// reference
Every word they'll say that you won't know.
Golf has an absurd amount of jargon and golfers deploy it constantly without noticing. Skim this once and keep it open.
// the short version
The five you'll hear on day one: away (you're farthest, you hit next), fore (duck), par (the target), bogey (one over, and a fine result), gimme (pick it up, it counts).
Search by what you heard, not the official word. "Sand trap" finds bunker. "Curves right" finds slice.
A
Scoring words
- Par
- Expected strokes for a good golfer on a hole. Also the overall course number, usually 72.
- Birdie
- One under par on a hole. A very good hole.
- Eagle
- Two under par. Rare and thrilling.
- Albatross / Double Eagle
- Three under par. Rarer than a hole-in-one.
- Bogey
- One over par. A perfectly good hole when you're new. "Bogey golf" means shooting 90.
- Double / Triple bogey
- Two or three over. Normal for a beginner. Not a crisis.
- Snowman
- An 8 on a hole. The numeral looks like a snowman. Time to pick up.
- Ace / Hole-in-one
- One stroke. Tradition says you buy the clubhouse a round.
- Handicap
- A number representing your ability, used to level matches between different skill levels.
- Scratch golfer
- Handicap of zero. Shoots around par. Very good.
- Even / Under / Over
- Your score relative to par. "Three over" means 3 strokes above par.
- Front nine / Back nine
- Holes 1–9 and 10 to 18. On a scorecard: OUT and IN.
- The turn
- The gap between hole 9 and hole 10. Usually a snack shack.
- GIR (Green in Regulation)
- Reaching the green with two strokes left for par. A par-4 GIR means on the green in 2.
- Up and down
- Getting the ball in the hole in two strokes from off the green: one chip, one putt.
- Three-putt
- Taking three putts on a green. The great silent destroyer of scores.
- Gimme
- A short putt your opponent concedes. Pick it up, count it as made. Never claim one yourself.
- Mulligan
- An unofficial do-over. Usually only offered on the first tee.
- Provisional
- A second ball hit when you think your first might be lost or OB. Announce it. Saves everyone a walk.
B
The course
- Tee box
- Where each hole starts. Multiple sets at different distances.
- Tees (forward/back)
- The different starting distances. Play the forward ones. Named by color, generally red, gold, white, blue, black from short to long.
- Fairway
- The short mowed path from tee to green. Where you want to be.
- Rough
- Longer grass off the fairway. Harder to hit from.
- Fringe / Collar / Apron
- The short grass ring right around the green. Putt from here.
- Green
- The very short grass where the hole is. Putter only. Sacred.
- Bunker / Trap
- Sand hazard. Don't touch the sand right around your ball before you swing. Rake it after.
- Penalty area
- Water or marked scrub. Red or yellow stakes. Add 1 stroke, drop, play on.
- Out of bounds (OB)
- White stakes. Outside the course. The most expensive mistake in golf.
- Pin / Flagstick
- The stick in the hole. Flag color often signals pin position.
- Cup
- The actual hole. 4.25 inches across, always.
- Dogleg
- A hole that bends left or right. You can't see the green from the tee.
- Links
- Technically a treeless coastal course on sandy ground. Colloquially, and incorrectly, any golf course.
- Muni
- A municipal course. Public, cheap, relaxed. Where most people should learn.
- Executive course
- Shorter course, mostly par 3s and short par 4s. Excellent for beginners.
- Cart path only
- Keep the cart on the pavement. Usually after rain. Walk to your ball.
- 90-degree rule
- Stay on the path until level with your ball, then turn out at a right angle.
- The 19th hole
- The clubhouse bar. A real institution, and you don't have to drink to be part of it.
- Starter
- Course staff at the first tee who checks you in and manages pace.
- Marshal / Ranger
- Staff who drive around checking pace. If they talk to you, speed up.
C
Shots and misses
- Drive
- Your tee shot on a long hole, usually with a driver.
- Approach
- The shot intended to reach the green.
- Layup
- Deliberately hitting short of trouble instead of going for it. A smart, underrated play.
- Chip
- A short shot from near the green: low, minimal air, mostly roll.
- Pitch
- A slightly longer, higher short shot. More air than a chip.
- Flop
- A very high, very short, very soft shot. Looks incredible. Don't try it yet.
- Punch / Knockdown
- A deliberately low shot. Ball back, short finish. For under trees or into wind.
- Slice
- A ball that curves hard right (for a righty). The beginner's signature miss. Caused by an open face relative to your swing path.
- Hook
- Curves hard left (righty). Less common early. A severe one is a "duck hook."
- Fade / Draw
- The gentle, intentional versions of slice and hook. What good players do on purpose.
- Push / Pull
- A straight shot that starts and stays right (push) or left (pull) of target. An aim or path problem, not a curve problem.
- Fat / Chunk
- Hitting the ground before the ball. Goes nowhere. Caused by weight hanging back.
