User talk:DBbar/draft 1 on disc golf

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Welcome to the Wikibook on the sport of Disc Golf.

How to use this book
Sections 1 (The Big Picture) and 2 (The Front Nine) present Disc Golf in a walk-through, picture-intensive, style. This may be as close as a book can get to having a mentor by your side as you prepare for, and play, your first round of Disc Golf. Section 3 (The Back Nine) will use the same style to provide more information and open you to the wider world of Disc Golf.

Starting with sections 4, the style shifts to a topic style. This is often preferred when simply browsing for information among the section titles. These sections are not intended to provide an exhaustive resource for "all answers Disk Golf", but as brief introductions to many of the things that make Disc Golf so fun and, often, addictive.

Finally, there are a number of Appendices that provide Disc Golf terms you may hear, collected facts or statistics, etc. If you are new to the sport of Disc Golf and just want to play, read sections 1 and 2. They should get you on the course in no time.

If you have played a couple of times and want to get in a little deeper, sections 1 and 2 can provide a gentle review, and section 3 can help you take you a little further in your skills.

For the purely curious... jump around, look at a couple of the pictures, read some topics, scan the Glossary for "slang" terms you could use the next time on the course.

If you're not having fun, you aren't really playing Disc Golf.

The Big Picture: What to Know before you Play (subpage)
Intended for a rank beginner, this should provide a very concise description (with pictures) of what is needed before stepping on a course DG. It should contain only what is absolutely required to set the person up for their first round. The GUIDING QUESTION for this section: Does someone require this in order to step on their first tee?
 * Getting some discs (choosing first discs)
 * finding a course, get a map
 * what a course is, parts of a hole (1st hole notice board, tee sign, tee, types of tees, fairway, basket, next hole signs
 * practice, basic throws, warming up

The Front Nine: Disc Golf for the First Time Player (subpage)
Intended for a rank beginner, this should provide a very concise description (with pictures) of how-to and what-to-expect of a first round of DG. It should be presented in an "as you need it" format, and provide just enough so that a novice can play an enjoyable round. If they do catch the DG bug, they can continue exploring with "The Back Nine" or branch out into the other chapters, and from there the vast Internet. Leave the expanded explanations and nuances to other chapters/books (or leave it as a tickler for further study). The GUIDING QUESTION for this section: Does a new player need this to play their first round?
 * teeing
 * fairway
 * putting
 * out-of-bounds
 * basic etiquette and good-to-know rules, group size
 * next steps: field work, learn about discs, watch good players, study technique, play with others, full rules/etiquette, be curious/ask questions/listen/read/watch
 * No Course? Go old-school... an object target course can be made anywhere, anytime.

The Back Nine: What the Better Players Know (subpage)
[Expand this into a separate book!?!] Intended for a low to mid amateur, this should provide a very concise description (with pictures) of how-to and what-to-expect once you've experienced your first couple of rounds of DG. It should provide enough so that a novice can begin understanding the breadth of the game and where they'd like to put their efforts. The GUIDING QUESTION for this section: What can I mention to a low amateur that will add to their enjoyment without overwhelming them
 * More about discs
 * different kinds of courses: long, short, technical, open, tight, etc
 * more practice field work, more throws, warming up
 * seeing more complex lines
 * putting
 * additional etiquette, course awareness, pace of play, more rules
 * next steps: field work, learn about discs, watch good players, study technique, play with others, full rules/etiquette, be curious/ask questions/listen/read/watch

The Sport of Disc Golf (subpage)
This (and the following sections) should be include all that was covered in the two "play" sections laid out in a "per topic" format
 * PDGA
 * rules
 * disc standards
 * target standards
 * tournament standards
 * etiquette standards
 * various different "games": Singles, doubles, match, glow, speed,...
 * differences from team sports
 * lifelong sport - women, kids, seniors
 * local clubs, non-tournament competitions
 * disc golf 'seasons' (does off-season exist?) ice bowls
 * etiquette (or maybe in Inner Game)
 * Shoppes, commercial enterprises
 * Competition
 * tournaments
 * where do you stand in the Disc Golf world?
 * Inexpensive

Disc Golf Courses

 * Choosing your flight lines
 * safety, sharing the space
 * Hole designs and rationales
 * course trends
 * course maintenance
 * course costs
 * finding courses
 * look and feel
 * leave it cleaner...

