Golf Terms Glossary
Golf has more jargon than almost any sport. Here are 172+ of the terms, slang, and scoring words you'll actually hear — each defined in plain English, with an example, and grouped by category.

Scoring
Par, birdies, bogeys, and how a round is counted.
Ace
Also known as Hole-in-one.
An ace is a hole-in-one: sinking your tee shot in a single stroke. It happens almost exclusively on par 3s, where the green is within reach off the tee. For most amateurs it's a once-in-a-lifetime thrill — and, by tradition, a round of drinks.
In practice: Custom says the player who makes an ace buys drinks for the group (or the clubhouse). The odds for an average amateur on a given par 3 are roughly 1 in 12,000.
Albatross
Also known as Double eagle.
An albatross — also called a double eagle in the United States — is a score of three strokes under par on a hole. That means a 2 on a par 5 or a hole-in-one on a par 4. It's one of the rarest feats in golf.
In practice: An albatross is statistically rarer than an ace. The name continues golf's tradition of naming great scores after birds, the albatross being far larger and rarer than a birdie or eagle.
Back nine
The back nine is the second half of an eighteen-hole golf course, holes 10 through 18. It’s often where tournaments are decided, since fatigue, pressure, and course knowledge picked up on the front nine all come into play as players close out their round and final score.
In practice: Broadcasters love the phrase “back nine on Sunday” to describe the tense closing stretch of a major championship, when leaderboards shuffle hole by hole.
- Which holes are the back nine?
- The back nine is holes 10 through 18 — the second half of a standard eighteen-hole round. Holes 1 through 9 are the front nine.
- What does “back nine on Sunday” mean?
- It's a broadcasting phrase for the tense closing stretch of a tournament's final round, when the last nine holes on the final day typically decide the winner as the leaderboard shifts hole by hole.
See also front nine, the turn, stroke play, dormie
Birdie
A birdie is a score of one stroke under par on a hole — a 3 on a par 4, or a 2 on a par 3. It's the everyday "good score" amateurs chase and the bread-and-butter of a professional's low round.
In practice: The term comes from the early-1900s American slang "bird," meaning excellent. On a par 5, a birdie usually means reaching the green in two big shots and two-putting, or getting up and down from just short.
How to break 100 →See also par, eagle, bogey, albatross
Bogey
A bogey is a score of one stroke over par on a hole — a 5 on a par 4. For many recreational golfers, bogey golf (averaging one over par per hole, for a score around 90) is a realistic and respectable target.
In practice: Playing deliberate "bogey golf" — accepting a 5 on every par 4 rather than risking disaster — is the fastest route to breaking 100. A double bogey is two over; a triple is three over.
How to break 100 →See also par, double bogey, birdie, snowman
Bogey golf
Bogey golf means playing to a score of about one stroke over par on every hole, totaling around 90 on a par-72 course. It’s a common benchmark for solid mid-handicap amateurs and roughly corresponds to a handicap index in the high teens to low twenties.
In practice: A “bogey golfer” is a standard reference point in handicap and course-rating calculations, distinct from a “scratch golfer,” who averages even par.
How to break 100 →See also scratch golfer, handicap index, par, bogey
Course handicap
The strokes a golfer receives at a specific course. Full explanation and calculator →
See also handicap index, slope rating, course rating, net score
Course rating
Course rating is a numerical value, expressed in strokes, that estimates how difficult a course plays for a scratch golfer under normal conditions. A course rated 72.5 suggests a scratch player should average about 72.5 strokes there, forming the baseline used in handicap calculations.
In practice: Course rating is set separately from par and factors in yardage, hazards, and green speed; a short but tricky course can carry a higher rating than a longer, easier one.
See also slope rating, scratch golfer, handicap index, par
Double bogey
A double bogey is a score of two strokes over par on a hole — a 6 on a par 4, or a 5 on a par 3. Avoiding double bogeys and worse, rather than making birdies, is what separates a golfer who breaks 90 from one who doesn't.
In practice: Course-management coaches preach "bogey is fine, double is the enemy." A single blow-up hole — a penalty, a three-putt — is usually what turns a good round bad.
Eagle
An eagle is a score of two strokes under par on a single hole — most commonly a 3 on a par 5, or a hole-out from the fairway for a 2 on a par 4. It's a rare, round-defining highlight for amateurs.
In practice: "Eagle" extends the birdie bird-theme to a bigger, more impressive bird. Most amateur eagles happen on reachable par 5s: a long drive, a fairway wood to the green, and a single putt.
Even par
Also known as Level par.
Even par — also called level par — means your total score exactly matches the course's par, so you're neither over nor under. It's often written as "E" on a leaderboard. Shooting even par at a standard course means a round of around 70 to 72.
In practice: On a scoreboard you'll see red numbers for under par, black for over, and "E" for even. Finishing even par is an excellent round for an amateur and a solid, unspectacular day for a tour pro.
- What does “E” mean on a golf leaderboard?
- “E” stands for even par — the player's total score exactly matches the course par, neither over nor under. Scores under par show as red numbers and scores over par as black.
- Is even par a good score?
- For an amateur, even par is an excellent round that most golfers rarely achieve. For a tour professional it's a solid but unremarkable day, since low rounds on the PGA Tour are usually several strokes under par.
Front nine
The front nine refers to the first nine holes of an eighteen-hole golf course, holes 1 through 9. Scorecards typically total these holes separately from the back nine, letting golfers track pace and compare halves of their round before heading to the turn and finishing the remaining nine.
In practice: Many clubhouses have a snack bar near the ninth green specifically so players can grab a hot dog or a beer between the front nine and back nine — that stop is “the turn.”
See also back nine, the turn, halfway house, stroke play
Gross score
Your gross score is the raw total of every stroke you take in a round, before any handicap adjustment. Shoot an actual 92 and your gross score is 92. It's the number you'd read straight off the scorecard with no math applied.
In practice: Gross score decides stroke-play events among equal players; net score levels the field across handicaps. In a club competition you'll often see both a gross and a net winner.
See also net score, handicap, stroke play
Handicap
Also known as Handicap index.
A number reflecting your ability so any golfers can compete fairly. Full explanation and calculator →
See also scratch golfer, gross score, net score, sandbagger
Handicap index
A portable number representing a golfer’s potential ability. Full explanation and calculator →
See also course handicap, score differential, course rating, slope rating
Net score
Your net score is your gross score minus your handicap strokes. If you shoot a gross 92 and have a handicap of 18, your net score is 74. Net scoring is what lets a beginner and a low-handicapper compete fairly in the same event.
In practice: Most club competitions and friendly matches are decided on net score. It's why a mid-handicapper playing to their ability can beat a scratch player who has an off day.
See also gross score, handicap, stableford
Par
Par is the number of strokes an expert golfer is expected to take on a hole — almost always 3, 4, or 5 — accounting for reaching the green in regulation plus two putts. Add up every hole and you get the course's par, typically 70 to 72 for 18 holes.
In practice: Par is the baseline every other scoring term is measured against. A par-4 assumes two shots to the green and two putts. "Even par" means you matched the course total exactly; "three over" means three strokes above it.
See also birdie, bogey, even par, green in regulation
Score differential
A score differential is a number measuring how a golfer performed in a single round relative to the course’s difficulty, calculated from the adjusted gross score, course rating, and slope rating. The best differentials from recent rounds are averaged to produce a handicap index.
In practice: The formula is (113 divided by slope rating) times (adjusted gross score minus course rating), which is why the same 85 can produce different differentials at different courses.
See also handicap index, course rating, slope rating, gross score
Scratch golfer
A scratch golfer is a player with a handicap index of zero — someone who, on a course of standard difficulty, shoots around par. It represents genuine expertise; only a small percentage of golfers ever reach scratch or better (a "plus" handicap).
In practice: "Scratch" means you get no handicap strokes — you play the course straight up. Roughly 2% of golfers with a tracked handicap are scratch or better, making it a serious achievement.
Slope rating
Slope rating measures how much harder a course plays for an average, or “bogey,” golfer compared with a scratch golfer, on a scale from 55 to 155. A rating of 113 is considered standard difficulty, and higher numbers mean the course punishes higher handicaps more severely.
In practice: Slope rating is what converts a golfer’s handicap index into a course handicap for a specific tee, so the same index can mean a different number of strokes at two different courses.
See also course rating, course handicap, bogey golf
Stableford
Stableford is a scoring format that awards points based on your score at each hole rather than counting total strokes — typically 2 points for par, 3 for a birdie, 1 for a bogey, and 0 for double bogey or worse. Highest points total wins.
In practice: Because a disaster hole only costs you zero points instead of a wrecked scorecard, Stableford keeps casual rounds fun and fast — you simply pick up and move on once you can't score.
See also net score, stroke play, match play
The turn
The turn is the transition point between finishing the front nine and starting the back nine, usually at the clubhouse or a halfway house. Golfers often pause here to grab a snack, use the restroom, or check their scorecard before resuming play on hole 10.
In practice: The phrase “made the turn” is standard golf shorthand for reaching hole 10, and many casual rounds get their only real break of the day right here.
- What does “making the turn” mean in golf?
- Making the turn means finishing the front nine and heading to hole 10 to start the back nine. A player who has made the turn has completed the first half of the round.
- Why is it called the turn?
- On traditional courses the front nine plays away from the clubhouse and the back nine returns to it, so at hole 10 players literally turn back toward where they started.
See also front nine, back nine, halfway house
Triple bogey
A triple bogey is a score of three strokes over par on a single hole, such as a 7 on a par 4. It usually results from a combination of mistakes — a wayward tee shot, a penalty stroke, or a fluffed chip — compounding into one costly, forgettable hole.
