“Dave Pelz’s Putting Games” for Disc Golfers
In a continuing effort to demonstrate the similarities of Disc Golf and Ball Golf, I have reviewed Dave Pelz’s Putting Games. In this article I interpret and adapt the putting games he suggests for ball golfers for the Disc Golfer.
Just like there are many things we can take from the financial and social success of ball golf, there are many things we can take from ball golf practice technique. There are thousands of ball golf books and billions of dollars spent on the examination of ball golf technique. There is enormous information and assistance we can glean from the mountains of research into the improvement of ball golfers.
While much of this book is not useful in a specific sense because the large difference in physical execution of the two games, there is much thematically or philosophically to be gained by using Pelz’s strategies. Most importantly, Pelz suggests that you have a marathon putting session where you identify weakness, set benchmarks, and then set goals. I’ve heard disc golfers say putting for more than half an hour is counter-productive. I can putt longer but always stop when I start loosing focus and find myself putting way to fast.
Translation of terms. Outside of putt and lay-up there are not very many specific similarities in the lingo of Disc Golf and Ball Golf. There are however one to one correspondences in the goals, obstacles, and strategies employed in the book that work well with disc golf. These distances are current for my needs but can be scaled up or down depending on what you determine to be a weakness:
- 3′ putts equivalent to 20 feet putts
- 6′ putts equivalent to 10 meter putts
- 10′-20′ putts equivalent to +50 feet putt/approach
- Breaking putts equivalent to windy putts
There are a few things that are harder to translate but can be integrated into many of the games Pelz suggests:
- Big Hyzer or AnHyzer putts
- Obstacle Avoidance
- Extreme high or low targets
Pelz’s Games adapted for Disc Golf. There are three main games that translate very well to disc golf. Each game can utilize objects to create Hyzer or AnHyzer putts and, unless you are indoors, will integrate wind. I have a 10 meter rope with marks at 5′ intervals but you can always count off steps – just be consistent. I also use both orange cones and minis depending on my location. I use 10 putters for my practice, all Voodoos or Warlocks, because that is what I putt with in events.
The Make-able Putt Game. In this game you will need up to 12 minis or cones. The more you have the patience to set up, the more practice you get. Choose 3 distances – the shortest distance you feel challenged by, a distance you make 75% of your putts, and a distance you make 30% of your putts. Right now, for me, those distances are 20′, 25′, and 10 meters. Note the wind direction and place 3 of your minis in a direct head wind at the chosen distances. Next place three in a direct tailwind. Finally, place the last six minis in between at any chosen angle. If you identify that you struggle with putts with the wind right to left, situate the markers to make you practice those putts.
Find the other games adapted for disc golf here. Happy golfing and good scoring to all.








NutSac: When you’re ready to go balls out.