Disc Technique
Whatever has to do with the actual manipulation of the disc:
 * Propelling the disc - A disc golf disc can be propelled in many different ways. It can be tossed end-over-end, rolled along the ground, slid along the grass like a saucer, or (my favorite) launched elegantly into a ballet of aerodynamics and balanced forces. All those styles of propulsion, and many others, have their place in disc golf.  However, the most common one is the elegantly launched one, and that is the one we'll discuss here.  Basically, there are three main components of such a flight, two of which are rotation and forward motion.  A disc with a lot of rotation, but no forward motion, will simply drop to the ground.  A disc with a lot of forward motion, but no rotation, will "fly" a little better than a rock that is launched the same way.  It's when rotation and forward speed are combined that the real beauty of a flying disc begins to happen. But, there's one more component of beautiful disc flight: orientation.  A disc is designed to fly oriented like an upside down pie pan with the rim parallel to the ground.  Controlling the orientation, rotation and forward motion of a disc, all at the same time, is the primary skill of disc golf.  Most of being able to control these three components will depend on how you GRIP and THROW the disc.
 * Mechanics - although the mechanics of propelling a disc are grouped below, many players find that they are so interconnected that a change in one has a ripple effect to the rest. Also, some of the terms can refer to different things at different times (for instance: backhand [grip] and backhand [throw]).
 * grips - Many different grips have been developed for holding a disc. Arguably, the three most common grips are: the fan grip, the power grip and the forehand grip.  For most players, one of these three, or a slight variation of one, becomes their primary grip.
 * throws -
 * stance, footing, balance, footwork, weight transfer
 * coordination of all the mechanics
 * flight dynamics - throwing with too little/too much power, "natural" disc tenancies,
 * the effects of air - wind, heat/cold, altitude, temperature
 * elevation differences - throwing uphill/downhill
 * practice, Field practice, the case for learning one or two discs VERY well, smaller/larger disc counts,
 * more isn't necessarily better... more speed, more power, more "speed rating", more run-up, more discs, more money (just kidding on the last one),

Discs
Almost the only equipment you need to play disc golf
 * Structure of a disc golf disc - flight plate, rim, center, edge
 * Differences - flight plate "dominess", flight plate thickness, rim thickness, rim width, rim cross section, disc diameter, etc
 * Ratings - Innova, Discraft, Vibrum, stability
 * Disc classifications and groupings - drivers (distance, fairway), mid-range, putters, understable, stable, overstable
 * Weights - effects of different weights
 * Materials - plastics, rubber
 * colors - considerations for choosing
 * collectables

Other Equipment
The "things" of disc golf... what ever it takes to play the sport... with style. This should include:
 * bags
 * shoes
 * clothing, poly material (weather)
 * towels, umbrellas
 * foot-ware
 * food/water
 * disc retrievers
 * birdie bags
 * gloves
 * mini/marker
 * insect protection
 * sun protection

Inner Game

 * Focus - in the moment, task at hand
 * let go of last hole
 * attitude - happy, angry, win=good lose=bad
 * kick the bag - reaction management
 * flow - what about all the things that are happening around you?
 * you're part of the groups game - interact or not,
 * competitive (self/disc, others, etc) - why are you here, why are you playing DG
 * a round is not practice?! Practice is practice, a round is to enjoy/notice the fruits of practice
 * What if money is on the line?

History

 * references to existing histories
 * 'interesting' bits, not an authoritative treatise

On The Fringes
Some interesting stuff that isn't a part of the above:
 * Tech stuff
 * Disc launching machines
 * Playing in the dark - glow technology
 * Playing in the snow - snow play techniques
 * beepers/locators
 * disc camera
 * Research
 * speed and rotation studies
 * where is the sport going
 * "advertising" the sport (car stickers, clothing, etc) Grow the Sport
 * "world" records - some stats to give a sense of where things are at
 * collecting discs
 * mini-disc golf
 * dying discs
 * unrest in the kingdom - Problems, concerns, issues in the world of disc golf - vandals, tournament sandbagging, bad attitudes, alcohol/smoking/drugs

Glossary
A fun, full glossary of terms used in DG (n) noun, (v) verb, (adv) adverb, (adj) adjective, (syn) synonymous, means the same as, (slang) an "unofficial" or humorous term

ace - (slang) (syn) hole-in-one

anhyzer - (syn) anny (n) 1. A style of throw where the wing of the disk is above the horizontal upon release (opposite the natural inclination of the disc in flight). 2. a flight path, or part of a flight path, where the disc is angled opposite the natural inclination of the disc in flight.

