Backyard Golf
Games
Short-game practice goes down easier disguised as a game you'd rather win. Seven backyard golf games with clear rules, honest gear notes, and a straight line between which are our house rules and which come out of the box.
The best backyard golf games need almost no gear: a chipping target, some practice balls, and a putting surface cover all seven games below. Start with chipping HORSE, which is free if you own wedges and towels, or a putting duel, and save the backyard nine for a weekend afternoon. The reason they're worth playing isn't a training theory, it's simpler than that: a scoreboard keeps you doing reps you'd otherwise quit after twenty.
#1: Putting Duels (BattlePutt)
What it actually is: the GoSports BattlePutt ($169.99†) is one 11-foot putting green, not two mats, and it ships with two putters, two golf balls, and 12 cup caps. GoSports describes it as supporting two to four players in a two-on-two team format.
How the official game works: per GoSports, players putt at the opposing team's cups, and when a putt is made a cap goes over that cup to show it's been scored. Teams alternate turns until one team has made all of its putts. It's pong-inspired, so the win condition is clearing the other side's cups, not racing to a point total. GoSports includes its standard rules plus optional party rules in the box. If you've read elsewhere that it's two mats sharing one hole, or that both players fire simultaneously and the first ball in wins, that's wrong, and it was wrong on this page until we checked the official listing.
The free version: two putters, two balls, and any cup-sized target on a putting mat. Alternate putts, first to clear an agreed number wins. That one's ours, not GoSports'.
Why it's worth playing: putting with someone watching is different from putting alone. Whether that transfers to a competitive round is not something I can prove to you, but the reps happen, and reps you actually do beat reps you plan.
#2: Chipping HORSE
The game (house rules): exactly like basketball HORSE. Player one calls a shot, something like "off the deck, over the chair, land it in the net," and if they pull it off, everyone else has to match it or take a letter. Five letters and you're out.
The gear: a chipping net as the primary target. The $44.99† Callaway Chip-Shot Net folds flat and is plenty. Add foam practice balls if there are windows anywhere in the flight path.
Why it's worth playing: calling a shot before you hit it forces you to commit to a trajectory and a landing spot instead of making the same comfortable chip forty times. That's a reasonable argument for the format, not a measured result.
#3: The Ladder (Closest to the Pin)
The game (house rules): set three targets at different distances, say towels, baskets, or buckets at 10, 20, and 30 feet. Each round, everyone hits one ball at each target. Closest to each target scores a point; landing on a towel or in a basket scores three. First to fifteen wins.
Why it's worth playing: three targets at three distances means you can't groove one swing length. You have to change carry distance on every shot, which is the part of wedge play that's hardest to practice on a driving range where every shot goes to the same 150-yard sign.
Make it harder: assign each target a required trajectory. Low runner to the near towel, standard to the middle, high and soft to the far one.
#4: The Backyard Nine
The game (house rules): design a nine-hole course around your yard with foam balls. The flower bed is a water hazard, the swing set is out of bounds, hole four doglegs around the shed. Each hole is a start point and a target, whether that's a bucket, a towel, or a tree base. Par is whatever you say it is, scorecards are mandatory, and disputes go to whoever owns the yard.
The gear: foam practice balls are non-negotiable here, because real balls and fences disagree. Anything else that can be a target.
Why it's worth playing: deciding where the trouble is and how to route around it is course-management thinking in miniature. It's also the game most likely to get a nine-year-old to spend two hours with a wedge, which is the actual point.
#5: Chip-the-Target
The game (house rules): pick any chipping target, set a scoring value for landing in it, and play cancel-scoring like cornhole. If both players hit the target in the same round, the points cancel and nobody scores. Play to twenty-one. This is our invented format, not a manufacturer's game.
What to chip at: the GoSports Chipster ($28.29†) is a compact pop-up chipping net with a pyramid design and a side net that catches most errant shots. It is a training target rather than a scoring board, so you create the point system for the game. A standard chipping net works just as well for this format.
Why it's worth playing: cancel-scoring means a good chip can erase your opponent's good chip, so there's a consequence attached to every shot. It's also the format non-golfers pick up fastest, since the whole game is "get it in the thing."
#6: Night Golf
The game (house rules): any of the games above, after dark. Glow-in-the-dark foam balls and a couple of string lights or lanterns around the targets turn the same yard into a different course. Keep it to chipping and putting distances, because full swings and darkness are a bad combination.
Why it's worth playing: because it's fun, and fun is what makes you do it again on Thursday. I'm not going to dress that up as a training effect. You'll see claims that low light sharpens feel or improves contact; I haven't found evidence for that and I'm not repeating it.
Safety note: know where every person and window is before anyone swings, and use foam or limited-flight balls only.
#7: Putting Skins
The game (house rules): the classic gambling format shrunk to a backyard green or a long mat. Each hole is a putt from a spot the winner of the last skin chooses. Make it while everyone else misses and you win the skin. Ties carry over, which is where the drama lives. Play for quarters, chores, or the last slice of pizza.
Why it's worth playing: carryover is the mechanic that makes it work. A four-footer worth five carried skins feels different from a four-footer worth nothing, and that's about as close as a backyard gets to manufacturing pressure.
One note on all seven: they're better on a real surface. A backyard putting green upgrades skins and duels from novelty to genuine practice, and a proper chipping net turns HORSE and the ladder into something you'll do on a random Tuesday. Build the arena once and the games take care of the reps.
Sources
- GoSports, BattlePutt official product page (11 ft green, contents, 12 cup caps, two to four players, alternating pong-style play)
- GoSports, Chipster official product page (pyramid pop-up chipping net with side net, no published scoring system)
FAQ
Get Better Golf-Gear Research in Your Inbox
New comparison guides, product updates, and practical simulator-planning research. No daily deal spam. Free bonus: the golf distance cheat sheet, instantly.