In practice: Golfers sometimes call it a “trip” for short, and it can snowball quickly once a shot goes out of bounds or into a hazard, since a penalty stroke alone eats up most of the cushion above par.
See also double bogey, bogey, par, snowman
Under par
Also known as Over par.
Under par means your total score is below the course's par; over par means it's above. A score of 68 on a par-72 course is four under par (−4); a 78 is six over (+6). Leaderboards show under-par scores in red and over-par in black.
In practice: Cumulative under/over par is how tournaments are scored across multiple rounds — a player might be "12 under for the week." For amateurs, simply getting a round or two under par on a single hole feels like a win.
See also even par, par, gross score
Shots & shot shapes
How the ball flies, curves, and misses.
Angle of attack
Angle of attack is the up-or-down direction the clubhead is traveling — relative to the ground — at the moment it strikes the ball, measured in degrees. A negative (downward) angle of attack is typical with irons, while a positive (upward) angle of attack is ideal for driving.
In practice: Hitting up on the driver with a positive angle of attack — a technique popularized by long-drive competitors and modern tour pros alike — increases launch angle while lowering spin for extra distance. Irons, by contrast, are struck with a descending angle of attack to compress the ball and take a divot after impact.
See also launch angle, spin rate, divot, compression
Apex
Apex is the highest point in a golf shot’s flight path, the peak height the ball reaches before it begins descending toward the ground. A shot’s apex, combined with its landing angle, determines whether it lands softly or releases and rolls out after touching down.
In practice: A wedge shot typically has a high apex and lands steeply, stopping quickly on the green, while a driver’s flatter apex is designed to maximize carry and rollout. Golfers and coaches use launch monitors to track apex height when dialing in trajectory for different clubs.
See also launch angle, spin rate, launch monitor, pin high
Block
A block is a shot that starts right of the target and stays right without curving, caused when a right-handed golfer’s body outraces the arms and the clubface stays open relative to an in-to-out swing path at impact. It’s common under pressure or with restricted hip turn.
In practice: A block often shows up under tournament pressure, when tension causes the lower body to stall or the arms to lag behind. It differs from a push in that a block usually stems from restricted rotation rather than a naturally right-leaning swing path.
Carry
Carry is the distance a ball travels through the air before it first lands, measured from where it's struck to where it touches down. Total distance is carry plus roll. Knowing your carry numbers is essential for clearing hazards and holding greens.
In practice: "You've got 150 to carry the water" means the hazard's far edge is 150 yards of flight away. Amateurs routinely overestimate their carry, which is why they come up short of greens.
How many clubs in a bag →See also release, punch
Chunk
Also known as Fat.
A chunk — also called a fat shot — is when the club strikes the ground behind the ball first, taking too much turf and robbing the shot of distance. The ball comes up well short and the strike feels heavy and dead.
In practice: Chunking usually comes from hitting "at" the ball rather than swinging down and through it. The fix is often keeping your weight moving onto the lead foot so the low point is in front of the ball.
Draw
A draw is a shot that curves gently from right to left in the air for a right-handed golfer (left-to-right for a lefty). It's a controlled, intentional curve — the good-looking cousin of the hook — and often adds a little roll-out distance.
In practice: Many players prefer a draw because it tends to run farther on landing. It's produced by a club path that swings slightly out to the right with a face angled left of that path.
What clubs a beginner needs →See also fade, hook, slice
Duck hook
A duck hook is a severe, low, diving shot that curves sharply from right to left for a right-handed golfer, often dropping fast and rolling well left of the target. It results from a closed clubface combined with an aggressive out-to-in or steep swing path at impact.
In practice: Unlike a smooth draw, a duck hook has almost no height and dives left fast, which is why it’s sometimes called a “snap hook.” It’s one of the most destructive misses in golf because it often finds trouble well off the fairway.
Fade
A fade is a shot that curves gently from left to right for a right-handed golfer. It's controlled and intentional — the reliable cousin of the slice. Many top players favor a fade because it lands softly and is easier to control under pressure.
In practice: "Fade it in" means starting the ball left of target and letting it drift back. A fade typically flies a touch higher and stops faster than a draw, trading a little distance for accuracy.
Flush
Flush describes a shot struck perfectly out of the center of the clubface, producing a solid feel, a distinct sound, and the ball’s true, optimal flight and distance. It’s the feeling every golfer chases — clean contact with no mishit vibration through the hands.
In practice: Golfers often describe a flush strike as feeling like the ball “barely touched the clubface,” even though the impact is actually more efficient, not softer. Hitting it flush is the fastest way to find the sweet spot without changing swing mechanics.
See also sweet spot, thin, chunk, compression
Hook
A hook is a shot that curves sharply and unintentionally from right to left for a right-handed golfer. It's the draw's overcooked cousin, usually caused by a clubface closed to the swing path, and it can send the ball diving low and left into trouble.
In practice: A vicious low hook is sometimes called a "snap hook." Where slicers lose the ball right, hookers lose it left — often the sign of a grip that's too strong or hands that flip through impact.
Knockdown
A knockdown is a controlled, lower-trajectory shot played by taking extra club and swinging with a shorter, quieter finish to reduce spin and flight height. Golfers use it to fight wind, control distance precisely, or keep the ball out of tree branches.
In practice: The knockdown is a staple shot for links golf, where wind is constant and a low, boring ball flight holds its line better than a high one. It’s closely related to the stinger, though a knockdown is often used with shorter clubs for approach shots rather than off the tee.
See also stinger, launch angle, spin rate, punch
Launch angle
Launch angle is the vertical angle at which the ball leaves the clubface relative to the ground, measured in degrees at the start of its flight. It’s a key factor — along with spin rate and ball speed — in determining how far and how high a shot travels.
In practice: Launch monitors measure launch angle alongside spin rate to help golfers and fitters optimize driver setup — too low a launch angle with too much spin wastes distance, while too high a launch angle with too little spin causes the ball to balloon.
See also spin rate, apex, launch monitor, angle of attack
Pull
A pull is a shot that starts left of the target and flies straight, never curving back, landing left of the intended line. For a right-handed golfer it happens when the clubface is square to a swing path that travels left across the ball at impact.
In practice: A pull is often confused with a hook, but a hook curves in flight while a pull travels on a straight line the whole way. Pulled iron shots are common when a golfer aims too far left in setup and swings along that line.
Punch
A punch is a deliberately low, controlled shot played with a shorter backswing and follow-through and the ball back in the stance. It keeps the ball under the wind or beneath overhanging branches, trading height for control and predictability.
In practice: "Punch out" also means chipping sideways back to the fairway after a wayward drive into trees — sacrificing a shot to escape trouble rather than attempting a hero recovery.
Push
A push is a shot that flies straight but starts right of the target and stays right, never curving back toward the target line. For a right-handed golfer it’s caused by a swing path traveling right of target with the clubface square to that path at impact.
In practice: Pushes are the mirror image of pulls and often show up when a golfer’s weight hangs back on the trail foot at impact. A push combined with an open face becomes a push-slice — a common miss under pressure.
Release
Also known as Roll.
Release, or roll, is how far the ball travels along the ground after landing. A low, running draw releases a lot; a high, spinning fade releases little. Judging release matters most into firm greens and on tee shots that need to find the fairway.
In practice: On a links course, smart players land the ball short and let it release toward the pin. Total distance = carry + release, so firm, dry conditions add yards even when your strike doesn't change.
Shank
A shank is a mishit where the ball strikes the hosel — the socket where the shaft meets the clubhead — instead of the face, rocketing it low and sharply to the right. It's one of golf's most feared and demoralizing misses, especially on short shots.
In practice: Superstitious golfers won't even say the word, calling it a "hosel rocket" instead. Shanks usually come from standing too close to the ball or the club moving too far out through impact.
Sky
Also known as Pop-up.
A sky, or pop-up, is a shot — usually with a driver or fairway wood — that launches almost straight up and travels very little distance. It happens when the ball is struck high on the clubface, above the sweet spot, sending most of the energy upward instead of forward.
In practice: A skied drive is easy to spot — the ball balloons up off the tee and often leaves a scuff mark on top of the driver’s crown. It usually comes from teeing the ball too high or swinging down too steeply into a driver meant to be hit on the upswing.
See also top, thin, sweet spot, driver
Slice
A slice is a shot that curves sharply and unintentionally from left to right for a right-handed golfer. It's the single most common miss among beginners, caused by an open clubface relative to the swing path, and it costs both distance and accuracy.
In practice: A fade and a slice curve the same way — the fade is small and controlled, the slice is big and unwanted. Fixing a slice usually starts with a stronger grip and a more in-to-out swing path.
What clubs a beginner needs →See also fade, hook, draw, shank
Spin rate
Spin rate is the speed at which a golf ball rotates immediately after impact, measured in revolutions per minute (rpm). It heavily influences trajectory, shot shape, and how much a ball curves, climbs, or stops — high spin adds height and control, while low spin adds rollout and distance.
In practice: A wedge shot might spin at 8,000-plus rpm to stop quickly on the green, while a well-struck driver aims for lower spin, often under 2,500 rpm, to maximize carry and rollout. Launch monitors report spin rate instantly, which is why fittings now lean heavily on the number.
See also launch angle, apex, angle of attack, sweet spot
Stinger
A stinger is a low, powerful, penetrating shot — usually hit with a long iron or hybrid — that flies on a flatter trajectory than normal and rolls out further after landing. Golfers use it to keep the ball under wind and maximize control off the tee or fairway.
In practice: Tiger Woods popularized the stinger as a go-to shot for narrow, windy holes where accuracy matters more than height. It’s produced by playing the ball back in the stance and keeping the hands ahead through impact to reduce loft.
