
Three Flights
Choose one chipping distance and one target. Hit five chip-and-runs, five regular chips, then five flops to the same target.
Difficulty levels
Setup & execution
Choose one station, mark a target, and play five balls in each flight group: chip-and-run, regular chip, then flop.
Goal
Record strike quality and target result for all 15 balls. Use the same target for every flight.
Tour context
Changing trajectory deliberately teaches you to match the shot to the lie and the available rollout.
Scoring options
Pick how you are rewarded. Each option records different outcomes and feeds different insights.
Classic
You hit the target or you don't. A miss costs you nothing.
Points
The target pays triple; a near miss still scores.
Never Short
Come up short and you lose a point. Other misses are free.
More chipping drills
All chipping
ChippingTee Ball
Find a good lie two steps off the green. Place tees in a line from 2 yd to 14 yd from the front of the green, each tee 2 yd further out. Chip one ball to each tee and score by where the ball finishes, not by whether you strike the tee. Play the full ladder with two wedges — 28 shots in all.
ChippingBuckets
Stand a bucket on the green as your aiming point and mark a landing zone around it. Build four stations in a straight line from 3–20 yd — the exact distances and the size of the zone vary by difficulty tier. Hit 5 balls from each station with two different wedges — 40 shots total. Score 1 point every time the ball first lands inside the zone. Track your points per wedge to find out which club performs best at each distance.
ChippingLand It Low
Hit low-trajectory chip-and-run shots with the lowest-lofted wedge you trust. Land balls inside a chipping ring set 2, 4, or 6 yds onto the green depending on difficulty, with rollout reference discs at 10 and 15 yds. The ring shrinks as the tier rises. Complete three rounds and track how efficiently you can land six balls inside it.