top of page
Search

Putting Series/Part 7: Putting Games

Writer: Stuart Lambert
Stuart Lambert
Sep 25
13 min read

Make Practice Fun, Competitive, and Meaningful

Have you ever imagined putting to win the Masters, The Open, the U.S. Open, THE PLAYERS, and/or the PGA Championship? Maybe it is a six foot putt on the 18th green at Augusta National, or a ten footer to win the U.S. Open. We have all stood over a putt and imagined that moment. That is part of what makes putting games so much fun. They give us an opportunity to turn ordinary practice into competition, create a little pressure, and make every putt mean something. Putting games are not just about having fun, though. They challenge us to read greens, control our distance, trust our starting line, follow our routine, and perform when there is only one ball and one opportunity. Drills build the skill. Games test the skill. Competition teaches you to trust it.

Putting practice does not have to be boring. In fact, I believe some of the best putting practice happens when you stop thinking about practice and start playing a game.


Throughout this putting series, we have talked about building the setup, fitting the putter, developing a consistent stroke, controlling distance, reading greens, and practicing with a purpose. We have also looked at specific drills designed to improve individual parts of putting.


But there is another step.


Eventually, we need to take the skills we have developed through drills and put them into situations where there is a score, a consequence, an opponent, or a little pressure. That is where putting games become valuable.


Putting games can make practice more enjoyable, but fun is only part of the reason I like them. A good putting game can teach you how to perform when you only get one opportunity.

That sounds a lot more like golf.

“Drills build the skill. Games test the skill. Competition teaches you to trust it.”Stuart Lambert, PGA

What Is the Difference Between a Drill and a Game?

There is an important difference between practicing a skill and testing that skill.

Suppose you are working on start direction.

You might set up a gate 12 inches in front of your golf ball and hit 20 putts through it. That is a great drill. You are getting repetition and immediate feedback.

But eventually, I want to know whether you can start the ball on your intended line when you get one ball and one opportunity.

That is where a game can help.

Games introduce variables that traditional drills sometimes do not.

There is a score.

There may be an opponent.

There may be a consequence for missing.

You may have to change distances.

You may have to read a completely different putt every time.

You may even start thinking about strategy.

Most importantly, you begin to care about the outcome.

That little bit of pressure can be useful.

The goal is not to make practice stressful. The goal is to make it more closely resemble what happens on the golf course.

Learn it. Drill it. Play it. Pressure test it. Take it to the golf course.

1. Around the World

Around the World is one of the simplest putting games, and it is still one of the best.

Place six to eight tees around a hole approximately three to five feet away.

Think of the locations like numbers around a clock.

Start at the first station.

Make the putt and advance to the next station.

Miss and stay where you are.

The first golfer to complete the entire circle wins.

Make It Harder

Once the basic version becomes too easy, add a consequence.

If you miss, move back one station.

Now imagine reaching the final putt after making seven in a row.

Suddenly that three or four foot putt feels a little different.

Good.

That is the point.

Around the World develops short putting, start direction, green reading, routine, and confidence. Because you are putting from different positions around the same hole, you also encounter different slopes and breaks.

One putt may be uphill.

The next may be downhill.

Another may move right to left.

You are no longer simply repeating the same putt.

2. HORSE

If you have ever played HORSE with a basketball, you already understand this game.

Player 1 chooses a putt.

It can be short, long, uphill, downhill, straight, or breaking.

Player 1 attempts the putt.

If Player 1 misses, play moves to Player 2.

If Player 1 makes the putt, Player 2 must make the exact same putt.

If Player 2 misses, they receive a letter.

H. O. R. S. E.

The first golfer to spell HORSE loses.

This is a great game for juniors, families, friends, clinics, and group lessons because it encourages creativity.

You can also modify it for different skill levels.

A beginning golfer might choose a four foot putt while an experienced player has to move the same putt back to six feet.

The objective is not necessarily to make everything perfectly equal.

The objective is to create competition while developing putting skills.

What it teaches: Green reading, creativity, short putting, adaptability, and pressure.

3. 21

This is one of my favorite games for developing distance control because a golfer does not necessarily have to make the putt to score.

Choose several putting locations between approximately 15 and 40 feet.