See also knockdown, hybrid, iron, launch angle
Thin
Also known as Blade.
A thin shot — sometimes called a blade — is struck too high on the ball with the club's leading edge, sending it out low and fast with little control. It's the opposite miss to a chunk and often flies far longer than intended.
In practice: A thin wedge that screams over the green is a classic. Thinning happens when the low point of the swing is behind the ball or you pull up out of the shot at impact.
Top
Topping the ball means striking its upper half with the bottom edge of the club, so it barely gets airborne and dribbles or rolls along the ground. It's a common beginner miss, usually caused by lifting up or pulling away through impact.
In practice: A topped drive that trickles off the tee is a demoralizing start to a hole. The cure is trusting the loft of the club and staying down through the ball rather than trying to lift it.
Around the green
Chipping, pitching, and putting vocabulary.
Break
Break is the sideways curve a putt takes as it rolls, caused by the slope of the green. A putt that curves right needs to be aimed left to allow for the break. Judging break correctly is half of reading a green; judging speed is the other half.
In practice: "Two cups of left-to-right break" tells you to aim two hole-widths to the right. Slower putts break more, so a firm putt takes less break than a dying one on the same line.
See also read (the green), lag putt
Bump and run
A bump and run is a low, running chip shot played with a less-lofted club, designed to carry a short distance in the air and then roll the rest of the way to the hole like a putt. It’s a simple, reliable option when there’s open, clear ground between the ball and the green.
In practice: The bump and run is often the safest short-game shot in windy conditions or on firm, fast courses like links layouts, since it stays low and avoids the unpredictability of a high, spinny flop shot. Many golfers use a 7- or 8-iron for this shot, aiming to land the ball just onto the green and let it release toward the pin.
Chip
A chip is a short shot played from just around the green that spends little time in the air and most of its journey rolling toward the hole, like a putt with a small hop. It uses a putting-style stroke with a lofted club.
In practice: The rule of thumb is "minimum air, maximum ground" — land the ball just onto the green and let it roll out. Chipping is where amateurs save the most strokes with a little practice.
How to break 100 →See also pitch, flop, up and down
Chip-in
A chip-in is a chip shot that goes directly into the hole from off the green, counting as a single stroke instead of the expected two. It’s one of the most exciting moments in golf, turning a routine up-and-down attempt into an unexpected birdie, par save, or better.
In practice: Chip-ins are a highlight-reel staple on tour broadcasts, often triggering fist pumps and crowd roars out of proportion to their statistical rarity. Amateur golfers chase them constantly, even though most short-game practice is really about consistently getting the ball close, not holing out.
See also chip, up and down, hole-out, sand save
Downhill putt
A downhill putt is a putt played toward a hole that sits lower than the ball’s starting position, causing the ball to roll faster than the green’s stated speed. These putts require a lighter, more delicate stroke and careful attention to line, since excess speed easily rolls the ball well past the hole.
In practice: Downhill putts are widely considered the most nerve-wracking in golf, since a firm stroke can send the ball racing several feet past the hole into an even harder return putt. Many golfers deliberately aim to die a downhill putt into the front of the cup rather than charge it at full speed.
See also break, read (the green), three-putt, grain
Flop
A flop is a short shot hit very high and soft so it lands gently and stops almost immediately, played with the most lofted wedge and an open face. It's the shot to reach a pin tucked just over a bunker with little green to work with.
In practice: Popularized by Phil Mickelson, the flop is high-risk: an open face and full swing leave little room for error, so it's a shot to practice hard before trusting it under pressure.
See also pitch, chip, short-sided
Gimme
A gimme is a very short putt that playing partners agree to concede — you pick the ball up and count it as holed without actually putting. Gimmes speed up casual rounds but aren't allowed in stroke-play competition, where every putt must be holed.
In practice: The unofficial standard is "inside the leather" — closer than the length of a putter grip. Rely on gimmes in practice and those knee-knocking three-footers can haunt you when they suddenly count.
See also tap-in, in the leather, match play
Grain
Grain is the direction in which blades of grass on a green grow and lean, which affects how a rolling ball behaves on putts and chips. Putts rolling with the grain run faster and straighter, while putts against the grain run slower and can hold more break.
In practice: Grain is most noticeable on Bermuda greens, which grow toward the setting sun or nearest water source, far more than on bentgrass. Players often check for grain by looking at whether the grass appears shiny (down-grain) or dull (into the grain) near the hole.
See also green, break, read (the green), downhill putt
Green in regulation
Also known as GIR.
A green in regulation (GIR) means your ball is on the putting surface at or before the "regulation" stroke — one shot on a par 3, two on a par 4, three on a par 5 — leaving two putts for par. GIR percentage is a core measure of ball-striking.
In practice: Hit a green in regulation and you have a birdie putt and a near-certain par. Amateurs who break 90 typically hit only a handful of GIRs a round, which is why the short game matters so much.
See also up and down, par, lag putt
Hole-out
A hole-out is any shot, chip, or putt that goes directly into the cup to finish the hole, most often used to describe holing a shot from off the green. It ends the hole immediately, regardless of how many strokes the golfer expected to need to finish it.
In practice: Commentators often say a player “holed out from the fairway” when describing a chip-in or eagle from distance, a phrase that emphasizes the shot went straight in rather than trickling close. Holing out is also required to officially finish a hole in stroke play — tapping in still counts as holing out.
- Does a tap-in count as holing out?
- Yes. Holing out simply means getting the ball into the cup to finish the hole — a one-inch tap-in counts just as much as a long chip-in. In stroke play you must hole out on every hole for your score to count.
- What does “holed out from the fairway” mean?
- It describes a shot played from the fairway that goes straight into the cup — a chip-in or eagle from distance — rather than finishing close and needing a putt to complete the hole.
See also chip-in, up and down, tap-in, gross score
Lag putt
A lag putt is a long putt where the goal is to roll the ball close enough for a stress-free tap-in rather than to hole it. Good lag putting — controlling speed from distance — is the single best defense against three-putts.
In practice: From 40 feet, pros make very few, so they "lag" it to within a couple of feet. Focusing on speed rather than a perfect line is what turns potential three-putts into easy two-putts.
See also three-putt, tap-in, read (the green), break
Pin high
Pin high describes an approach shot that finishes level with the flagstick’s distance from the golfer, even if it lands well left or right of the pin itself. It’s a mark of good distance control, since being pin high leaves the most makeable range of putts or chips.
In practice: Coaches often tell golfers to “take your medicine” and simply aim for pin high rather than firing directly at a tucked flag, since a shot that’s pin high but off-line is usually easier to save par from than one that’s short or long. Missing pin high left or right still leaves a manageable up-and-down in most cases.
See also green in regulation, up and down, short-sided, apex
Pitch
A pitch is a short approach shot played higher and with more carry than a chip, using a lofted wedge and a fuller swing. It flies most of the way to the target and stops relatively quickly, useful when you need to carry rough or a bunker.
In practice: The difference from a chip is airtime: a chip rolls, a pitch flies. Pitches are your go-to from roughly 20 to 60 yards, where a full swing is too much and a chip won't reach.
Read (the green)
Reading the green means judging how a putt will roll — the amount of slope (break), the speed of the surface, and the effect of grain — so you can pick the right line and pace. Crouching behind the ball to "read the break" is how players plan a putt.
In practice: A putt breaks more when it's slow, so speed and line are linked — you can't read one without the other. Reading from behind the ball and from the low side helps you see the true slope.
Sand save
A sand save is scored when a golfer gets up and down — taking two strokes or fewer — after their ball lands in a greenside bunker, holing out in par or better relative to that hole’s regulation strokes remaining. It’s a key statistic used to measure short-game and bunker skill.
In practice: Tour pros convert sand saves at roughly 50 percent, which shows just how difficult precise bunker play is even at the highest level. Improving your sand save percentage usually comes down to consistent entry point and speed control out of the greenside bunker, not raw power.
See also greenside bunker, up and down, splash shot, fried egg
Short-sided
Being short-sided means missing the green on the side where the hole is tucked close to your edge, leaving very little green between you and the pin. It's the toughest position for a recovery, forcing a delicate high shot with almost no margin.
In practice: Smart course management is about avoiding the short side — aiming to the "fat" side of the green so a miss leaves an easy chip, not an impossible one. Pros deliberately miss to the safe side.
Splash shot
A splash shot is a bunker technique where the club’s bounce skims through the sand under the ball, splashing it and a shallow layer of sand onto the green together. It relies on an open clubface and a shallow, accelerating swing rather than trying to pick the ball cleanly.
In practice: The splash shot is the standard technique for greenside bunker shots and is what most golfers mean when they talk about “getting out of the sand.” The key feeling is hitting the sand an inch or two behind the ball and letting the bounce do the work, not scooping.
See also bounce, greenside bunker, fried egg, sand save
Tap-in
A tap-in is a very short putt — a foot or two — that's virtually certain to drop, requiring just a gentle tap. Leaving yourself tap-ins, by lagging long putts and chipping close, is how good players avoid the small mistakes that add up.
In practice: Even tap-ins should be holed with care rather than raked at carelessly, since a missed one costs exactly as much as a missed birdie. In casual play a tap-in is often conceded as a gimme.
See also gimme, lag putt, three-putt
Three-putt
A three-putt is taking three strokes to hole out once you're on the green, usually the result of a poor first putt that leaves too much distance. Three-putts quietly wreck scorecards and are the main reason to prioritize speed control on long putts.
In practice: Cut out three-putts and your score drops fast without changing your swing at all. They almost always trace back to a first putt with bad speed, not a missed short one — so lag putting is the fix.
Up and down
Getting "up and down" means holing out in just two shots from around the green — one chip or pitch to get the ball onto the green (up), then a single putt to finish (down). It's the primary way good players rescue par after missing a green.