- Thin / Skull / Blade
- Hitting the ball's middle with the club's leading edge. Screams along the ground. Same root cause as a chunk.
- Top
- Hitting the top of the ball. Dribbles forward. Everyone does this at first.
- Shank
- Hitting the ball with the hosel. Fires dead sideways at speed. Golfers are superstitious about saying the word.
- Whiff
- Swinging and missing entirely. Counts as a stroke. Sorry.
- Worm burner
- A shot that never leaves the ground. An affectionate name for a bad outcome.
- Duff
- General term for a badly mishit shot.
- FORE!
- Yelled loudly when your ball is heading toward a person. If you hear it: turn away, crouch, cover your head. Do not look up.
- Away
- You're farthest from the hole, so you hit next.
- Honor
- The right to tee off first, earned by the lowest score on the previous hole.
- Ready golf
- Hit when you're ready rather than strictly by order. Standard in casual rounds.
- Carry
- How far the ball flies before landing. The number that matters for clearing trouble.
- Roll out
- How far it rolls after landing. Carry plus roll equals total.
- Lie
- How the ball is sitting. The first thing you evaluate on every shot.
- Short-sided
- Missing the green on the same side as the pin, with no room to work with. A bad spot.
- Texas wedge
- Using your putter from off the green. Boring, ugly, effective.
- Hardpan
- Bare, packed ground with no cushion. Ball back, hit it crisp.
D
Equipment
- Driver / 1-wood
- Biggest head, longest shaft, least loft. Tee shots only.
- Wood
- 3-wood, 5-wood, and so on. Smaller than a driver, more loft. Made of metal since the 80s.
- Hybrid
- Wood head, iron shaft. Replaces hard-to-hit long irons. The best beginner club in golf.
- Iron
- Numbered 3 to 9. Higher number means shorter, higher, easier.
- Wedge
- Highest loft. PW (pitching), GW/AW (gap), SW (sand), LW (lob).
- Putter
- Green only. The most-used club in your bag by a mile.
- Loft
- How far the face tilts back. The single variable that organizes the entire bag.
- Bounce
- The angle of a wedge's sole, helping it skid instead of dig. Why sand wedges work in sand.
- Shaft flex
- L / A / R / S / X, soft to stiff. Regular (R) suits almost every beginner.
- Cavity back / Game improvement
- Irons with hollowed backs and big sweet spots. What you want.
- Blades / Muscle back
- Thin traditional irons, tiny sweet spot. For people much better than us.
- Sweet spot
- The center of the face. Hitting it feels like nothing at all.
- Hosel
- Where the shaft meets the head. Hit it and you shank it.
- Face / Toe / Heel / Sole
- The hitting surface, far end, near end, and bottom of the club head.
- Lie angle
- The angle between shaft and sole. Wrong for your height and the ball goes sideways even on a good swing. Adjustable.
- Grip
- The rubber you hold. Worn grips cost you shots. Regripping a used set is the best $80 you can spend.
- Divot tool
- Little fork for repairing ball marks on greens. Work the turf inward, don't pry up.
- Ball marker
- A coin. Marks your ball's spot on the green so you can lift it.
- Pro V1
- The famous premium tour ball. Genuinely great, and genuinely wasted on you right now.
- Kirkland
- Costco's golf ball. A cult reputation for punching above its price. Start here.
- Divot
- The chunk of turf your iron tears out. On a good iron shot it comes out in FRONT of where the ball was.
E
Formats and games
- Stroke play
- Count every stroke. Low total wins. The default and the harshest.
- Match play
- Hole by hole. Win a hole and you're "1 up." A disaster costs one hole, not your card.
- Scramble
- Everyone hits, the team plays the best ball, repeat. The best format for a beginner, by far.
- Best ball / Four-ball
- Everyone plays their own ball; the team takes the best score. Your disasters get thrown out.
- Alternate shot / Foursomes
- Partners share one ball, taking turns. Brutal for beginners.
- Stableford
- Points instead of strokes. Bogey 1, par 2, birdie 3. Highest wins. Encourages picking up.
- Skins
- Each hole worth a prize. Win it outright or it carries over and stacks.
- Nassau
- Three bets in one: front 9, back 9, and total.
- Wolf
- A rotating player picks a partner after watching tee shots, or goes solo for double.
- Closest to the pin
- Par-3 side bet. Nearest tee shot wins. Beginners can absolutely take this one.
- Sandie
- Making par after being in a bunker. Impressive.
- Greenie
- Hitting a par-3 green and making par.
- Barkie / Woodie
- Hitting a tree and still making par. Pure luck. Deeply satisfying.
- Snake
- Whoever three-putted most recently holds the snake and pays at the end. Cruel.
- Winter rules / Lift, clean and place
- Casual convention letting you improve your lie in the fairway. Not a real rule. Very common.