Soft Landing6-Week Chipping Practice Plan (2 Sessions a Week)
Chip twice a week for six weeks. One session trains contact and trajectory, the other trains distance control: where the ball lands and how far it runs. Week 1 measures where you are at Easy, weeks 2 to 5 build contact, landing spots, the chip-and-run and the flop, and week 6 repeats week 1 so you can compare your scores.
- 6 weeks · 2 sessions a week
- 42–52 min a session
- Chipping
Written by the Strenvio team from the drill library. Published · updated .
Who it’s for
- Golfers who chip fat or thin more than once or twice a round.
- Golfers whose chips finish far past or well short of the hole.
- Anyone with a chipping green and about two hours a week.
The problem
A chip that comes off the face heavy or thin leaves another chip, and a clean chip that lands in the wrong place leaves a long putt. Most players practise chipping by dropping a few balls and hitting them at the flag, so they never learn whether contact or the landing spot costs them the stroke.
The goal
Strike at least three chips out of four cleanly, land the ball in your chosen zone at least half the time, and beat your week 1 score on every drill when you repeat it in week 6.
Before you start
6 weeks · 2 sessions a week, 42–52 min a session with the warm-ups. You commit to:
- Two chipping sessions a week of 40 to 55 minutes, warm-up included.
- A chipping green where you can play from the fringe and from light rough.
- A sand wedge and a pitching wedge, about 20 balls, ten tees and a towel or bucket as a target.
- A tee or club to draw a line in the turf for the contact drills.
How to use this plan
- 01
Plan the session before you start
Read the week’s goal and the session on your phone or the printout before you leave home, and pack what the drills need: tees, alignment sticks, a towel and enough balls.
- 02
Warm up before every station
Give every station about 10 minutes before its first scored drill, including the putting green. Nobody should putt for score straight from the car.
- 03
Short game first, always in the same order
Putting, then chipping and bunker, then approach shots, then the tee. Do not jump back and forth: the order is what makes your scores comparable from week to week.
- 04
One ball, one target, one routine
Keep the bucket a few steps behind you and walk back for every ball. Pick a target and go through your routine on every scored shot, as you would on the course.
- 05
Write down every score
A drill without a score is just hitting balls. Write each result in the Your result box or record it in the Strenvio app.
- 06
Move up only when you pass
Pass a drill before you play it at the next level. If you miss the target twice, stay at that level for another week; the plan still works.
- 07
End with a short review
Two lines after each session: what got better, and what to watch next time.
How scoring works
- The level sets the drill: the distances, the targets and how many balls. Every drill row links to the setup of its level.
- The scoring option sets the game: what each ball is worth and the pass mark. The plan picks one for every drill, from Classic (in or out) to the strict ones where a short or fat shot costs a point.
- Write down every ball, add up the points and compare with the pass mark. A few drills count differently, such as your longest run or your strokes; their rule says so.
- The Strenvio app scores the same games and adds bonus points for farther stations and streaks. The pass marks here use the base points, so pass or fail is the same on paper and in the app.
The plan week by week
Week 1Measure where you are today: contact, trajectory and distance at Easy.
This is your baseline week. Play every drill at Easy and write down every score: week 6 repeats these two sessions so you can compare. In every drill, note whether a bad chip was a bad strike or a good strike to the wrong spot. Every drill is played as Classic: in the zone or not, so you learn the drill before the points start.
