arms and shoulders only. Like a Pendulum.
Now go practice.
Wednesday, February 25, 2009
Tournament formats and golf bets
Say a player has a handicap of 14. Rather than applying the handicap in the proper manner, the player is instead given 14 free shots to use at any point on the course, at any time. Hit a bad shot off the second tee? Hit it again. Now you've got 13 left.
The game can be played with full handicaps (as in the example above) but it most common to use only three-fourths or two-thirds of handicaps. That forces the player to be judicious in using his replay strokes.
Two other conditions usually apply: The first tee shot of the day may not be replayed, and no
shot can be replayed twice.
Before teeing off, establish a rotation (for a threesome, A is the defender on the first hole, B on No. 2, C on No. 3, back to A on No. 4, and so on) for the Defender.
When the Defender successfully defends his hole - that is, gets the lowest score - he earns 3 points and the other players lose 1 point. If any member of the group beats the Defender, the defender loses 3 points and each other player gains 1 point. If the Defender ties for low score on his hole, the defender gains 1 1/2 points while the others lose a half-point.
Defender can be played just for points and bragging rights, or a dollar value can be assigned to the points and money divvied up at the end of the round.
In regular foursomes, the 2-person team would play alternate shot for the full hole, i.e., only one tee ball would be hit.
Greensomes is essentially a 2-person scramble off the tee, then alternate-shot into the hole.
Three Club Monte is a good game to play in order to learn and practice half-shots, knock-downs and so forth.
Let's say your buddy is facing a long, difficult putt. You invoke the thirty-two side bet. If your buddy three-putts (or worse), he owes you two units of the bet. If he two-putts (or better), you owe him three units of the bet. (If the bet is $1, for example, and he three-putts, he owes you $2; if he two-putts, you owe him $3).
In Gruesomes, both members of the team tee off - and then the opposing team selects which drive they have to play. Needless to say, the opposing team is likely to select the worst - or most gruesome - of the two drives.
Following selection of the tee ball, the teams play out the hole in alternate shot fashion. The player who hit the "gruesome" tee ball also plays the second shot.
An American, driving erratically from a grass bunker, hit and killed a cow in the adjoining pasture.
"my God," he cried, running up, "I'm terrible embarrassed! Can I replace her?"
"Dunno," replied the farmers boy, "How many gallons a day do you give?"