Post date: Jun 2, 2018 5:40:11 PM
Dave Pelz's Putting Games by Dave Pelz
(02) Performance Games
Putting performance falls into seven areas. The seven “Performance Games” measure putting ability in each of the different areas of putting ability. Evaluation is vital to pinpointing where the greatest room for putting improvement lies. To measure performance, keep track of scores in all seven games. Write down and evaluate all scores relative to one another.
Testing takes 60-90 minutes total to set up, play and score all of the seven games. Putt for a few minutes before starting testing to get a feel for the stroke and the speed of the green for the day. Putt a few long putts, a few short ones and a few others all around (downhill) and uphill). Equipment needed: putter, a dozen balls, thirteen tees, notebook and pen.
Twelve at a Time is Ok. Each performance game consists of a 12 putt sample. Measuring this over a period of months works well. As the sample size mounts, uncertainty in the measurement of performance goes down. After about 3-4 rounds of testing, relative ability in the seven performance areas should become clear.
The 3-Foot-Circle Game: This game is designed to evaluate the ability to make 3-footers from all angles around the hole, to help learn to read putt break and green slope in the vicinity of the hole, and to learn the best putt-speed vs. break-played trade-off for short-putt results. Putts break as they roll 3 feet to a hole. The amount of break that should be ‘borrowed’ on such putts depends on the angle putted from and how firmly the intent to roll the ball is. The 3-foot circle game teaches appropriate ‘speed’ vs. ‘break’ calculation for short putting
Description - One putt is rolled from each of the twelve hourly positions of a clock. Use a 7-iron to measure. A feature of this game is that when it’s set up to a hole on a sloping portion of the green, it helps teach how to handle the sidehill break characteristics of short breaking putts. Both twelve o’clock and six o’clock putt positions must be aligned precisely along the fall line of the slope surrounding the hole. This means that neither putt should break at all as it rolls to the cup (12 o’clock should roll straight down the fall line / 6 o’clock straight up it.) The other 10 putts then break to varying extents depending on the slope of the greens around the hole, with downhillers breaking somewhat more than uphillers
Setup is accomplished by first rolling a few balls from above the hole to determine the location of the fall line on the local slope. Watch each ball carefully from above and directly behind the hole until the dowhill putt that does not break at all is identified. Mark this zero break as 12 o’clock with the 7-iron grip. Mark this with a sticker dot or tee. Do the same with the 6 o’clock putt.
Rules and Scoring
Start by hitting the easiest putt, the straight uphill putt from 6 o’clock.
Move forward (clockwise if putting lefty or counterclockwise if putting righty until all putts have been made.
Putt only each putt once (all putts after the first putt are given.) Every missed putt counts as one point. Remove balls from the hole often enough to allow subsequent putts to fall cleanly. Minimum score=0. Maximum score is 12.
How to Compete
Player No. 1 putts the six o’clock putt. Player No. 2 putts the 12 o’clock putt. 6 putts each. Missed putts count 1, made putts count 0.
Alternate starting position after each round.
Play six rounds.
After the sixth round, play a 12 putt round. Whoever has the lowest score wins. Ties are played off at sudden death.
6-Foot-Circle Game. The purpose of the game is to measure and score the ability to hole 6-footers. 6-foot putts break significantly more than 3-footers taken on the same slope of a green and are therefore, more sensitive to being rolled at or near the optimum speed. This is a major feature of the game when the hole is on a significant slope.
Description. Set up is the same as the 3-Foot-Circle Game but the distance from the hole is measured two 7-irons in length.
Rules and Scoring. Same as the 3-Foot Scoring Game
How to Compete. Same as the 3-Foot Scoring Game
Makeable-Putt Game. The intent of the Makeable-Putt Game is to measure the ability to hole putts in the 10- to 20-foot range, while also measures how consistently these putts have a chance to go in (by rolling them at or near the optimum putting speed.) The world’s best putters convert between 20-33 percent of these.
Description - This game consists of 12 putts, six each from two different directions and three distances. Each cycle of six putts from one direction is composed of two putts from 15-feet, two putts from 20-feet and two putts from 10-feet.
To set up the game, first choose a hole that can be putted from two different directions. Walk three large steps straight away from the hole in one direction. Stick a tee (or a sticker-dot marker) in the green about a foot past the toe of the farthest foot to mark, a 10 foot distance from the cup.
Mark a 15-foot putt by taking one step sideways in a counterclockwise direction, then two more big steps away from the hole. Place the marker behind the furthest foot.
Then take another step sideways and walk another two steps away from the hole and stick the third mark on the green behind the farthest foot, this one about 20 feet from the hole. (Sideways steps stagger putting lines, so longer putts don’t have to roll over footprints made while putting shorter ones.)