Session A: Contact & trajectory
About 47 min| Drill | Level | Time | Goal & scoring |
|---|---|---|---|
| Chipping warm-upNot scored | – | 10 min | Easy chips with one club to a big target, just to feel the contact and the bounce. Pick a landing spot and chip to it with two clubs; watch how far each one runs out. Nothing is scored. Move on when the strike feels clean. |
| Line in the Sand (Chipping)Chipping Premium | Easy | 15 min | Make clean contact on 6 or more of your 10 chips to pass. Play it as Classic
Add up the points. Pass: 6 points or more. |
| Three FlightsChipping | Easy | 10 min | Record strike quality and target result for all 15 balls. Play it as Classic
Add up the points. Pass: 5 points or more. |
| Landing & FinishChipping Premium | Easy | 12 min | Ten landing successes pass the session. Play it as Classic
Add up the points. Pass: 10 points or more. |
Session B: Distance control
About 48 min| Drill | Level | Time | Goal & scoring |
|---|---|---|---|
| Chipping warm-upNot scored | – | 10 min | Easy chips with one club to a big target, just to feel the contact and the bounce. Pick a landing spot and chip to it with two clubs; watch how far each one runs out. Nothing is scored. Move on when the strike feels clean. |
| Chipping 5 m LadderChipping | Easy | 12 min | Ten landing successes pass the session. Play it as Classic
Add up the points. Pass: 10 points or more. |
| Tee BallChipping Premium | Easy | 7 min | Stop 3 or more of your 10 chips within 3 ft of the tee to pass. Play it as Classic
Add up the points. Pass: 3 points or more. |
| BucketsChipping Premium | Easy | 19 min | Score 18 points or more to pass. Play it as Classic
Add up the points. Pass: 18 points or more. |
Week 2Clean contact first: the club bottoms out on or just after the line.
Every other chipping skill starts with contact, so this week puts it at the front of both sessions. Stay at Easy. If a drill feels easy, keep the same level and focus on the sound of the strike rather than the result. Still Classic: pass each drill once before the points start.
Session A: Contact
About 47 min| Drill | Level | Time | Goal & scoring |
|---|---|---|---|
| Chipping warm-upNot scored | – | 10 min | Easy chips with one club to a big target, just to feel the contact and the bounce. Pick a landing spot and chip to it with two clubs; watch how far each one runs out. Nothing is scored. Move on when the strike feels clean. |
| Line in the Sand (Chipping)Chipping Premium | Easy | 15 min | Make clean contact on 6 or more of your 10 chips to pass. Play it as Classic
Add up the points. Pass: 6 points or more. |
| Chipping 5 m LadderChipping | Easy | 12 min | Ten landing successes pass the session. Play it as Classic
Add up the points. Pass: 10 points or more. |
| Three FlightsChipping | Easy | 10 min | Record strike quality and target result for all 15 balls. Play it as Classic
Add up the points. Pass: 5 points or more. |
Session B: Landing spots
About 48 min| Drill | Level | Time | Goal & scoring |
|---|---|---|---|
| Chipping warm-upNot scored | – | 10 min | Easy chips with one club to a big target, just to feel the contact and the bounce. Pick a landing spot and chip to it with two clubs; watch how far each one runs out. Nothing is scored. Move on when the strike feels clean. |
| Landing & FinishChipping Premium | Easy | 12 min | Ten landing successes pass the session. Play it as Classic
Add up the points. Pass: 10 points or more. |
| Tee BallChipping Premium | Easy | 7 min | Stop 3 or more of your 10 chips within 3 ft of the tee to pass. Play it as Classic
Add up the points. Pass: 3 points or more. |
| BucketsChipping Premium | Easy | 19 min | Score 18 points or more to pass. Play it as Classic
Add up the points. Pass: 18 points or more. |
Week 3Move up to Normal and pick a landing spot before every chip.
Play Normal on every drill you passed at Easy; Three Flights has one level, so it stays at Easy. Before each chip, choose where the ball should land and how far it should run. A chip that lands on your spot is a good chip, even if it misses the hole. The game this week is Points: a chip left short costs the most, because it leaves the hardest putt.