In practice: Scrambling percentage — how often you get up and down after missing a green — is a key measure of short-game skill. Saving par this way keeps a round together on days your ball-striking is off.
See also chip, pitch, green in regulation, lag putt
Course features
The parts of the course you'll navigate.
Blind shot
A blind shot is any shot where the target — the green, fairway landing area, or pin — is hidden from the player’s view by a hill, dogleg, or other terrain feature. Golfers rely on yardage markers, course knowledge, or a caddie’s guidance to pick the line and club.
In practice: Many classic links holes, like the Road Hole at St Andrews, use blind or semi-blind tee shots as a deliberate test of local knowledge. A yardage marker or directional post is often placed to aim at when the target itself can’t be seen.
See also yardage marker, dogleg, links
Bunker
Also known as Sand trap.
A bunker is a hollow filled with sand, placed to catch and penalize wayward shots around greens and fairways. Escaping a greenside bunker uses a special technique — the club strikes the sand behind the ball, not the ball itself — and its own club, the sand wedge.
In practice: Under the Rules you can't ground your club in the sand before the shot. "Splash" the sand a couple of inches behind the ball and let the cushion of sand lift it out softly.
See also hazard, fried egg, sand wedge
Cart path
A cart path is a paved or gravel track winding through a course that keeps golf carts off the turf, protecting fairways and rough from wear. Balls that land on a cart path are generally treated as an obstruction, entitling the player to a free drop to the nearest relief point.
In practice: Check local rules before dropping — some courses mandate you play the ball as it lies if walking, while cart-path relief is standard for carts. Cart-path-only days after rain keep carts fully on the pavement.
See also drop, out of bounds, casual water
Casual water
Also known as Temporary water.
Casual water, officially called temporary water, is any temporary accumulation of water on the course that is visible before or after taking a stance and is not part of a water hazard. Players get free relief, dropping within one club-length of the nearest point that avoids the water.
In practice: After heavy rain you’ll often see puddles form in low spots on fairways — this is when casual-water relief comes into play most often. The old name persists in everyday clubhouse talk even though the rulebook now says “temporary water.”
See also drop, unplayable lie, ground under repair
Divot
A divot is the strip of turf a club scoops out of the ground during a proper iron or wedge strike, leaving a shallow scar on the fairway. Taking a divot after the ball is a sign of good ball-first contact; leaving the hole unrepaired is bad etiquette.
In practice: Replace the divot or fill it with the sand-seed mix carried on carts. Your divot's direction is a useful feedback tool — one pointing left of target hints at an out-to-in, slice-prone swing path.
Golf etiquette & rules →See also pitch mark, fairway
Dogleg
A dogleg is a hole whose fairway bends left or right partway to the green, like a dog's hind leg, so the green isn't visible or reachable in a straight line from the tee. It rewards a tee shot placed to open up the angle around the corner.
In practice: On a dogleg you shape the tee shot to match the bend — a draw suits a dogleg left, a fade a dogleg right. Cutting the corner shortens the hole but brings trouble into play.
- What's the difference between a dogleg left and a dogleg right?
- A dogleg left bends left toward the green, favoring a right-to-left tee shot (a draw for a right-hander); a dogleg right bends right, favoring a fade. Shaping the ball to match the bend leaves the best angle in.
- Should you cut the corner on a dogleg?
- Cutting the corner shortens the hole but usually brings trees, bunkers, or rough into play. Take it on only when you're confident of carrying the trouble — otherwise play to the corner and leave a clear approach.
Fairway
The fairway is the closely mown strip of short grass running from the tee toward the green — the ideal place to land your tee shot. From the fairway the ball sits cleanly, making the next shot far easier than from the longer rough beside it.
In practice: "Fairways and greens" is the classic recipe for a good round: keep the ball in the short grass off the tee and hit the putting surface with your approach. Hitting fairways rewards you with control and spin.
Fairway bunker
A fairway bunker is a sand hazard positioned along the fairway, usually at a landing area for tee shots or lay-ups, rather than beside the green. Escaping one calls for a shallower swing and less loft than a greenside bunker shot, since the goal is distance, not just getting out.
In practice: Course architects place fairway bunkers to punish players who favor one side off the tee, tightening the strategic line. Because the ball sits on sand, catching it clean before the sand is critical to avoid a fat, short shot.
See also bunker, greenside bunker, fairway, hazard
False front
A false front is a steeply sloped section at the front of a green that looks like putting surface but rejects any ball landing short of the true, flatter target area, sending it rolling back down the fairway or into a collection area. It punishes approach shots that come up just short.
In practice: Augusta National’s greens are famous for severe false fronts that turn a slightly short approach into a much harder up-and-down. The safe play is often to take one more club and land past the false front.
- How do you play to a green with a false front?
- Take one more club and aim to land the ball past the false front onto the flatter part of the green. Landing short leaves the ball rolling back down the slope, often into a far harder chip than the original approach.
- Why is it called a false front?
- Because the sloped area looks like part of the putting surface from the fairway but won't hold a ball — it falsely appears to be safe green to aim at, then rejects anything that lands on it.
See also green, run-off area, up and down, pin high
First cut
The first cut is the narrow band of grass mown slightly longer than the fairway but shorter than the main rough, forming a buffer around fairways and greens. It catches balls that just miss the short grass, leaving a manageable lie rather than the deep rough beyond it.
In practice: Tour setups often grow the first cut to two or three inches specifically to punish shots just off line without being as severe as the “second cut.” Around greens, the first cut is sometimes called the fringe or apron.
See also fairway, rough, fringe, green in regulation
Fringe
Also known as Apron, Collar.
The fringe — also called the apron or collar — is the ring of slightly longer grass immediately surrounding the green, a transition between the putting surface and the rough. From the fringe you can often putt, chip, or use the "Texas wedge."
In practice: Because the fringe is so short, many players simply putt from it rather than risk a chip — the safe play that avoids a mishit. It isn't part of the green, so you can't mark and lift your ball there.
See also green, texas wedge, chip
Green
Also known as Putting green.
The green is the area of very closely mown grass where the hole and flagstick sit, designed for putting. Reaching the green in regulation and taking two putts is the blueprint for par. Green speed and slope make putting a distinct skill of its own.
In practice: Golfers casually call the green "the dance floor." Once your ball is on it you're allowed to mark, lift, and clean it, and repair any pitch marks in your line.
See also fairway, pin, fringe, green in regulation
Greenside bunker
A greenside bunker is a sand hazard bordering the putting green, designed to catch approach shots and short-game misses. Players typically use a sand wedge and an open clubface to slide through the sand under the ball, popping it up and out with plenty of spin and a soft landing.
In practice: A buried lie in a greenside bunker — a “fried egg” — requires a steeper swing and a closed face to dig the ball out with less spin. Tour pros consider bunkers around the green less scary than thick rough because sand offers a predictable, consistent lie.
See also bunker, sand wedge, fried egg, splash shot
Ground under repair
Also known as GUR.
Ground under repair, or GUR, is a section of the course marked off — usually with white lines or a sign — because it is being repaired or is unfit for play, such as a new sod patch or drainage ditch. Golfers receive free relief without penalty, just as with casual water.
In practice: Superintendents mark GUR with white paint or stakes after aerating or reseeding. Some courses also declare fire-ant mounds or animal burrows as ground under repair for safety.
See also casual water, drop, unplayable lie
Halfway house
The halfway house is a small refreshment stand or hut located around the midpoint of the course, typically near the ninth or tenth tee, where players can grab a drink or snack. It marks a natural pause in the round, especially for golfers walking eighteen holes.
In practice: British and Irish courses often have a proper halfway house serving bacon rolls and coffee, while American clubs may just have a beverage cart instead. Stopping there is also a good excuse to recalibrate after a rough front nine.
See also front nine, back nine, the turn
Hazard
Also known as Penalty area.
A hazard — officially a penalty area in the modern Rules — is a body of water or rough terrain marked by red or yellow stakes where special relief rules apply. Hit into one and you take a one-stroke penalty to drop and play on, rather than playing from inside.
In practice: Red stakes (lateral) give you more drop options than yellow. Knowing where the hazards are, and laying up short of them, is basic course management that saves far more strokes than heroics.
Golf etiquette & rules →See also out of bounds, penalty stroke, drop
Island green
An island green is a putting green completely surrounded by water, demanding a full carry with no room for error or a short-side miss. The most famous example is the par-3 17th at TPC Sawgrass, where even tour pros regularly find the water under tournament pressure.
In practice: The 17th at Sawgrass sees thousands of balls hit into the water there every year during THE PLAYERS Championship alone. Because there’s no bail-out area, club selection and swing tempo matter more than usual on an island green.
See also carry, hazard, short-sided, green
Lateral hazard
Also known as Red penalty area.
A lateral hazard, now called a red penalty area, is a water hazard or marked zone that runs roughly parallel to the line of play, making it impractical to drop behind it. Besides stroke-and-distance, players may drop within two club-lengths of where the ball crossed the margin, adding one penalty stroke.
In practice: Red stakes or lines mark a lateral hazard, versus yellow for a straight-behind water hazard. Creeks that trace the edge of a fairway are almost always marked red for exactly this reason.
See also hazard, penalty stroke, drop, out of bounds
Links
A links course is a golf course built on sandy coastal land, shaped by wind and few trees, with firm, fast-running turf, pot bunkers, and tall dune grass. The style originated in Scotland, where “links” describes ground linking the sea to farmland, and it produced golf’s oldest courses, including St Andrews.
In practice: Links golf rewards low, running shots over high, spinny ones because wind and firm fairways punish anything hit high. The Open Championship is always played on a links course.