Next, mark the green at the same three distances in the opposite direction from the hole. In future days walk in different directions from whatever hole is chosen so performance on up, down, and side hill putts can also be tested.
Rules and Scoring
Putt two balls from each of the three distances as marked in one direction from the hole. Putt each ball only once.
Repeat the same cycle putting from the second (opposite, if possible) direction.
Try to give yourself the best chance to hole every putt by rolling them at optimum putting speed (fast enough to help each putt hold it’s line and hit the hole, but slow enough to minimize lip-outs and overly long second putts.)
There’s a 34-inch radius semicircular ‘good zone’ behind the cup for makeable putts. The good zone is measured from the back edge of the hole and is square to the track of incoming putts as measured to the end of a 7-iron grip with its head placed down in the hole.
The measure of a putt successfully rolled at or near optimum speed is that it stops in the ‘good’ zone behind the hole (if it does not go in.) Putts hit with close-to perfect speed will stop near the perfect center of the good zone, 17 inches past the hole.
Game Score is the total of the twelve putt scores (the lower the score, the better the performance.)
How to Compete
Both players alternate putting to the same hole from the same distance, but from opposite directions.
Scoring is matchplay, whichever player scores lower on the first putt will be 1-up and putt first on the second putt. If both score the same, the match is even going to the second putt.
After the first six putts, players change directions to roll the last six putts of the game.
The game winner is the player who wins the most holes out of twelve (ties are played off at sudden death.)
Breaking-Putt Game. The Breaking-Putt Game measures the quality of performance for significantly breaking putts, where ability to roll the ball at proper speed is critical. Putts must break at least 6 inches down from their starting line direction as they roll to the hole from three makeable-putt distances (20 feet, 15 feet and 10 feet). The goal is to match the speed of a breaking putt to the line chosen to start it on, maintaining near optimum rolling speed to the hole and avoiding three putting the ones that miss.
Description - Each Breaking-Putt Game consists of twelve breaking putts in the makeable distance range of 10-20 feet. The more a putt breaks on its way to the hole, the more its line depends on the speed at which it rolls. Find a hole on the green with enough slope to cause at least a 6-inch break in a putt from 15 feet. Makeable putts that break between 6 and 10 inches are common. The game can be played on putts that break up to 36 inches, but the more the putts break, the more difficult they become. Makeable means it's challenging but not difficult.
To setup the game, walk around the putting green and find a hole in a smooth, significantly sloped area that has enough space to putt to the cup from both sides. Casually roll several 15-footers to this hole from different directions until one that breaks 6-10 inches has been identified.
Next walk off and mark putting spots at 10-, 15- and 20-feet on both sides of the cup (so both left to right and right to left breaking putts are tested)
Rules and Scoring:
Try to give yourself the best chance to hole every putt by rolling the ball at optimum putting speed.
All putts after the first putt are given.
Use the 34 inch radius, semicircular ‘good zone’ behind the cup to score breaking putts. The good zone is measured from the back edge of the hole and is square to the track of incoming putts, as measured to the end of a 35-inch putter grip with its head placed down in the hole.
A putt rolled at or near optimum speed will stop in the ‘good zone’ behind the hole (if it doesn’t go in.) A putt hit at close-to-perfect speed will stop near the perfect center of the good zone, a point 17 inches past the hole.
Scoring is the same as the Makeable Putt Game:
Score is the total of all twelve putts. The lower the score, the better the performance.
Intermediate-Putt Game. Measures putting performance in the 20 to 30-foot range. This is accomplished by measuring how well roll distances are controlled to give putts a change to go in, while minimizing chances of a three putt.
Description - To accurately assess intermediate length putting, use the ‘good’ zone behind the hole. (The same zone used in Makeable and Breaking-Putt Games to measure and score speed control.)
To set up the game find a hole that can be putted to from 30-feet away in two different directions. Walk off and mark putting spots at 20-, 25- and 30-feet in both directions from the cup.
Look for putts that are normally encountered on the golf course.
Rules and Scoring
Start by putting two balls from 25-feet, followed by two from 30-feet, then two from 20-feet, all along the same direction from the hole.
Then switch to the second group of markers in the second direction, and repeat the same six putt cycle again.
Give the putt a chance to be holed by rolling the ball at the optimum putting speed. The focus of the mind's eye should be to roll each putt just past the hole. Not too far past, just a little (about a foot and a half) past so that each putt has a chance to go in but leaves little chance of missing the remaining putt.
A ‘good zone’ (34-inch radius semicircular area) sits behind the hole for all intermediate-length putts
Scoring is the same as the Makeable-Putt Game:
Game score is the total of all twelve putts. The lower, the better.
How to Compete - Matchplay
Both players putt to the same hole from different directions. Players alternate putting from each distance.
After six putts, players change directions for the second six putts.
The winner is the player who wins the most out of twelve holes (ties are played off in sudden death.)