anny - (syn) anhyzer

approach - (syn) approach shot

approach disc - (n) a general classification of golf discs used for approach shots. (syn) mid-range disc.

approach shot - (syn) upshot. A throw from the fairway, which has the primary purpose of landing the disc in/on or near the target. It is almost never used to refer to throws from the tee or when throws from within 10 meters of the target even when the primary purpose is the same.

backhand - (syn) backhand throw or backhand grip

backhand grip. (n) A generalized class of grips where the back of the hand or wrist is facing the target. This include the common power grip, fan grip and others.

backhand shot/throw. (n) A common style of throwing a backhand grip. Most commonly, the disc thrown from the side of the body opposite the hard that's throwing it. Alternatively, a backhand throw can be launched in line with the body or on the same side of the body as the hand launching it.

ball golf - refers to the version of golf that uses clubs, small white balls, and holes in the ground to approximate the great game of Disc Golf [credit: http://www.discgolfstation.com/Disc-Golf-Glossary_c_157.html as of 20150102]. (syn) traditional golf

basket - (syn) basket target. The term can refer to the entire basket target assembly or just the tray.

basket target - (n) Currently, the most common style of disc golf target, where a tray is mounted on a pole with an entrapment/deflection structure hanging above it. The pole and tray are typically steel, and the entrapment/deflection structure is made of steel chains.

birdie - A scoring term for completing a hole 1 stroke under its par.

blow through - (slang) term describing when a disc passes through the chains of a basket target without dropping into the tray.

bogie - A scoring term for completing a hole 1 stroke over its par.

card - 1. A collective term for the group of players playing a round together, on the same scorecard. 2. (syn) scorecard.

casual water - standing water or puddles on a course that is not considered a water hazard and will not penalize the player a stroke should their disc come to rest in it. (see PDGA Rules)

cleanup - a situation where all remaining throws (usually very short putts) for all players on a card are assumed to have a absolutely certain outcome. Seen as a formality in order to hole-out.

CTP - "Closest To Pin". Many tournaments give awards to players who gets closest to the pin on their first throw for certain holes.

CTB - (slang) (syn) CTT "Closest To Box" or "Closest To Tee". A derogatory term alluding to an "award" for the player who threw the shortest first throw on a hole.

deuce - a scoring term for holing-out in two throws.

disc - a circular object (most commonly made of plastic or rubber) used in flying disc sports. The PDGA maintains the definition of a "disc" that is legal in PDGA sanctioned Disc Golf tournaments.

disc golf - a disc sport where the play attempts to traverse a course in the fewest throws.

disc golf disc - an object that meets the requirements of the PDGA maintains the definition of a "disc" that is legal in PDGA sanctioned Disc Golf tournaments.

drive - A throw, from the teeing area or from the fairway, which has the primary purpose of achieving distance down the fairway.

driver - a classification of disc golf discs that are designed to, when thrown properly, obtain maximum distance off the tee (or from a lie on the fairway). Generally, the rim is wider and sharper than that of a mid-range or putter. eagle - a scoring term for holing-out two strokes under the par. fade - the flight action a disc takes during the later, slower portion of its flight. For a RHBH throw, this is a banking to the left.

fairway - The in-bounds playing surface of a hole between the tee area and the green. Fairways can be very wide and open or tight and narrow depending on the course design.

falling putt - A putt where the player does not remain behind the lie until after the disc comes to rest. Current PDGA rules consider a "falling putt" as illegal.

finish - (syn) fade. The last phase of a discs flight

flex shot - a throw that results in a helix or S-curved flight path.

flick - (syn) forehand throw.

forehand - (syn) sidearm, flick. A throw ...

FPO - a PDGA tournament division: Female Pro Open"

Frisbee - a line of flying discs manufactured by the Wham-O toy company (their registered trademark). The term is commonly used as a collective term for any flying discs.

Frisbee golf - (syn) disc golf. A term used by "outsiders" to the sport.