See also parkland course, waste area, first cut, fairway bunker
Out of bounds
Also known as OB.
Out of bounds (OB), marked by white stakes or a fence, is any area outside the course's playing boundary. It carries golf's harshest penalty — stroke and distance — meaning you add a stroke and replay from your previous spot. OB is the score-wrecker to fear most off the tee.
In practice: Because OB costs both a stroke and the distance, playing a provisional ball when you might be out saves a long walk back. When in doubt near a white-staked boundary, hit a provisional.
See also hazard, provisional ball, penalty stroke
Parkland course
A parkland course is an inland layout set among trees and manicured turf, offering lush, well-watered fairways and greens rather than the firm, open ground of a links. Parkland courses tend to have tree-lined holes, defined rough, and softer, more receptive greens that hold approach shots well.
In practice: Most golfers in the U.S. learn on parkland courses, since the style suits inland climates with regular rainfall and irrigation. Trees, rather than wind, are usually the main strategic obstacle.
Pin
Also known as Flagstick, Flag.
The pin, or flagstick, is the tall marker with a flag that shows where the hole is cut on the green, so players can see the target from a distance. Since 2019 the Rules allow you to putt with the pin left in the hole.
In practice: "Pin high" means your ball finished level with the hole, just off to the side — a sign of good distance control. A "sucker pin" is one tucked dangerously close to a hazard, tempting an over-aggressive shot.
See also green, short-sided, hazard
Pitch mark
Also known as Ball mark.
A pitch mark, or ball mark, is the small crater left when a ball lands on a soft green. Repairing it with a tee or repair tool is fundamental etiquette — an unrepaired mark leaves a scar that takes weeks to heal and ruins the putting surface for everyone.
In practice: Push the tool in around the edges and gently lever the turf back toward the center, then tap it flat — don't lift from underneath. Good players fix their own mark and one other on every green.
Golf etiquette & rules →See also divot, green
Rough
The rough is the longer, thicker grass that borders the fairway and surrounds the green. Missing the fairway into the rough makes the next shot harder — the grass grabs the club, reduces control, and can take spin off the ball, especially from thick lies.
In practice: From heavy rough, take enough loft to simply escape rather than gambling on distance. A "flyer" can happen when grass between clubface and ball reduces spin, sending the shot farther than expected.
Run-off area
A run-off area is a stretch of closely mown grass just off the edge of a green, sloped so balls that miss the putting surface roll further away rather than stopping nearby. It replaces rough at many modern courses, turning a slightly missed green into a tricky chip or putt.
In practice: Augusta National’s greens use run-off areas instead of rough, so a shot even a few feet off line can end up thirty yards away. Players often putt from a run-off with a Texas wedge rather than chip, since the ball is sitting on tightly mown grass.
See also green, false front, texas wedge, chip
Tee box
Also known as Teeing ground.
The tee box is the flat, mown area where each hole begins and where you're allowed to tee the ball up on a peg. Most holes offer several sets of tees at different distances, marked by color, so players choose a length suited to their ability.
In practice: Playing the correct tees for your distance makes the game far more fun. As a rough guide, pick tees where you'd hit mid-to-short irons into par 4s, not long woods every time.
See also fairway, honor, provisional ball
Waste area
A waste area is a large, unmaintained expanse of sand, dirt, or scrub running alongside a fairway, common on desert and links-style courses. Unlike a bunker, it is not a penalty area, so players may ground their club and remove loose impediments before playing a shot from it.
In practice: Desert courses in Arizona and Scottsdale use waste areas instead of rough to frame holes. Because the rules treat it as part of the general area, you can take practice swings that brush the sand.
Yardage marker
A yardage marker is a sign, stake, sprinkler head, or painted disc on the course indicating the distance from that point to the center of the green, usually at 100, 150, and 200 yards. Golfers use them alongside a yardage book or rangefinder to pick the right club for the shot.
In practice: Fairway markers are often color-coded — red for 100 yards, white for 150, blue for 200 — a convention that varies by course. On tour, caddies pace off exact yardages from these markers rather than trusting them at face value.
See also rangefinder, blind shot, fairway
Equipment
Clubs, balls, and the specs that matter.
Bounce
Bounce is the angle built into the sole of a wedge that sits below the leading edge, letting the club glide across sand or turf instead of digging in. Higher bounce suits soft sand and fluffy lies, while lower bounce works better on firm turf and tight lies.
In practice: A high-bounce sand wedge (10 to 14 degrees) is ideal for splashing out of soft bunker sand, while a low-bounce wedge (4 to 6 degrees) is better for tight fairway lies.
See also sand wedge, fried egg, splash shot, wedge
Cavity back
A cavity-back iron has weight hollowed out from the back of the clubhead and redistributed to the perimeter, which increases forgiveness on off-center hits. This “perimeter weighting” makes cavity-back irons the standard choice for beginner and mid-handicap golfers over traditional blades.
In practice: If you are unsure which iron style to buy, cavity-back irons are almost always the safer choice — muscle-back blades are built for skilled players who consistently strike the ball center-face.
Golf clubs a beginner needs →See also muscle back, forgiveness, sweet spot, moi
Compression
Compression measures how much a golf ball squashes against the clubface at impact. Lower-compression balls deform more easily, helping slower swingers get distance and a soft feel; higher-compression balls suit faster swings that can fully compress them for control.
In practice: Beginners and slower swingers usually gain more from a soft, low-compression ball than from a premium tour ball built for fast swing speeds. It's one of the cheapest ways to help your game.
See also shaft flex, groove
Custom fitting
Custom fitting is the process of matching club specifications — length, lie angle, shaft flex, loft, and grip size — to your body and swing, usually using a launch monitor. A proper fitting can improve consistency and distance more than buying a newer, more expensive club off the rack.
In practice: Even beginners benefit: the right lie angle alone can straighten shots that a standard club pushes offline. Many retailers offer fittings free or credited toward a purchase.
What clubs a beginner needs →See also shaft flex, loft, lie angle
Dimples
Dimples are the small, shallow indentations covering a golf ball’s surface, designed to reduce aerodynamic drag and create lift as the ball spins through the air. Without dimples, a golf ball would travel roughly half as far due to a smooth ball’s unstable, turbulent flight.
In practice: Most modern balls have between 300 and 500 dimples, and their pattern and depth are engineered as carefully as the ball’s core to fine-tune trajectory and spin.
See also spin rate, launch angle, two-piece ball, tour ball
Driver
A driver is the longest, biggest-headed club in the bag, made with the lowest loft to send the ball the farthest off the tee. Most golfers use it only on par-4s and par-5s, teeing the ball high and swinging with maximum speed for distance over accuracy.
In practice: Driver is the hardest club to hit consistently because of its long shaft and low loft, so many beginners find more fairways with a 3-wood until their swing speed and control catch up.
Golf clubs a beginner needs →See also fairway wood, loft, tee box, launch angle
Fairway wood
A fairway wood is a club with a rounded head and more loft than a driver, designed to hit long, accurate shots from the tee or the fairway. Numbered 3, 5, or 7, it launches the ball higher and shorter than a driver but still covers serious distance.
In practice: A 3-wood is a great off-the-tee option on tight holes where a driver is too risky, and higher-lofted fairway woods like a 7-wood can replace hard-to-hit long irons for many amateurs.
How far should you hit a 3-wood? →How far should you hit a 5-wood? →How far should you hit a 7-wood? →Golf clubs a beginner needs →See also driver, hybrid, loft, fairway
Forgiveness
Forgiveness describes how well a club limits the damage from an off-center hit, keeping distance and direction closer to normal even on a mishit. Clubs with a larger head, more perimeter weighting, and higher MOI are generally more forgiving than compact, traditional designs.
In practice: Beginners and high-handicappers should prioritize forgiveness over feel or workability — a forgiving driver and cavity-back irons will save more strokes than any amount of practice with unforgiving blades.
Golf clubs a beginner needs →See also moi, sweet spot, cavity back, muscle back
Gap wedge
A gap wedge is a wedge with loft between a pitching wedge and sand wedge, typically 50 to 54 degrees, created to close the distance gap left by modern, stronger-lofted iron sets. It is also called an approach wedge or attack wedge by some manufacturers.
In practice: Gap wedges became common once iron lofts got stronger, since a big jump from a 46-degree pitching wedge to a 56-degree sand wedge left an awkward distance with no club to hit.
Average gap wedge distance →How many clubs in a bag →See also pitching wedge, sand wedge, wedge, loft
Groove
Grooves are the thin horizontal lines cut into a clubface. They channel away grass and moisture at impact and help grip the ball to generate backspin, which controls how the shot flies and stops. Worn or dirty grooves noticeably reduce spin and control.
In practice: Keep your grooves clean with a brush — packed dirt kills spin, especially on wedges. Grooves matter most on short shots and from the rough, where getting the ball to stop is hardest.
See also compression, loft, wedge
Hybrid
Also known as Rescue.
A hybrid is a club that combines a fairway wood’s rounded, forgiving head with an iron’s shorter shaft, making it easier to launch the ball high from the fairway or rough. Hybrids replace hard-to-hit long irons, offering more forgiveness and a steeper, softer-landing ball flight.
In practice: Hybrids are also called rescue clubs because they “rescue” golfers from the rough — the wide sole glides through grass better than a long iron’s thin blade.
How far should you hit a hybrid? →Golf clubs a beginner needs →See also iron, fairway wood, forgiveness, loft
Iron
An iron is a club with a flat, angled metal face used for approach shots into greens and shots from the fairway or rough. Irons are numbered, typically 4 through 9, with lower numbers hitting the ball farther and lower, and higher numbers hitting it shorter and higher.
