Skip to content
Short Game League

The format

How it works

Simple, fun, competitive chipping. A short-game course in the morning, a bracket before lunch.

The course

SGL is a one-day event on a 6- or 9-hole short-game course built around a facility's practice green, chipping area, and practice bunker. A 9-hole course is played twice. A 6-hole course is played three times. It is not a par-3 course, and it is not pitching. Every shot is around the green, about 5–20 yards: bump-and-run, chip, flop, and sand.

Each hole has its own cup and a different lie or challenge. Hitting mats go down wherever the course wants the turf protected. Nothing is staked into a green. The rings are temporary rope.

Example layout

Layouts shown are examples. Venues may use 6 or 9 holes, set up in different ways. This nine is an example, not the card for every event.

  1. Hole 1 · Fringe bump-and-run

    About 5–10 yards off the fringe. A putter is allowed from the closer spot only, and only if the hole sign says so.

  2. Hole 2 · Tight lie

    10–15 yards from a tight cut. This one is usually a hitting mat, so the same spot can take a full field without chewing up the turf.

  3. Hole 3 · Over the wall

    Carry a low barrier a couple of yards in front of the spot. Miss the carry and the shot scores 0.

  4. Hole 4 · Landing zone

    The ball has to land in the marked zone first. Miss the zone and the shot is 0, even if it finishes next to the cup.

  5. Hole 5 · Through the gate

    Bump it through a ground-level gate. Miss the gate and the shot is 0.

  6. Hole 6 · Off the slope

    Sidehill or downhill. The lie is the challenge.

  7. Hole 7 · Sand

    Greenside or practice bunker. Rake it before you walk away.

  8. Hole 8 · Flop

    Short-sided, over a low wall or a bunker lip.

  9. Hole 9 · Rough to a downslope

    15–20 yards out of light rough, onto a green that runs away.

The rings

Make 5 · ≤1 ft 3 · ≤2 ft 2 · ≤3 ft 1 · outside 0. On the line, you get the closer ring. Miss a challenge (the zone, the gate, the barrier) and the shot is 0 wherever it finishes.

Make53 pts2 pts1 pt
3 ft / 2 ft / 1 ft / cup. On the line = closer ring. Outside = 0.

The main round

A start board lists every player alphabetically with a starting hole and a group spot, 1–4. Groups of 4. Shotgun start (8:15 AM on the example day), every hole at once, with a big timer the whole course can see. Each hole is 5 minutes: 1 minute to read the lie, then each player gets 45 seconds to hit all 3 balls, then 1 minute to move. Any ball not hit before your 45 seconds is up scores 0. Hitting order starts alphabetical, then rotates: whoever went first goes last on the next hole. That order is printed on the scorecard.

The main round is 18 holes and 54 chips, max 270: a 9-hole course twice, or a 6-hole course three times. About 1 hour 30 minutes per wave. 64 players run in two waves of 32. With fewer than 32 players, the event runs a variation of this setup.

Scoring is on the honor system, on paper. A playing partner keeps your card. You call the scores, they write them down, and you both sign. If you disagree, a helper measures. Their measurement stands.

After 54 chips, the top 8 play on. A tie for 8th is a one-ball closest-to-the-pin chip-off, sudden death. Seeding ties, including a tie for 1st: most makes, then most balls inside 1 foot, then the better last lap.

The bracket

The final 8 are seeded 1 vs 8, 2 vs 7, 3 vs 6, and 4 vs 5. They play quarterfinals, semifinals, and the final. Each match is 2 holes, 3 balls each, and the best total wins. A tied match is one ball each, closest to the pin, repeated until someone is closer. Only the top 3 are paid. Guaranteed purse is announced for each event before registration opens. 32 players: $1,125 total, 1st $550 / 2nd $350 / 3rd $225. 64 players: $2,250 total, 1st $1,100 / 2nd $700 / 3rd $450.

A sample day

Example times for a 9-hole course. The shotgun is 8:15 AM and the wave takes about 1 hour 30 minutes. A 6-hole course is three laps and the same length. 64 players are two waves of 32. A posted event uses its own check-in and start time. Layouts shown are examples. Venues may use 6 or 9 holes, set up in different ways. With fewer than 32 players, the event runs a variation of this setup.

32 players

  1. 7:45 AMCheck-in. The start board lists every player alphabetically with a starting hole and a group spot, 1–4.
  2. 8:00 AMRules brief and a short warm-up.
  3. 8:15 AMShotgun. Groups of 4, every hole at once, on the running clock.
  4. 9:45 AMMain round done. 18 holes, 54 chips, about 1 hour 30 minutes.
  5. CutTop 8. A tie for 8th is a one-ball closest-to-the-pin chip-off, sudden death.
  6. ThenQuarterfinals, semifinals, and the final. Each match is 2 holes, 3 balls, best total wins.

64 players

  1. 7:30 AMCheck-in. Start board: alphabetical, starting hole, spot 1–4.
  2. 7:45 AMRules brief and warm-up.
  3. 8:15 AMWave 1 shotgun. 32 players, groups of 4, every hole at once.
  4. 9:45 AMWave 1 finishes (about 1 hour 30 minutes). Wave 2 starts on the same clock.
  5. 11:15 AMWave 2 finishes. Cut to the top 8 from the full field.
  6. ThenQuarterfinals, semifinals, and the final. 2-hole matches, 3 balls each.

Read the full rules