Frolf - (slang) Frisbee Golf. Considered by most disc golfers as "the F-word". green - (slang) a hold over term from ball golf referring the to area around the disc golf target. PDGA rules define a circle 10 meters in radius with the target at the center inside of which a throw is called a putt.

grenade - a style of overhand throw.... The flight path is typically straight up and straight down.

grip lock - (slang) a term used to describe the holding onto the disc longer than intended/desired. Also used to refer to a bad throw resulting from "grip-locking" the disc. headwind - Wind that is blowing directly at you. Discs tend to act more under-stable in a headwind.

helix - (syn) flex shot, S-curve.

high speed turn - refers to the disc action during the high speed (earlier) portion of its flight. It is the 3rd number in the Innova Disc Rating system. (syn) HST

hole - (1) a portion of a disc golf course that comprises a single scoring unit: from one tee to its associated target. (2) can refer to the target only.

holing out - (1) Successfully completing a hole of disc golf. (2) Having your disc rest in the tray of a basket target, or striking an object target between its markers.

hole-in-one (n) 1. A hole-in-one where a disc is thrown from the teeing area of a hole into the basket (or hitting the object target). 2. An occasion to write a date on a disc and hang it on the wall. (v) To make a hole-in-one. (syn) ace

HST - (syn) high speed turn

hyzer - Release angle with the wing of the disc down. The disc will follow this intial angle and depending on the disc and its stability will either continue to follow, or will flip up and turn right, finish straight, or if in the air long enough will finish left. For right hand backhand throwers, the hyzer angle will yield hyzer flips for understable and stable discs that typically go straight and will yield left turns for overstable discs.

hyzer flip - Disc golf shot using a stable or an understable disc released with hyzer angle that flips up to flat and depending on the disc can hold the straight line or turn right or fade left at the end of the flight. Useful for narrow fairways and tight shots.

hyzer spike - (syn) spike hyzer, knife hyzer. An extremely deep hyzer angle release that is thrown high, usually to get around an obstacle, and is designed to drop down and land hard but stick in a certain area. Can be used to get out of trouble or as a technical strategy shot.

jail - a term used to describe a lie where a large number of trees ("vertical bars") are between the player and their target

jump putt - A throw at a target that uses a forward jumping/leaping motion. Its purpose is to increase the distance of the throw. Technically, it is not actually a "putt" according to PDGA rules because it is illegal inside of the 10m circle around a target.

lay up - A throw, from the teeing area or from the fairway, which has the primary purpose of positioning the next lie for an easier throw or on a more advantageous line. Most commonly, it refers to an approach/up shot that is intended to place the disc for an easy hole-out as opposed to aiming directly at the target. It also can refer to a "short drive" used to avoid a hazard.

lie - The location of where your previous throw landed, which (subject to rules) determines where your next throw must take place from. A "lie" is marked either by the previously thrown disc, or by a mini-marker.

line - An intended or actual path, most commonly referring to the path of a disc. Deciding on the "line" of your next throw is an important disc golf skill to avoid obstacles and... other "lines" include line of play, teeing line, OB line, mando line, etc..

line of play - a direct line between the center of your disc (if not on in the teeing area) and the target. When marking your lie with a mini-marker, the mini must be on this line, and when you release a throw you must have a "point of contact" on this line.

LHBH - Left Hand BackHand. This is a throwing style where a backhand grip is used from the left-hand.

LHFH - Left Hand ForeHand. This is a throwing style where a forehand grip is used from the left-hand.

low speed fade - For Right Hand Backhand, the natural characteristic of the spin to turn left as the disc slows down. This fade will happen at the end of the flight as the disc is losing speed. Different discs will fade more or less depending on design, throwing style, power, wind, and other variables. (syn) fade

mandatory - An obstacle on a disc golf hole that must be passed in a certain way. A "single mandatory" must be passed on a specific side, usually indicated by an arrow. A "double mandatory" must be passed between the two objects. Mandatories are commonly used on holes to increase challenge, or provide safety for other players, non-players or to avoid the fairways of other holes.

mando - (syn) mandatory.

marker - (syn) mini-marker.

metal - (slang) a disc that hits any part of a basket target (chain support, chains, tray, pole) is said to have "hit metal".

mid-range disc - A classification of disc golf discs intended for throws between a drive and a putt.

mid - (syn) mid-range disc.

mini - (syn) mini-disc, mini-marker.

mini-disc - a small disc used to play Mini Disc Golf or as a mini-marker in PDGA Disc Golf tournaments

mini-marker - An object, most commonly a mini-disc, used to mark your lie. monster D - (slang) big distance. Typically used to describe a throw where the primary purpose is getting the disc as far as possible.