In practice: Beginners often struggle with long irons like the 3- or 4-iron, which is why many modern sets swap them out for easier-to-hit hybrids.
Golf clubs a beginner needs →See also hybrid, wedge, cavity back, muscle back
Launch monitor
A launch monitor is a device that uses radar or camera sensors to measure data like ball speed, spin rate, launch angle, and carry distance on every shot. Golfers use it for club fitting, practice feedback, and simulating realistic golf on indoor screens.
In practice: Popular consumer launch monitors like the Garmin R10 or Rapsodo have made this once tour-only technology affordable enough for home practice and virtual golf simulators.
Cost to start golf →See also spin rate, launch angle, custom fitting, carry
Lie angle
Lie angle is the angle formed between the shaft and the ground when a club is soled correctly at address. If the lie angle is too upright or too flat for a golfer’s posture and swing, shots will consistently miss left or right of the target.
In practice: A custom fitting typically checks lie angle using impact tape or a lie board — if your toe marks show up more than the heel, your irons are likely too flat for your swing.
See also custom fitting, offset, pull, push
Lob wedge
A lob wedge is the highest-lofted wedge in the bag, usually 58 to 64 degrees, built to hit short, steep shots that land softly with little roll. Golfers use it to fly the ball over bunkers or rough and stop it quickly near a tight pin.
In practice: A lob wedge takes practice to control — it is a high-risk, high-reward club, so many higher-handicap players are better off using a lower-lofted wedge with a longer, safer swing.
See also wedge, flop, short-sided, pin high
Loft
Loft is the angle of a club's face relative to vertical, and it's the main thing that controls how high and far the ball flies. More loft — like a wedge — launches the ball high and short with more spin; less loft — like a driver — sends it low and long.
In practice: Modern irons have gotten "stronger" (less lofted) over the years, which is why today's 7-iron flies like an old 6-iron. That's why comparing raw club numbers across brands can be misleading.
How many clubs in a bag →See also shaft flex, wedge, driver
MOI
MOI, or moment of inertia, measures a clubhead’s resistance to twisting when the ball is struck away from the center of the face. A higher MOI keeps the face more stable on mishits, which is why larger, perimeter-weighted drivers and irons are more forgiving.
In practice: Driver MOI is now capped by the USGA and R&A rulebook, which is one reason manufacturers shifted focus to adjustable weighting and aerodynamics for extra gains.
See also forgiveness, sweet spot, cavity back, driver
Muscle back
Also known as Blade.
A muscle-back iron, also called a blade, has a thin, compact head with weight concentrated directly behind the hitting area instead of spread around the perimeter. This gives skilled players more shot-shaping control and feedback but offers far less forgiveness on mishits than a cavity-back.
In practice: Tour professionals often favor muscle-back blades for their precise feel and workability, but most recreational golfers score better with the added forgiveness of a cavity-back design.
See also cavity back, sweet spot, forgiveness, iron
Offset
Offset is a design feature where the leading edge of the clubface sits slightly behind the shaft’s hosel, rather than directly beneath it. It gives golfers a fraction more time to square the face at impact, which helps reduce slices and is common in game-improvement irons.
In practice: If you tend to slice the ball, irons with more offset can be a simple equipment fix, though many better players avoid heavy offset because it can look unappealing at address.
See also slice, cavity back, forgiveness, iron
Pitching wedge
A pitching wedge is the lowest-lofted wedge in a standard set, usually around 44 to 48 degrees, used for full approach shots from roughly 80 to 130 yards depending on the player. It typically comes included with a set of irons rather than sold separately.
In practice: Knowing your exact pitching wedge distance is one of the fastest ways to lower your scores, since it is often the club you hit into the green on shorter par-4s.
Average pitching wedge distance →How many clubs in a bag →See also wedge, gap wedge, loft, iron
Putter
A putter is a flat-faced club designed to roll the ball smoothly along the green and into the hole, used on nearly every hole once the ball reaches the putting surface. Putters have almost no loft and come in blade or mallet shapes for different stroke styles.
In practice: Mallet putters, with their larger, heavier heads, are generally more forgiving on off-center hits than traditional blade putters, which is why they are popular with beginners.
Golf clubs a beginner needs →See also green, read (the green), break, lag putt
Rangefinder
A rangefinder is a handheld device, using either laser or GPS technology, that measures the exact distance from a golfer to a target such as the flag, a hazard, or a layup point. It removes the guesswork of yardage markers, helping golfers pick clubs more precisely.
In practice: Laser rangefinders are typically more precise for pin-seeking on the range or in casual rounds, while GPS rangefinders and watches give whole-course data like hazard distances without needing a clear sightline.
Cost to start golf →See also yardage marker, launch monitor, pin, blind shot
Sand wedge
A sand wedge is a wedge with roughly 54 to 58 degrees of loft and extra bounce on the sole, designed to glide through sand rather than dig in. Despite the name, it is also a useful club for pitches and chips around the green from grass.
In practice: The sand wedge was invented by Gene Sarazen in the 1930s, who added a wide, heavy flange to the sole specifically to help the club bounce through sand instead of burying.
See also bounce, fried egg, splash shot, wedge
Shaft flex
Shaft flex describes how much a club's shaft bends during the swing, graded from most to least flexible as ladies, senior, regular, stiff, and extra-stiff. Matching flex to your swing speed helps control launch and accuracy — too stiff and you lose height and distance.
In practice: As a rough guide, slower swings suit softer flexes and faster swings need stiffer ones. Flex is one of the simplest things a custom fitting gets right, often adding both distance and consistency.
See also loft, compression, custom fitting
Sweet spot
The sweet spot is the small area on a clubface — usually near its center — that produces the most efficient energy transfer at impact, giving maximum distance with minimal vibration. Hitting outside it costs distance and accuracy even if the swing itself was solid.
In practice: Modern drivers and irons use perimeter weighting to enlarge the effective sweet spot, which is a big reason today’s forgiving clubs are so much easier to hit than older designs.
See also forgiveness, flush, moi, cavity back
Swing weight
Swing weight is a measurement of how a club’s weight is balanced relative to a pivot point, describing how heavy the club feels during the swing rather than its total weight. It is expressed on a letter-number scale, such as D2, with higher values feeling head-heavier.
In practice: Two clubs can weigh the same on a scale but feel completely different during a swing if their swing weights differ, which is why fitters adjust it separately from total club weight.
See also custom fitting, shaft flex, moi, sweet spot
Tour ball
A tour ball is a premium, multi-layer golf ball — usually three to five pieces — designed to give skilled players maximum spin, soft feel, and precise control around the greens. It typically sacrifices some raw distance and durability compared to a simpler two-piece ball.
In practice: Balls like the Titleist Pro V1 are the classic tour-ball example — favored by better players for their greenside spin and feel, but they cost more and scuff more easily than distance balls.
See also two-piece ball, compression, spin rate, dimples
Two-piece ball
A two-piece ball is a golf ball built with just a solid core and a durable outer cover, producing low spin and high distance off the tee. It is generally cheaper and longer-lasting than multi-layer balls, making it a common choice for beginners and high-handicap golfers.
In practice: Because two-piece balls spin less around the greens, they roll out more on chips and pitches, so beginners often need to land them shorter of the target than they would a tour ball.
Cost to start golf →See also tour ball, dimples, compression, spin rate
Wedge
A wedge is a short, high-lofted club used for shots that need height and control rather than distance, such as approach shots, chips, pitches, and bunker shots. The main types — pitching, gap, sand, and lob — cover a range of lofts from roughly 44 to 60 degrees.
In practice: Most beginners start with just a pitching wedge and sand wedge, then add a gap or lob wedge later to fill in yardage gaps around the green.
How many clubs in a bag →See also pitching wedge, sand wedge, gap wedge, lob wedge
Play & formats
Rules rhythm and the ways golf is played.
All square
All square is a match-play term meaning the two sides are tied, with neither player nor team currently ahead in holes won. A match can go all square multiple times before finishing, and if it remains all square after eighteen holes, it may end in a tie or move to extra holes.
In practice: Commentators often say a match “stands all square” through a certain hole, and in club matches that finish all square, the result is typically recorded as a halved match.
See also match play, dormie, concession, stroke play
Concession
A concession in match play is when a player gives their opponent a stroke, hole, or even the entire match without requiring it to be played out, most commonly a short putt. Once conceded, the putt counts as holed and cannot be declined or retracted.
In practice: The most famous concession in golf history is Jack Nicklaus giving Tony Jacklin a two-foot putt to halve the 1969 Ryder Cup, a sportsmanship moment still celebrated today.
See also match play, gimme, dormie, all square
Dormie
A player or team is dormie in match play when they lead by exactly as many holes as remain to be played, meaning the trailing side cannot win the match outright, only tie or lose. From that point, the leader only needs to halve the remaining holes.
In practice: Being “5 up with 5 to play” means you’re dormie, and closing out the match with a half on the very next hole is called winning it “dormie 5.”
See also match play, all square, concession, back nine
Drop
A drop is how you put a ball back into play after taking relief — for a penalty area, an unplayable lie, or free relief from an obstruction. Under the modern Rules you drop from knee height within the correct relief area, rather than the old shoulder-height drop.
In practice: Since 2019 the drop is from knee height, and the ball must come to rest within a measured relief area (usually one or two club-lengths). Learn your relief options — they often save a stroke over playing a bad lie.
See also penalty stroke, hazard, provisional ball
Fourball
Also known as Better ball.
Fourball is a team format with two pairs, where all four players play their own ball and each team counts its lower score on every hole. It's forgiving and social — your partner can attack the pin while you play safe, since only the better score counts.
In practice: Because your partner backs you up, fourball rewards aggressive play — if one of you makes a mess, the other's score saves the hole. It's a staple of the Ryder Cup and casual weekend games alike.