For each putt:

Make the putt = 3 points

Finish inside 3 feet = 2 points

Finish inside 6 feet = 1 point

Finish outside 6 feet = 0 points

First player to 21 wins.

You can also require the golfer to reach exactly 21.

That introduces strategy.

Suppose you have 19 points.

Now you need two.

You do not necessarily need to make the putt. You need to control your distance and finish inside three feet.

That changes the way you think.

Instead of attacking the hole without considering the consequences, you begin thinking about where the golf ball needs to finish.

That is a skill we can use on the golf course.

4. Putting Cornhole

This is a fun game for golfers of almost any ability.

Create scoring zones around the hole.

For example:

Hole = 5 points

Inside 1 foot = 3 points

Inside 3 feet = 2 points

Inside 6 feet = 1 point

Players alternate putts toward the same hole.

You can play until someone reaches 21 points.

You can also use cornhole style cancellation scoring.

If Player 1 earns five points during a round and Player 2 earns three, Player 1 receives two points.

This format works particularly well for junior clinics, family putting competitions, group lessons, and golfers with different skill levels because the distance can easily be adjusted.

A beginning golfer might putt from 15 feet.

A more experienced golfer might putt from 30 feet.

Both can play the same game.

What it teaches: Distance control, strategy, competition, and focus.

5. Tic Tac Toe Putting

Sometimes it is useful to take the hole completely out of the equation.

Create a large three by three grid on the putting green using flat markers, tees, string, or alignment sticks placed safely.

Players take turns choosing one of the nine squares.

If your golf ball finishes inside the square you selected, you claim that square.

The first golfer to get three in a row wins.

This game requires golfers to control both direction and distance.

You are not simply trying to hit the ball toward something.

You are trying to make the ball stop in a particular area.

That is a very useful putting skill.

You can make the squares larger for beginners and smaller for experienced players.

You can also move the starting position so that some squares require considerably more speed than others.

Now strategy becomes part of the game.

Do you try for the difficult square that gives you three in a row?

Or do you block your opponent?

Putting has suddenly become a game of skill and decision making.

6. Closest to the Hole

Sometimes simple is best.

Choose a putt from approximately 20 to 50 feet.

Each golfer gets one ball.

Closest to the hole wins.

Award one point to the winner and move somewhere else.

First golfer to five points wins.

The important part is that every round should present a different challenge.

Change the distance.

Change the direction.

Find an uphill putt.

Find a downhill putt.

Find a breaking putt.

This is one of my favorite games for distance control because the golfer stops thinking about making every long putt.

The objective becomes:

How close can I get the golf ball to the hole?

That is exactly the mindset I want from many long putting situations on the golf course.

7. Knockout

Knockout is particularly good for groups and junior clinics.

Everyone begins at approximately three feet.

Each golfer gets one putt.

Make it and stay in the game.

Miss it and receive a strike.

After everyone putts, move to another location.

Three strikes and you are eliminated.

Continue until one golfer remains.

For younger golfers, I prefer using multiple strikes rather than eliminating someone after one miss. I want everyone involved and putting for as long as possible.

You can also gradually increase the distance as the game progresses.

The final two golfers might eventually be putting from six or eight feet.

Now we have pressure.

What it teaches: Short putting, routine, focus, confidence, and performing when the putt matters.

8. High Side or Out

This game connects directly to our High Side Challenge drill.

Choose a breaking putt from approximately eight to twelve feet.

Each golfer gets one ball.

Scoring is simple:

Make = 2 points

Miss on the high side = 1 point

Miss on the low side = 0 points

Then move to another breaking putt.

First golfer to 10 points wins.

I particularly like this game because it rewards more than whether the golf ball goes into the hole.

A golfer can hit a very good putt that barely misses on the high side.

That may still represent a good read.

On the other hand, if the golfer continually misses below the hole, we are learning something.

The golfer may not be playing enough break.

We are using the game to reinforce a green reading concept.

Do not simply watch whether the ball goes in. Pay attention to why it missed.

9. Three Putt Penalty

This game changes the way golfers think about long putts.

Choose nine putts between approximately 25 and 60 feet.

Use one golf ball and hole out from every location.

Score each hole:

One putt = minus 1

Two putts = 0

Three putts = plus 2

Four putts = plus 4

Lowest score wins.

