Note: Supplemental materials are not guaranteed with Rental or Used book purchases.
Purchase Benefits
What is included with this book?
Part I: Welcome to a Mad Great Game.
Chapter 1: Why Play Golf?
Chapter 2: Choosing Your Weapons Wisely.
Chapter 3: Taking Golf Lessons (And Other Sources of Help).
Chapter 4: Getting in Golf Shape.
Chapter 5: Where to Play and How to Fit In.
Part II: Getting Into the Swing.
Chapter 6: Swing Basics.
Chapter 7: Improve Your Move: Refining Your Swing.
Chapter 8: Chipping and Pitching: Short-Game Secrets.
Chapter 9: Putting: The Game Within the Game.
Chapter 10: Bunker Play: It’s Easy (Really!).
Part III: Common Faults and Easy Fixes.
Chapter 11: Did I Do That? Solving Common Problems.
Chapter 12: Beating Bad Breaks and Bad Weather.
Part IV: Taking Your Game Public.
Chapter 13: Step Right Up and Play!
Chapter 14: Rules, Etiquette, and Keeping Score.
Chapter 15: Gamesmanship and Sportsmanship.
Chapter 16: Stepping Up Your Game.
Part V: How to Be a Smart Golf Consumer.
Chapter 17: Watching Golf in Person.
Chapter 18: Golf on TV.
Chapter 19: Getting Your Golf Online.
Chapter 20: Screen Gems: Surveying the Best of Virtual Golf.
Part VI: The Part of Tens.
Chapter 21: Golf’s Ten Commandments.
Chapter 22: Gary’s Ten Favorite Courses.
Chapter 23: Gary’s Top Ten Male Players.
Chapter 24: Gary’s Top Ten Female Players.
Chapter 25: Ten Immor tal Golf Moments.
Part VII: Appendixes.
Appendix A: Golf Talk.
Appendix B: Golf Organizations.
Index.
The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.
The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.