See also foursomes, match play, scramble
Foursomes
Also known as Alternate shot.
Foursomes, or alternate shot, is a team format where two partners share one ball and take turns hitting it, also alternating who tees off on odd and even holes. It's fast and demanding — every mistake is handed straight to your partner to recover.
In practice: Because you play your partner's misses, foursomes is considered the most pressure-packed team format. It's the quickest to play, since each side hits only one ball per hole.
See also fourball, match play, scramble
Greensomes
Greensomes is a team golf format where both partners hit a tee shot, choose the better of the two, and then play alternate shot from there until the hole is finished. It combines the strategy of foursomes with the extra flexibility of each player teeing off.
In practice: Popular in Ryder Cup-style team events across Europe, greensomes is often confused with foursomes, but the key difference is that both players drive before settling into alternate shot.
See also foursomes, fourball, match play, stroke play
Honor
The honor is the right to play first from the tee, traditionally earned by the player or team with the best score on the previous hole. It's a small courtesy of the game's etiquette — you wait your turn on the tee and take the honor when you've earned it.
In practice: In casual "ready golf," groups often ignore strict honors to speed up play, hitting when ready and safe. In formal competition, though, playing out of turn on the tee still follows the honor.
See also tee box, pace of play, provisional ball
Lost ball
A lost ball is a ball that cannot be found within three minutes of the player or their caddie beginning to search for it, as defined by the rules of golf. The player must then return to the spot of the previous shot and replay it under stroke and distance.
In practice: The three-minute search window was shortened from five minutes in a recent rules update specifically to speed up pace of play on crowded courses.
See also stroke and distance, provisional ball, out of bounds, penalty stroke
Match play
Match play is a format where you compete hole by hole: win a hole and you go one "up," and the match is won when you're more holes ahead than there are holes left. A blow-up hole costs you only that single hole, not your whole round.
In practice: Scores are shown as "3 and 2" (three up with two to play). Match play encourages bolder strategy — you can gamble on one hole knowing the worst case is losing just that hole. The Ryder Cup is match play.
See also stroke play, fourball, foursomes
Medal play
Medal play is another name for stroke play, the scoring format where every stroke taken over a round counts toward a golfer’s total, and the lowest overall score wins. The term comes from British club competitions historically decided by counting every stroke rather than holes won.
In practice: “Medal play” is still the everyday term in the UK and Ireland, while American golfers almost always say “stroke play” for the identical format.
See also stroke play, match play, gross score, net score
Nassau
A Nassau is a wager format that splits a round into three separate bets: the front nine, the back nine, and the overall eighteen-hole total. Each segment is won independently, so a player can lose the front nine but still win the back nine and the overall match.
In practice: Named after the Nassau Country Club in New York where it originated around 1900, the format is popular because it gives a struggling player two more chances to salvage a match.
See also front nine, back nine, match play, skins
Pace of play
Pace of play is how promptly a group gets around the course, and keeping up with the group ahead is arguably the most important rule of golf etiquette. Play "ready golf," be prepared to hit when it's your turn, and let faster groups play through.
In practice: A good target is around 4 hours or less for 18 holes. Simple habits — walking to your ball while thinking, playing when ready, and limiting practice swings — keep everyone behind you happy.
Golf etiquette & rules →See also tee time, honor, shotgun start
Penalty stroke
A penalty stroke is a stroke added to your score for breaking a rule or taking relief — for example, one stroke for hitting into a penalty area or declaring a ball unplayable. Understanding the common penalties helps you take the cheapest legal option instead of guessing.
In practice: Water and unplayable lies are one-stroke penalties; out of bounds is stroke-and-distance. Knowing the difference stops you from compounding one bad shot into several.
Golf etiquette & rules →See also hazard, out of bounds, drop
Provisional ball
A provisional ball is a second ball you play when your first shot might be lost outside a penalty area or out of bounds. You announce it as "provisional," and if the original turns out to be gone, the provisional is in play — saving the long walk back to replay.
In practice: You must say the word "provisional" before hitting, or the new ball automatically becomes your ball in play under penalty. When your drive sails toward white stakes, always hit a provisional.
Golf etiquette & rules →See also out of bounds, drop, penalty stroke
Ready golf
Ready golf is a casual stroke-play practice where players hit whenever they are safely ready, rather than strictly following the honor system of furthest-from-the-hole or lowest-score-first. It’s widely encouraged in recreational rounds to improve pace of play without sacrificing safety or courtesy.
In practice: Ready golf is not used in formal match play, where honor order still matters strategically, but most public courses now actively promote it to fight slow play.
Golf etiquette rules →See also pace of play, honor, stroke play, tee box
Scramble
A scramble is a relaxed team format where all players tee off, the group picks the best shot, and everyone then plays their next shot from that spot — repeating until the ball is holed. It's the go-to format for charity events because it's fun, fast, and forgiving.
In practice: Scrambles let weaker players contribute the occasional great shot without their bad ones hurting the team. Strategy includes letting your longest hitter go last off the tee, free to swing all-out.
See also fourball, foursomes, shotgun start
Shotgun start
A shotgun start is when every group tees off simultaneously from a different hole, so the whole field begins and finishes at roughly the same time. It's used for tournaments and outings to run the event efficiently rather than sending groups off one at a time.
In practice: You might be told to start on the 7th; you play through to the 6th to finish your 18. The name evokes a starting gun signalling every group to begin at once.
See also tee time, scramble, pace of play
Skins
Skins is a scoring format, often played for money, where each hole is worth a prize, or “skin,” won outright by the player with the lowest score on that hole. If a hole is tied, the skin carries over, so later holes can be worth several skins at once.
In practice: The carryover rule creates late-round drama, since a single putt on the eighteenth hole can suddenly be worth four or five skins if earlier holes all tied.
See also nassau, stroke play, match play, wolf
Stroke and distance
Stroke and distance is a penalty procedure where a player takes a one-stroke penalty and replays their shot from the original spot, most commonly used for a lost ball or a shot hit out of bounds. It’s the default relief option and effectively costs the player both a stroke and lost yardage.
In practice: A provisional ball exists specifically to save time under stroke and distance — if the original ball turns out lost or out of bounds, the provisional simply becomes the ball in play.
See also lost ball, out of bounds, provisional ball, penalty stroke
Stroke play
Stroke play is the most common scoring format, where you count every stroke over the round and the lowest total wins. Because every shot counts, one disaster hole can sink your score — which makes steady, mistake-free golf especially valuable.
In practice: Almost all professional tournaments and club medals are stroke play. Unlike match play, you must hole out on every green — no gimmes — so those short putts genuinely matter.
See also match play, gross score, stableford
Tee time
A tee time is your booked slot to begin a round, usually spaced about 8 to 12 minutes apart so groups don't stack up on the course. Arriving early to warm up and reaching the tee a few minutes before your time is basic golf courtesy.
In practice: Twilight tee times late in the day are often cheaper. Show up 20–30 minutes early to check in, hit a few balls, and reach the first tee relaxed rather than sprinting from the car park.
See also shotgun start, pace of play, honor
Unplayable lie
An unplayable lie is a situation where a player declares their ball, for any reason, too difficult or risky to play as it lies — such as buried under a bush or against a tree root. The player then takes a one-stroke penalty and chooses from several relief options under the rules.
In practice: Unlike most rulings, declaring a lie unplayable is entirely the player’s own judgment call — no official is needed — and the golfer then picks between stroke-and-distance relief, back-on-the-line relief, or lateral relief.
See also stroke and distance, penalty stroke, drop, lost ball
Wolf
Wolf is a betting game for a group of four where one player, the “wolf,” rotates each hole and chooses to either play alone against the other three for double points or pick a partner after watching their tee shots. It rewards both strategy and reading your playing partners’ form.
In practice: In the “lone wolf” variant, a player who chooses to go it alone and wins the hole outright often earns triple points instead of double, raising the stakes considerably.
See also skins, nassau, match play, scramble
Slang
The casual words you'll hear on a friendly round.
Army golf
Army golf describes a wildly inconsistent round where shots veer left, then right, then left again, referencing the marching cadence “left, right, left.” It’s a self-deprecating way to describe a day when direction control disappears and the ball never seems to go straight.
In practice: Playing army golf usually means alternating between a slice into the right rough and a hook into the left trees, hole after hole. It’s often blamed on rushed tempo or an inconsistent grip pressure.
Banana ball
A banana ball is slang for a severe slice that starts left of target and curves sharply right in a wide, banana-shaped arc, for a right-handed golfer. It usually comes from an open clubface relative to an out-to-in swing path, and it’s one of the most common misses among beginners.
In practice: You’ll often hear playing partners groan “there goes the banana ball” after a tee shot balloons far right into the trees. Fixing it usually starts with closing the clubface at address and swinging more from the inside.
Barkie
A barkie is a friendly side-bet bonus awarded when a player makes par or better on a hole after their ball has struck a tree, based on the bark it hit. Like a sandy, it rewards a good recovery shot and is popular in casual money games among regular playing groups.
In practice: Groups that play barkies often stack them with greenies and sandies for a full menu of small side bets each round. Hitting a tree and still making par is usually met with cheers as much as groans.
Chili dip
A chili dip is a badly chunked chip or pitch where the club strikes the ground well behind the ball, killing its speed so it barely moves. The name captures the motion of dipping the clubhead into the turf like a chip into salsa before ever reaching the ball.
In practice: Chili dips usually happen from tight lies around the green when a golfer decelerates through impact out of fear of hitting it too far. It’s essentially the short-game cousin of a full-swing chunk.