MPO - a PDGA tournament division: Male Pro Open

nose - the point on the rim of the disc that is closest to the target.

nose down - most commonly refers to a disc orientation where the nose is pointed below the desired/intended flight path. This typically results in a worm-burner...

nose up - most commonly refers to a disc orientation where the nose is pointed above the desired/intended flight path. This typically results in a high throw that slows and fades to the ground in a fairly short distance. OB - (syn) out-of-bounds.

obstacle - objects on a disc golf hole that provide challenges to play. These include trees, bushes, signs, buildings, and mandatories.

out-of-bounds - an area designated as not a legal part of the disc golf hole. Since a player must throw from an in-bounds lie, both the player and the lie must be in-bounds for each throw. A disc that lands completely out-of-bounds is charged one penalty stroke, and must be relocated according tho the rules.

overhand - a throwing style that utilizes an overhand motion similar to that used to throw a ball.

overmold - a manufacturing process for making discs using two different materials. Typically, the flight plate is made of one type of plastic and then rim is "overmolded" around it using another plastic.

overstable - (rewrite) A flight characteristic of a disc that is an exaggeration of the discs natural spin. The disc naturally wants to fly straight at high speeds and wants to fade left (for right-hand backhand) during the end of the flight as it slows down. More specifically the overstable quality is most easily observed by the degree to which a disc resists high speed turn. Even at high speeds, an overstable disc won't turnover to the right. Even in a headwind, an overstable disc will hold its line and want to fade left at the end of the flight. Because overstable discs are designed to be thrown at high speeds, beginners should typically start with stable or understable.

pancake - describes a set of throws where the disc is held upside down when being thrown.

par - (1) a scoring number based on the score (for a specific hole) that an expert player would be expected to get. Commonly, this is calculated by taking the number of strokes (throws) that an expert would typically take to get within 10 meters of the target and adding two. This number can be used as an indicator of the difficulty of the hole. Many players score their round as strokes above/below par instead of a straight number of strokes. (2) can also refer to the total of the pars of all holes on a course.

penalty stroke - a stroke that is added to a player's score for breaking a rule, missing a mandatory, a water hazard, landing OB, etc. Ex: On the tee shot, player throws out of bounds. After taking 1 meter of relief into the course, the player throws an approach shot and then a putt to hole out. Tee shot-1, approach shot-2, putt-3, penalty-4. Player scores a 4 on this hole.

putt - A throw made within 10 meters of the target.

putter disc - a classification of disc golf discs that are typically used primarily for putting. Putters are designed to be slower and more controllable than mid-range or driver discs.

pole hole - (syn) basket target. The name given to the basket target when it was first invented by disc golf founder and legend, Steady Ed Headrickson.

power grip - a throwing grip style where the fingers are wrapped under the disc rim and the pads are pressed firmly against the inside edge of the rim. As with many grips, there are variations to it.

relief - the ability, as specified in the rules, to reposition an unsafe or unplayable lie to an in-bounds and safe point. For example, one meter of relief is permitted from where a disc went out-of-bounds.

RHBH - Right Hand BackHand. This is a throwing style where a backhand grip is used from the right hand.

RHFH - Right Hand ForeHand. This is a throwing style where a forehand grip is used from the right hand.

roller - a throwing style where the disc is caused to roll on the ground, as opposed to flying through the air.

rough - an area of fairway that is mostly covered by vegetation high enough to obscure a disc that lands in it.

round - a single game of disc golf (commonly comprised of 18 holes). sandbagger - (slang) a player who is engaged in "sandbagging".

sandbagging - (slang) In a tournament, it is playing in a division beneath ones skill level in order to finish higher and/or receive prizes.

scissor step - (syn) X-step.

S-curve - 1. a flight path where the disc first turns to one side then back to the other in the general shape of an "S".

sidearm - a throwing style... (rewrite)  (syn) forearm or flick.

snap - (define)

spin - the rotation of a disc in flight. Proper form can result in spin/rotations rates of over 2000 RPM

shot - the execution of a throw. (example) She lined up her shot.

stable - (define)

star frame - (slang) a scoring term hole where all players on the card have the same par or sub-par score. From the bowling term for a frame where all players on a team get a strike.

stroke - A single scoring unit, where each throw counts as a stroke (excepting ...) as do penalties.

supporting point - a point where a players body makes contact with the playing surface.

taco - (slang) a permanently deformed disc that most typically resulted from a high-speed impact with a tree or other obstacle. It alludes to the folded shape of a hard taco shell.

tailwind - Wind that is coming from behind the player or disc.

target - The goal of a disc golf hole. The most common targets are basket targets, or object targets.