Session A: Contact & trajectory
About 47 min| Drill | Level | Time | Goal & scoring |
|---|---|---|---|
| Chipping warm-upNot scored | – | 10 min | Easy chips with one club to a big target, just to feel the contact and the bounce. Pick a landing spot and chip to it with two clubs; watch how far each one runs out. Nothing is scored. Move on when the strike feels clean. |
| Line in the Sand (Chipping)Chipping Premium | Normal | 15 min | Make clean contact on 7 or more of your 10 chips to pass. Play it as Points
Add up the points. Pass: 15 points or more. |
| Three FlightsChipping | Easy | 10 min | Record strike quality and target result for all 15 balls. Play it as Points Premium
Add up the points. Pass: 10 points or more. |
| Landing & FinishChipping Premium | Normal | 12 min | Ten landing successes pass the session. Play it as Classic
Add up the points. Pass: 10 points or more. |
Session B: Distance control
About 48 min| Drill | Level | Time | Goal & scoring |
|---|---|---|---|
| Chipping warm-upNot scored | – | 10 min | Easy chips with one club to a big target, just to feel the contact and the bounce. Pick a landing spot and chip to it with two clubs; watch how far each one runs out. Nothing is scored. Move on when the strike feels clean. |
| Chipping 5 m LadderChipping | Normal | 12 min | Ten landing successes pass the session. Play it as Classic
Add up the points. Pass: 10 points or more. |
| Tee BallChipping Premium | Normal | 7 min | Stop 5 or more of your 14 chips within 3 ft of the tee to pass. Play it as Points
Add up the points. Pass: 12 points or more. |
| BucketsChipping Premium | Normal | 19 min | Score 18 points or more to pass. Play it as Points
Add up the points. Pass: 23 points or more. |
Week 4Learn when to run the ball and when to carry it.
The chip-and-run is the lowest-risk shot around most greens: less loft, less carry, more roll. This week trains it next to your carried chips, so you can choose between them on the course. In Buckets, compare your points for each wedge. Points again: compare the totals of the chip-and-run and the carried chip.
Session A: Chip-and-run
About 42 min| Drill | Level | Time | Goal & scoring |
|---|---|---|---|
| Chipping warm-upNot scored | – | 10 min | Easy chips with one club to a big target, just to feel the contact and the bounce. Pick a landing spot and chip to it with two clubs; watch how far each one runs out. Nothing is scored. Move on when the strike feels clean. |
| Land It LowChipping Premium | Normal | 20 min | Land 10 or more of your 18 balls inside the ring to pass. Play it as Points
Add up the points. Pass: 24 points or more. |
| Landing & FinishChipping Premium | Normal | 12 min | Ten landing successes pass the session. Play it as Classic
Add up the points. Pass: 10 points or more. |
Session B: Distance control
About 48 min| Drill | Level | Time | Goal & scoring |
|---|---|---|---|
| Chipping warm-upNot scored | – | 10 min | Easy chips with one club to a big target, just to feel the contact and the bounce. Pick a landing spot and chip to it with two clubs; watch how far each one runs out. Nothing is scored. Move on when the strike feels clean. |
| Chipping 5 m LadderChipping | Normal | 12 min | Ten landing successes pass the session. Play it as Classic
Add up the points. Pass: 10 points or more. |
| Tee BallChipping Premium | Normal | 7 min | Stop 5 or more of your 14 chips within 3 ft of the tee to pass. Play it as Points
Add up the points. Pass: 12 points or more. |
| BucketsChipping Premium | Normal | 19 min | Score 18 points or more to pass. Play it as Points
Add up the points. Pass: 23 points or more. |
Week 5Raise the bar: Hard on the drills you passed, and the flop for tight pins.
Play Hard only on drills you passed at Normal, and add the flop for the times a chip-and-run is not on. Expect lower scores than last week. If a drill is too much, drop back to Normal for this week. The game is the strict one: in Never Short and Clean Strike a short or fat chip costs you a point.
Session A: Contact, run & flop
About 52 min| Drill | Level | Time | Goal & scoring |
|---|---|---|---|
| Chipping warm-upNot scored | – | 10 min | Easy chips with one club to a big target, just to feel the contact and the bounce. Pick a landing spot and chip to it with two clubs; watch how far each one runs out. Nothing is scored. Move on when the strike feels clean. |
| Line in the Sand (Chipping)Chipping Premium | Hard | 15 min | Make clean contact on 8 or more of your 10 chips, with different lies and clubs, to pass. Play it as Clean Strike
Add up the points. Pass: 7 points or more. |
| Land It LowChipping Premium | Hard | 20 min | Land 10 or more of your 18 balls inside the smaller ring to pass. Play it as Never Short
Add up the points. Pass: 7 points or more. |
| The Flop Shot MatrixChipping Premium | Normal | 7 min | Land 5 or more of your 12 balls inside the ring to pass. Play it as Never Short
Add up the points. Pass: 3 points or more. |
Session B: Distance control
About 48 min| Drill | Level | Time | Goal & scoring |
|---|---|---|---|
| Chipping warm-upNot scored | – | 10 min | Easy chips with one club to a big target, just to feel the contact and the bounce. Pick a landing spot and chip to it with two clubs; watch how far each one runs out. Nothing is scored. Move on when the strike feels clean. |
| Chipping 5 m LadderChipping | Hard Premium | 12 min | Ten landing successes pass the session. Play it as Classic
Add up the points. Pass: 10 points or more. |
| Tee BallChipping Premium | Hard | 7 min | Stop 5 or more of your 14 chips within 3 ft of the tee to pass. Play it as Never Short
Add up the points. Pass: 2 points or more. |
| BucketsChipping Premium | Hard | 19 min | Score 17 points or more to pass. Play it as Never Short
Add up the points. Pass: 8 points or more. |
Week 6Retest: the week 1 sessions at Easy, so you can compare.