Dance floor
The dance floor is a lighthearted nickname for the putting green. Reaching it — "getting on the dance floor" — means your approach shot found the putting surface, even if the ball is a long way from the hole and a big putt still awaits.
In practice: "At least you're on the dance floor" is the wry consolation for an approach that reaches the green but leaves a monster putt. It's a reminder that being on in regulation still beats a great-looking miss.
See also green, lag putt, three-putt
Dart
A dart is slang for a sharp, accurate approach shot that flies straight at the pin and finishes close, like a thrown dart hitting the board. Players shout “what a dart!” to praise a partner’s tight iron shot, especially one that stops near a tucked pin.
In practice: You’ll hear “dart” most often on approach shots with a wedge or short iron, less so with longer clubs where precision is harder. It pairs naturally with other slang like “pin-high” or “stiff” to describe a great shot.
Dialed in
Dialed in describes a club, swing, or round where distance and direction control feel precise and repeatable, as if every number were set exactly right. Golfers say their irons are “dialed in” when they trust the yardage will match the result shot after shot.
In practice: The phrase borrows from tuning a radio or dial to the exact right frequency, applied to swing feel or yardage confidence. A launch monitor session is a common way golfers get their wedge distances truly dialed in.
See also launch monitor, gap wedge, dart
Duffer
Also known as Hacker.
A duffer, or hacker, is a casual, unskilled, high-scoring golfer. The term is usually affectionate or self-deprecating rather than cruel — a "weekend duffer" is someone who plays for the fun of it without much concern for their handicap.
In practice: To "duff" a shot also means to mishit it badly, usually a chunk. Wearing the label lightly is very much in the spirit of a game most people play for enjoyment, not scores.
- Is “duffer” an insult?
- Usually not. It's typically affectionate or self-deprecating — a “weekend duffer” is someone who plays casually for the fun of it. It only stings if used pointedly, since most golfers happily wear the label.
- What does it mean to “duff” a shot?
- To duff a shot is to mishit it badly — usually a chunk, where the club hits the ground behind the ball and the shot comes up well short. It's the verb that gives the duffer nickname its meaning.
See also chunk, mulligan, sandbagger
Flatstick
The flatstick is a nickname for the putter, referencing its flat-faced head built purely for rolling the ball along the green rather than lofting it into the air. Golfers use the term casually, especially when praising or blaming putting performance on a given day.
In practice: Announcers often say a player “got hot with the flatstick” during a low-scoring round full of made putts. The term dates back decades and is still common in clubhouse banter alongside “putter” itself.
See also putter, three-putt, lag putt, read (the green)
Foot wedge
A foot wedge is golf slang for illegally moving your ball with your foot, usually to escape a bad lie or divot in casual play. It’s not a real club — the joke plays on wedge names like pitching or sand wedge — and using one breaks the rules in any serious round.
In practice: You’ll hear playing partners jokingly accuse each other of “using the foot wedge” when a ball mysteriously improves its lie. In casual weekend rounds it’s often tolerated as a joke, but it’s a clear violation of Rule 9 in any competition.
See also mulligan, duffer, unplayable lie
Fore
"Fore!" is the warning golfers shout loudly when a ball is heading toward another person, giving them time to react. If you hear it, cover your head and turn away from the direction of play. Always shout it — loudly — the instant a shot heads toward anyone.
In practice: The word likely comes from "before" or a military "beware before." Never assume your errant shot won't reach a group ahead — shouting fore is a safety duty, not an admission of a bad shot.
Golf etiquette & rules →See also mulligan, worm burner
Fried egg
A fried egg is a ball that plugs into soft bunker sand, leaving it sitting in a small crater that resembles an egg in a pan. It's a nasty lie: the buried ball is hard to reach cleanly, so the goal is usually just to escape onto the green, not get close.
In practice: To escape a fried-egg lie, close the face slightly and hit harder and steeper behind the ball to dig it out — accepting that it'll come out lower and with less spin than a normal bunker shot.
See also bunker, sand wedge
Greenie
A greenie is a side bet awarded to whoever hits the closest tee shot to the pin on a par 3 and still makes par, common in friendly money games. Some groups require you to two-putt or better to collect, adding pressure to what’s already a pure ball-striking test.
In practice: Greenies are typically tallied separately from the main match and paid out hole by hole on every par 3 in the round. Missing the green after being “on the dance floor” in regulation can still cost you the greenie if you three-putt.
See also par, pin, dance floor, nassau
In the leather
"In the leather" describes a putt short enough to be conceded — traditionally, closer to the hole than the length from the putter's head up to where the leather grip begins. It's an informal yardstick for what counts as an automatic gimme in friendly play.
In practice: The phrase dates to when grips were actual leather. Groups often agree that anything "inside the leather" is good, keeping casual rounds moving without fussing over tiny tap-ins.
See also gimme, tap-in, match play
Mulligan
A mulligan is an informal "do-over" — a replayed shot, usually off the first tee, taken with no penalty. It isn't part of the official Rules of Golf but is a common, accepted courtesy in friendly, casual rounds to shake off a bad start.
In practice: "Breakfast ball" is another name for a first-tee mulligan. Because mulligans aren't legal in competition, leaning on them in practice can leave you rusty when every shot suddenly counts.
Nineteenth hole
The nineteenth hole is a nickname for the clubhouse bar or restaurant where golfers gather after finishing eighteen holes to eat, drink, and relive the round. Since a standard course only has eighteen holes, the phrase treats the post-round drink as an unofficial extra hole.
In practice: Settling nassau bets and skins money almost always happens at the nineteenth hole. Some clubs lean into the joke and literally name their bar “The 19th.”
Sandbagger
A sandbagger is a golfer who deliberately keeps their handicap artificially high — by turning in poor scores or hiding good ones — so they receive extra strokes and an unfair advantage in net competitions. It's one of the game's cardinal social sins.
In practice: The tell is a player whose tournament net scores are wildly better than their everyday form. Because handicaps only work on honesty, sandbagging undermines the whole system that lets different abilities compete.
Sandy
A sandy is scoring par (or better) on a hole after the ball was in a greenside bunker at some point, most often by getting up and down from the sand. It’s a small point of pride in casual rounds and a common bet category in games like skins or nassau.
In practice: Groups that play skins or side bets often add a small bonus for a sandy, rewarding a good bunker escape as much as the score itself. Making several sandies in one round is generally a sign of a sharp short game, even on an off-day of ball-striking.
- How do you make a sandy in golf?
- You make a sandy by getting up and down from a greenside bunker — escaping the sand and then holing the putt to save par or better on the hole, despite having been in the bunker.
- Is a sandy the same as a sand save?
- In casual play, effectively yes — both describe saving par after being in a bunker. “Sand save” is the more formal stat used to track short-game performance, while “sandy” is the casual bet or bragging term.
See also bunker, up and down, par, greenside bunker
Snowman
A snowman is golf slang for a score of 8 on a single hole — so named because the numeral 8 looks like a snowman's stacked body. It's the kind of blow-up hole that can single-handedly ruin an otherwise good round.
In practice: "I made a snowman on the 7th" is a rueful way to admit an 8. Avoiding these — usually caused by penalties or repeated bad shots — is the core of scoring well.
See also double bogey, bogey
Texas wedge
A Texas wedge is the trick of using your putter from off the green — through the fringe or even short fairway — rather than chipping. The name nods to windy Texas links, where keeping the ball on the ground was safer than lofting it into the breeze.
In practice: When the ground between you and the green is short and smooth, the Texas wedge is the low-risk play: the worst putt usually beats a mishit chip. Pros use it more than amateurs expect.
Tips
The tips are the back tee markers on a hole or course, set at the maximum yardage and typically reserved for scratch golfers, low handicappers, or tournament play. Playing from the tips adds significant length and difficulty compared with the members’ or forward tees.
In practice: Bragging about “playing from the tips” is common in golf culture, even though most amateurs actually score better from a shorter set of tees. Course scorecards usually color-code tee boxes, with black or gold often marking the tips.
- Should a beginner play from the tips?
- No. The tips are set for scratch golfers and tournament play, and most amateurs score noticeably worse from them. Playing a forward set of tees that matches your driving distance keeps approach shots manageable and the round more enjoyable.
- What color are the tips on a scorecard?
- There's no universal standard, but the tips are most often marked black or gold, with blue, white, and red usually denoting progressively shorter tees. Colors vary by course, so always check the scorecard before you tee off.
See also scratch golfer, course rating, slope rating
Whiff
Also known as Air shot.
A whiff, or air shot, is a full swing that misses the ball entirely, making contact with nothing but air. Under the rules, an intentional swing that misses still counts as a stroke, so a whiff adds one shot to the score even though the ball never moved.
In practice: Whiffs happen most often in deep rough or a bunker, where golfers misjudge how the ball is sitting. Happy Gilmore’s opening scene features one of the most famous whiffs in golf-movie history.
Worm burner
A worm burner is a shot hit so low it scorches along the ground rather than rising into the air — the comic result of topping or thinning the ball. It sometimes runs a surprising distance, but it's never the shot you intended.
In practice: A worm burner off the tee at least stays in play, unlike a sliced drive. It usually means you tried to help the ball up instead of trusting the club's loft to do the work.
Yips
The yips are involuntary muscle twitches or jerks — most infamously on short putts and chips — that wreck the smooth stroke a player once had. Part physical, part psychological, they've derailed careers and are among the most dreaded afflictions in golf.
In practice: Sufferers often switch to a claw grip, a longer putter, or a different routine to break the pattern. The yips are a vivid reminder that golf's short shots are as much mental as physical.
See also three-putt, tap-in, lag putt
Golf terminology, explained on video
New to the game? Our 100-second explainer covers how scoring works, what the clubs do, and the language golfers actually use — a fast way to make the terms above click.
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