Notice that a three putt is penalized heavily.

That is intentional.

The objective is to teach the golfer that a 40 foot putt does not have to go into the hole to be successful.

If your first putt finishes 18 inches away, you have done your job.

Make the next one.

Move on.

This game teaches distance control and putting course management.

10. Golf on the Putting Green

We developed the Nine Hole Putting Challenge as a drill, but it also makes an excellent competitive game.

Create nine different putting holes around the practice green.

Use different distances and breaks.

Each golfer uses one golf ball and holes out from every location.

Score it like golf:

One putt = Birdie

Two putts = Par

Three putts = Bogey

Four putts = Double Bogey

Par for nine holes is 18.

Lowest score wins.

No gimmies.

Putt everything out.

This may be one of the best overall putting games because it tests almost everything.

You have to read the green.

Control your distance.

Choose a starting line.

Make short putts.

Follow your routine.

Recover from mistakes.

And keep score.

Most importantly, you only get one first putt.

That looks like golf.

11. Beat the Pro

This is one I particularly like for lessons and clinics.

The student plays against the PGA Professional.

Choose five or nine different putting locations.

But create scoring rules that give the student a realistic opportunity to win.

For example, the student may receive:

2 points for making the putt

1 point for finishing inside three feet

The professional might only receive:

1 point for making the putt

Now the student has an advantage.

That is okay.

The objective is to create competition.

There is something different about standing over a six foot putt when making it means you beat your instructor.

That feeling is valuable.

We want golfers learning to perform while experiencing a little excitement and pressure.

And, of course, beating your PGA Professional is always fun.

12. The Lambert Putting Combine

I think this could become a signature Lambert Golf Academy putting game.

Instead of testing one skill, the Lambert Putting Combine tests several.

Station 1: Three Foot Putt

Make = 1 point.

Station 2: Five Foot Putt

Make = 2 points.

Station 3: Ten Foot Breaking Putt

Make = 3 points.

High side miss = 1 point.

Station 4: Twenty Foot Distance Control

Inside three feet = 2 points.

Station 5: Thirty Foot Distance Control

Inside three feet = 3 points.

Station 6: Forty Foot Distance Control

Inside three feet = 3 points.

Station 7: One Ball Challenge

Choose a difficult putt.

Hole out.

Two putts or better = 3 points.

Record your total score.

Then save it.

Come back another day and play the exact same combine.

Now we have something measurable.

Maybe your first score is 9.

Then 12.

Then 14.

Then 16.

Instead of saying:

"I think my putting is getting better."

We have evidence.

Your score is improving.

Even better, we can look at where you are losing points.

If you perform well from short distances but continually struggle at the 30 and 40 foot stations, that tells us something.

Maybe your next practice session should focus on distance control.

The game has helped diagnose what needs attention.

And that brings us right back to the philosophy behind this entire putting series.

“Practice with a purpose. Let your performance on the course tell you what needs your attention, and build your practice around it.”Stuart Lambert, PGA

Make the Games Fit the Golfer

One of the things I like most about putting games is how easily they can be adjusted.

A junior golfer and a low handicap golfer do not need to play from the same distance.

A beginner might play Around the World from two or three feet.

An experienced golfer might play from five or six.

Make the Tic Tac Toe boxes larger for a beginner.

Make them smaller for an experienced player.

Move the Cornhole starting position closer.

Change the scoring.

Add more break.

Increase the distance.

The game should be challenging enough that the golfer has to concentrate, but not so difficult that success becomes almost impossible.

We want golfers engaged.

We want them thinking.

And we want them having fun.

Compete Against Yourself

You do not need another golfer to play these games.

Some of the best competition can be against your previous score.

Keep records.

Write down:

Lambert Putting Combine: 13

Nine Hole Putting: 19

Around the World: 11 attempts

21: Reached 21 in 12 putts

Come back next week.

Can you beat it?

Now you have something to chase.

That creates purpose.

Juniors Need Games

Putting games can be especially valuable when working with junior golfers.

Telling a junior golfer to hit 30 four foot putts may work for a while.

But tell them:

“We're playing Tic Tac Toe.”

Now they are interested.

Tell them:

“You have to beat Coach.”

Now they are really interested.

The golfer may still be working on start direction, distance control, green reading, and routine.