Lag-Putt Game. Measures the ability to roll long putts close to the hole. There are many challenges to holing these putts, namely green speed, green surface quality, and green-reading. It is much more important to control speed and leave long putts close to the hole, to all for a two-putt most of the time.
Description: The majority of lag putts are poor because they’re rolled the wrong distance. By improving lag speed, scores lower. Practice this aspect of putting. If there is a lag putt problem, start working on it immediately because lag putts are faced every round.
The Lag-Putt Game consists of twelve total putts (in two six putt cycles) from 40-, 50- and 60- feet. Once the skill has been developed to handle these three distances, putting touch can be finessed to other distances allowing good performance on most long putts.
To set up, first choose a hole with enough space that allows a putt from all three reference distances. Walk this direction, counting thirteen large steps straight away from the hole. Place a mark in the green about one foot past the toe of the farthest foot to mark a 40-foot distance to the cup. From the 40-foot marker, take three more steps in the same direction and place another marker a foot past the farthest foot for the 50-foot putt. Repeat the same process for the 60-foot putt. As you set up on future days, walk in different directions from the hole to test performance on up, down and side hillers.
Rules and Scoring - Putt two balls from each of the three reference distances in the following order: two from 50-feet, two from 60-feet, and two from 40-feet Change putt distances every two putts, always starting with the middle length. Then go to the longest putt and back to the shortest putt, so that touch is challenged to adjust frequently. This method develops the ability to adjust to distances faced on the golf course.
After rolling the first six putts, repeat the same six-putt cycle in the same order.
The Lag-Putt Game tests ability to lag long putts close to the hole, preferably within 3 feet. No emphasis is placed on holing long putts.
There’s a 34-inch radius, semicircular ‘good’ zone behind the cup for lag putts, measured by using a 7-iron with the head down in the hole.
Putt-Remainder Scoring Method
A putt remainder is the distance from the point at which the putt comes to rest to the edge of the hole.
Holed putts= zero remainder.
Scoring by the Putt-Remainder method requires the most effort, but it’s the most accurate way to measure lag performance.
Game score by the Putt-Remainder method is the total of your twelve putt remainders.
How to Compete. Players alternately putt in the normal sequence of distances: first 50-feet, then 60-feet, then 40-feet.
Each player putts twice from each distance, then repeats the cycle for twelve putts total.
The Lag-Putt Game competition is match play and can be played using either of the two scoring methods detailed above. Whichever player scored lower on the first put will be 1-up, the other 1-down., the match is even going to the second putt. The winner is the player who wins the most holes out of twelve (ties are played off in sudden death.)
Three-Putt-Avoidance Game. Measures ability to avoid three-putting when faced with long putts under more difficult than normal putting conditions (windy conditions, fast putts, grain direction, bumpy greens, etc.)
Description - To avoid three-putting long putts. Golfers Need to (1) have their ‘touch’ on high alert, (2) carefully observe the last 5 feet of their first putt’s roll to see how it breaks, and (3) stay positive and focused when the winds of the golf gods unexpectedly give them a second putt that is longer than they deserve. To avoid three putts we’ve got to be on super-high alert to roll a really good first putt, because it may get a little something added to or taken away from its roll that we didn’t really deserve. And we’ve also got to watch carefully as the lag-putt rolls to a stop. The ball’s final 5 feet of roll will show the slope of the green around the hole.
To handle these conditions, the Three-Putt-Avoidance Game makes lag putting tougher than we deserve and more difficult than it is fair. It adds 34 inches to the length of each second (and following missed) putt, to see how we handle unfair events on the greens. The game consists of twelve total putts (in two six-putt cycles) from three different lag ‘reference distances (40-feet, 50-feet, and 60-feet), just like the Lag-Putt Game, except that 34 inches is added to every putt length (after the first putt), before attempting to putt out.
To set up, first choose a hole that supplies space for you to putt from all three of the lag reference distances, and mark those distances.
Rules and Scoring
Putt two balls from each of the three reference distances in the following order: two from 50-feet, two from 60-feet and two from 40-feet.
After the first two 50-foot putts come to rest, draw each ball back 34-inches straight away from the hole and putt out both balls from their new positions.
When a second putt is missed, again add 34 inches before trying the third putt, and then try to hole it.
After putting out twice from each of the three reference distances, repeat the same cycle once again from the same three distances, in the same order.
Score for the game is the total number of putts taken to hole out from twelve initial lag putts. The lower the score, the better we’ve performed.
Minimum score=12 putts (if every first lag putt is holed), Par=24 putts, Maximum possible score = very high
How to Compete
Two players putt alternately from the same distance to the same hole,
Each player draws his own ball back 34 inches from the point where each missed putt comes to rest, directly away from the hole, before putting out.
Competition is match play for twelve holes (ties are played off in sudden death)