Play exactly what you played in week 1, at Easy, and compare every score. Note which drill improved most and which improved least: the second one is where your next block of chipping practice should start. Classic again, exactly as in week 1, so the scores compare.
Session A: Contact & trajectory retest
About 47 min| Drill | Level | Time | Goal & scoring |
|---|---|---|---|
| Chipping warm-upNot scored | – | 10 min | Easy chips with one club to a big target, just to feel the contact and the bounce. Pick a landing spot and chip to it with two clubs; watch how far each one runs out. Nothing is scored. Move on when the strike feels clean. |
| Line in the Sand (Chipping)Chipping Premium | Easy | 15 min | Make clean contact on 6 or more of your 10 chips to pass. Play it as Classic
Add up the points. Pass: 6 points or more. |
| Three FlightsChipping | Easy | 10 min | Record strike quality and target result for all 15 balls. Play it as Classic
Add up the points. Pass: 5 points or more. |
| Landing & FinishChipping Premium | Easy | 12 min | Ten landing successes pass the session. Play it as Classic
Add up the points. Pass: 10 points or more. |
Session B: Distance control retest
About 48 min| Drill | Level | Time | Goal & scoring |
|---|---|---|---|
| Chipping warm-upNot scored | – | 10 min | Easy chips with one club to a big target, just to feel the contact and the bounce. Pick a landing spot and chip to it with two clubs; watch how far each one runs out. Nothing is scored. Move on when the strike feels clean. |
| Chipping 5 m LadderChipping | Easy | 12 min | Ten landing successes pass the session. Play it as Classic
Add up the points. Pass: 10 points or more. |
| Tee BallChipping Premium | Easy | 7 min | Stop 3 or more of your 10 chips within 3 ft of the tee to pass. Play it as Classic
Add up the points. Pass: 3 points or more. |
| BucketsChipping Premium | Easy | 19 min | Score 18 points or more to pass. Play it as Classic
Add up the points. Pass: 18 points or more. |
Click a level or a scoring option to open the drill at that level: the setup, the target and every game. Pass a drill at its level before you move up; if you miss it twice, stay at that level for another week. Premium drills, levels and scoring options need a paid plan in the app; their setup and scoring are free to read and play on paper.
Why these drills
- Line in the Sand (Chipping)
- Fixes heavy and thin chips, so every other drill starts with clean contact.
- Three Flights
- Three trajectories to the same target: chip-and-run, regular chip and flop.
- Landing & Finish
- Twenty balls from one station to one target. Repeating one distance is how you learn its carry.
- Chipping 5 m Ladder
- Records strike, landing spot and finish on every chip, so you see which one goes wrong.
- Tee Ball
- Chips from just off the green that should stop close to a tee: distance control you can count.
- Buckets
- Trains carry distance, the part of a chip you control. Compare your wedges to find the one you trust most.
- Land It Low
- The chip-and-run, the lowest-risk shot around most greens.
- The Flop Shot Matrix
- The high, soft flop from four lies, for the times a chip-and-run is not on.
How to measure your progress
- Compare week 1 and week 6: the same drills at the same level. A higher score is progress you can trust.
- In Buckets, compare your points for each wedge. The club that scores most is your stock chipping club.
- On the course, count the chips you hit fat or thin in every round. That number should go down first.