Short Game Method · 5 min read

Coaching the Short Game With Landing Zones: A 4-Week Program for Coaches and Teams

Short-game drills for golf teams: a baseline test, a 4-week landing-zone program, station setups for a full squad and games that keep players scoring.

ELZS oceanfront golf green

NOV 30, 2026 · ELZS TEAM

Short-game practice is hard to coach because it's hard to see. A player hits ten chips, some finish close, and nobody can say why. Landing zones fix that: they give every player a target you can see, a score you can count, and a shared language for what went wrong.

There's a big audience for it. In the 2024–25 school year, 162,357 boys played high school golf in the U.S. alone (Sports Illustrated, citing NFHS data). Every one of them chips.

Why landing zones work in a team setting

  • A visible target. The 6-by-6-foot RC6² carpet takes eight tees and a minute to set up.
  • An objective score. Points for where the ball lands, not opinions about how it looked.
  • A shared language. "Front Z1, wrong chart" tells a player exactly what to change.
  • It scales. Three carpets at different distances keep a squad of 12 busy in one corner of the practice green.

Start with a baseline test

Before week 1, test every player the same way so you can measure progress:

1. Pick one hole on the practice green, and ask the superintendent or pro shop for its green speed. 2. Each player hits 10 chips from 10 yards, 10 from 20 yards and 10 from 30 yards, all with their usual chipping club. 3. Measure how far each ball finishes from the hole. 4. Record each player's average distance and the share of chips that finish inside 3 feet and inside 6 feet.

Run the same test after week 4, on the same hole if you can. Those two numbers are your evidence.

The 4-week program

Each session takes 20 to 30 minutes and fits at the start or end of a regular practice.

| Week | Focus | Session | What to measure | | --- | --- | --- | --- | | 1 | One club, one distance | Carpet at 20 yards. Sets of 10, scored 2 points for ZZ and 1 for Z1 | Landing score out of 20 | | 2 | Distance control | Same club, carpets at 10, 20 and 30 yards; rotate every 10 balls | Landing score at each distance | | 3 | Club choice | Add a second club; players pick the club for each station before hitting | Right club chosen; landing score | | 4 | Play it like the course | Random stations, then chip-and-putt for saves; retest the baseline | Saves out of 10; baseline change |

The Red Carpet Drill shows the carpet setup step by step.

Run stations, not lines

For a squad of 8 to 12, set three carpets at 10, 20 and 30 yards. Put three or four players at each, one hitting and one scoring. Rotate every 10 balls.

The scorer matters. Calling "front Z1" or "ZZ" out loud trains the scorer's eyes as much as the hitter's hands.

Make it a competition

  • Red Carpet Challenge: teams of two alternate shots at one carpet. Most points from 20 balls wins.
  • Ladder: a player moves to the next distance only after two ZZ landings in a row.
  • Up-and-down series: chip and putt out from 10 random spots. The team's total saves goes on the board each week.

Teach the patterns, not just the numbers

In competition, players can't use a device that interprets distance for them during the round (R&A Rules of Golf, Rule 4). So the goal is for the method to live in their heads, not just their phones.

Three patterns from the ELZS charts make that possible:

  • Half a pace per club. Each step down in loft lands the ball half a pace shorter.
  • Half a pace per yard. Each extra yard to the hole adds half a pace of carry.
  • The midpoint club. On a slow green, a pitching wedge lands it halfway; on a fast green, a sand wedge does.

Rule 4.3a also allows information gathered before the round, and its examples include club recommendations. Before a player relies on any printed aid in a competition, check with the Committee running the event.

For teaching pros

The same structure works in a lesson. Use the baseline test in the first session, the carpet for the work, and the landing score as homework. A student who comes back with "16 out of 20 at 20 yards" has given you something to coach.

Frequently asked questions

How should a high school golf team practice the short game?

Give it measurable targets. Start with a baseline proximity test, then run short sessions at landing-zone stations at 10, 20 and 30 yards, scoring where each ball lands. Retest after four weeks to see the change.

What are good chipping games for a team?

Three that work well: the Red Carpet Challenge (pairs alternate shots, most points wins), the Ladder (move back only after two ZZ landings in a row), and an up-and-down series from 10 random spots with team totals posted each week.

Can players use ELZS in tournaments?

Not during a competition round to get a landing zone, because Rule 4.3a bars devices that interpret distance. Use it in practice and preparation, teach the patterns behind it, and check with the Committee before using any printed aid.

Bring landing zones to your team

Coaches: contact ELZS through the website to set up the landing-zone program for your team or academy.

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