The Bluffer's Guide to Golf

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The Bluffer's Guide to Golf

The Bluffer's Guide to Golf (Bluffer's Guides) by Adam Ruck
2013 | ISBN: 1909365327 | English | 132 pages | EPUB | 0.6 MB



Club(s)
No professional or golf shop proprietor would agree, but all that is needed to play a good round of golf is a putter, a sand-wedge, a 5-iron, and a ball. Most amateurs would play a better round with just a 5-iron than they do with all the clubs in the world.

Courting disaster
Never be foolish enough to play with someone who is a lot better than you are, even on a friendly basis. In tennis, or some game where it is a matter of being in direct opposition, playing somebody better can often lift your game, even in defeat. But in golf, where it is all up to you, it is courting disaster. The more you try to match their long hits, the shorter and more desperately wayward yours become. If you are the worst player in a foursome you can become a manic depressive in no time at all.

Putting off
It is the better golfer who so often gets in a tangle with his putting, adopting all sorts of strange crouches and getting all twisted up like that chap from Notre Dame. The incurable twitch is awful to see. The poor fellow draws the putter back smoothly enough but as it goes toward the ball the head stops in the middle of the stroke or twists to one side. Overcome by the thought that he is going to miss the hole, he does.

A matter of inches
On the green maneuvers are minimal. You are, of course, allowed to pick up the ball to clean it and a few inches may be gained this way. Always put the marker down in front of the ball but replace the ball in front of the marker. Even most professionals do this as the action is not usually closely watched.
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