Short Game Campaign: 5 Pillars + Applications over 5–6 Weeks
The Short Game blueprint installs five core pillars, then unlocks three shot applications—the same sequence as the pillar quick reference and the Start Training Short Game lane. Plan 5–6 weeks at 4 sessions/week, 8–10 weeks at 2 sessions/week.
For most players above a 20 handicap, this campaign (paired with Putting) is the fastest scoring drop on the site—see where to enter.
The range obsession with "learning the flop shot" before the bounce skim is installed builds eight shots on zero foundation. Applications unlock after the core pillars clear—that is why the campaign map locks them.
The Install Ladder
One pillar per campaign week, gated by exit criteria across two consecutive sessions:
PillarGeometry of Bounce
Primary drillBounce + U-path dry rehearsals (no ball)
Maintenance—
PillarHinge-and-Hold Myth
Primary drillTrail-Hand Chip Protocol
MaintenanceBounce
PillarTrajectory Control
Primary drillLob/checker setup rehearsals (no ball)
Maintenance+ Release
PillarCarry Calibration
Primary drillLevel 1–3 dry runs (constant tempo)
Maintenance+ Trajectory
PillarShot Selection & Landing Zones
Primary drillFour-read verbalization (no club until spot locked)
Maintenance+ Carry Levels
PillarApplications — Tight-Lie Chip, Bump-and-Run, Bunker Shots
Primary drillper page
Maintenanceall five core
Applications are side quests, not a sixth pillar: run one application per session in week 6 (or fold them into in-season random work). Lie-based routing lives in the Shot Library.
Week Structure by Time Budget
4 sessions/week (5–6 week campaign)
Install — active pillar, 50-rep session
Maintenance — Full Swing or Putting rotation (weekly template)
Install — active pillar; exit-criteria attempt
Random — cleared pillars, random lies + landing spots, full Pre-Shot Loop
2 sessions/week (8–10 week campaign)
Install — active pillar, full 50-rep session
Split — 25 reps active pillar, then 20 random reps on cleared pillars (vary lie every rep)
Short-game installs tolerate mats for dry rehearsals only. From Prove It onward the turf is the feedback—the thump, the skim, the first bounce. Schedule at least one grass session per campaign week or the campaign is calibrating to a surface the course does not have.
After the Campaign
- Maintenance: the maintenance mode doctrine — 20 random reps per pillar per week (rotate lies), reinstall tripwire at two failed checks
- Seasonal: short-game installs are the most in-season-tolerant on the site—low speed, low CNS cost. Still bias new installs off-season and transfer in-season per the seasonal doctrine
- Faults on course: Short Game Faults & Fixes routes the symptom to the pillar that owns it
The Cheatcode for your Game