They just may not think of it as a drill.

They are playing.

That is an important distinction.

We can teach golf skills without making every practice session feel like work.

Add Pressure Without Making Practice Miserable

Pressure is not necessarily a bad thing.

We just need to introduce it appropriately.

Suppose you are playing Around the World.

You have made seven consecutive putts.

One putt remains.

Miss it and you have to move backward.

That final putt matters more than the first one.

Your body may respond differently.

You may feel a little tension in your hands.

You may start thinking about the result.

That gives you an opportunity to practice your routine.

Read the putt.

Choose your line.

Take your setup.

Look at the target.

Commit.

Roll it.

We are learning how to respond when the putt matters.

Drills Build Skills. Games Test Skills.

This is the distinction I want golfers to understand.

A drill is designed to isolate and develop something.

A game asks you to use it.

The Start Line Gate develops start direction.

Around the World asks whether you can use that start direction on different putts.

The Distance Ladder develops speed control.

Putting Cornhole asks whether you can control that speed when points are involved.

The High Side Challenge teaches you to play enough break.

High Side or Out tests whether you can trust that read when there is a consequence.

Then the Nine Hole Challenge and Lambert Putting Combine start bringing everything together.

That gives us a progression:

Learn It

Understand the skill.

Drill It

Develop the movement or ability through repetition and feedback.

Play It

Use the skill in a game.

Pressure Test It

Add scoring, competition, and consequences.

Take It to the Golf Course

Trust what you have practiced.

Putting Practice Should Be Fun

We should never forget why most people play golf.

They enjoy it.

Practice should help you improve, but that does not mean every practice session needs to feel like work.

Challenge a friend.

Play against your child.

Try to beat your PGA Professional.

Keep a personal record.

Create a family putting championship.

Play HORSE.

Play Tic Tac Toe.

Play 21.

Build a nine hole course around the practice green.

And sometimes, put the training aids away and just play.

You may be surprised by how much you learn.

When you care about the score, your routine matters.

When you have one ball, your read matters.

When your opponent is standing beside you, your confidence matters.

When missing means losing the game, commitment matters.

Those are the same skills we need on the golf course.

The Lambert Golf Academy Putting Progression

Throughout this series, we have developed a logical progression for improving your putting.

1. Build the Setup

Create a comfortable, balanced, and repeatable position.

2. Fit the Putter

Fit the putter to the golfer rather than forcing the golfer to adapt to the putter.

3. Train the Stroke

Develop repeatable movement, face control, center contact, and rhythm.

4. Control the Distance

Understand how stroke length and rhythm influence speed and distance.

5. Read the Green

See the slope. Feel the slope. Understand the journey the golf ball needs to take to reach the hole.

6. Practice With a Purpose

Use drills that address what your performance on the golf course tells you needs attention.

7. Play Putting Games

Introduce scoring, strategy, competition, consequences, and fun.

8. Make More Putts

Bring everything together.

Read. Line. Speed. Routine. Confidence.

The Bottom Line

Putting games are fun.

But they are also valuable training tools.

They force us to make decisions.

They give us one opportunity.

They introduce consequences.

They require us to change distances and reads.

They create pressure.

And they teach us how to trust the skills we have developed through practice.

So the next time you go to the putting green, do your drills.

Work on your start direction.

Work on your center contact.

Work on your distance control.

Work on your green reading.

But before you leave, play a game.

Keep score.

Challenge yourself.

Challenge somebody else.

Have some fun.

Because ultimately, we are not practicing putting so we can become great at putting drills.

We are practicing so we can become better putters on the golf course.

“Drills build the skill. Games test the skill. Competition teaches you to trust it.”Stuart Lambert, PGA

Practice with a purpose. Play with a purpose. And make putting fun.


Stuart Lambert, PGALambert Golf Academy



 
 
 

Recent Posts

See All
Golf Fundamentals: How to Hold the Golf Club

Your Only Connection with the Golf Club Before we continue with the Chipping Series, I want to take a brief detour and discuss one of the most fundamental parts of the golf swing: how to hold the golf

 
 
 

Comments


  • Facebook Basic Black
  • Twitter Basic Black

© 2026 Golf Lessons with Stuart. Powered and secured by Wix

bottom of page