TD - (syn) tournament director

tee box - an style of teeing area. A tee box is generally a wooden box filled with some material, such as gravel, chips, etc. It is sometimes used to refer generally to teeing areas, tee pads and/or tee boxes.

teeing area - the legal start to a disc golf hole. It is an area behind a teeing line and can be surfaced in many ways: grass, dirt, concrete, rubber, etc.

throw - the act of a propelling a disc.

thumber - an overhand throwing style with the thumb on the inside rim of the disc.

tomahawk - an overhand throwing style with one or more of the fingers on the inside rim of the disc.

tournament - a structured disc golf competition. Tournaments can be PDGA sanctioned or not. Non-sanctioned tournaments are often used as fundraisers for clubs or charities.

Tournament Director - (syn) TD The title of the individual who is the primary organizer of a tournament. The TD is also the final judge in tournament disputes regarding play and rules.

turbo putt - an overhand throwing style most commonly used for putting.

turnover - describes the action of a disc that, during the high speed portion of its flight, turns opposite the natural tendency of the disc. This is the first turn n an s-curve flight.

turnover shot - A throwing style that intentionally tries to get the disc to do a turnover.

woodpecker - (slang) A player that hits a tree with their throw.

worm burner - (slang) A hard/fast throw that is so low that it skims the ground not far from the thrower

Resources
A large number of Internet videos exist:
 * YouTube.com Disc Golf Tournaments
 * YouTube.com Disc Golf How-To
 * etc

A small number of published "print" documents exist:
 * PDGA quarterly magazine
 * "Zen Disc Golf" eBook
 * inFlight Guide
 * etc

What is the Purpose of this Book?
I struggle with this. With the huge amount of excellent [and garbage] information about DG on the web, it seems to be a fools hope to collect ALL THING DISC GOLF into ANY one document. It does seem that a great use would be basic lessons in playing DG, something that other projects (Wikipedia, etc) are not meant for. It also seems that providing an overview of what could be found on the web, what the "breadth of DG" actually contains, would be helpful. I question "lists of facts" that can be found elsewhere and would require future updates to be kept accurate.

Even with the above, a huge "grey areas" exist. For instance, documenting a grip is fairly simple, but trying to explain how to throw farther becomes a huge undertaking. Making this book into a collection of web links seems to be against the spirit of what a Wikibook is for, but including too many details is more likely to confuse a reader (destroying the continuity of the narration).

When I started Disc Golf, I blindly wandered the Internet trying to find out what was included in the "breadth Disc Golf". I hungered for a set of bullet points with short descriptions that I could use to "get a feel for it all", to use as an informed launching pad for deeper inquiry, to let me feel "less lost". Admittedly, I am a self-study type, and I was looking for some "pre-learning" on ALL THING DISC GOLF.

Thus, I've become a proponent of a "breadth not depth" approach. My hope is to flesh out a "puddle-deep" treatment (think "casual water" deep) of Disc Golf so that others can splash and play in the sport that I've come to love.

Audience
Primarily, it's for the curious disc golf novice (or the advanced player who skipped the details in favor of monster D) who wants a wide structure with enough depth to not feel lost in their disc golf foray.

Tone
I'd like to see a tone of a slightly irreverent mentor commenting the things that he/she has learned with the hope of triggering the listeners interest and imagination. The first sections should be "readable" like a book, but with enough section labels to be useful for some who is just browsing. The other sections are more "short bulleted topics" intended to give a flavor of the topic, and provide enough language for the reader to do further intelligent searches on the web.

Ultimate Goal
I think it would be great to use the first three sections as the basis for an eBook and paper book (on Amazon?!) that will support the introduction of curious players to this great sport. This would then be another way to Grow The Sport.

Suggestions to authors should be documented here

 * The book should have a consistent "voice" and style. That provides the reader with a consistent experience using the book. [excerpt from Trainz/Local Style Manual]
 * Use consistent labels: golfers or players throw putters, putters don't throw putters.
 * find ways of making it clearer, simpler, consistent and understandable.
 * What about photos? Take a bunch and put them in WikiCommons? learn to do this properly to support the goals.
 * Should the text be as descriptive as possible, then have pictures in an appendix to reference as needed? Or should the pictures be interspersed with the text breaking the flow of narration?
 * WIDE structure vs. DEEP structure
 * Should a companion "deep details" book be created to hold that pruned from this one?
 * provide enough info to (1) what is it?, (2) how does it fit in the grand scheme? Let the reader determine its value.

SubPage Structure

 * [Disc_golf] Contents, How to Use
 * [Disc_golf/Introduction]
 * Big_picture
 * Front_nine
 * Back_nine

Back to Disc Golf discussion: https://en.wikibooks.org/wiki/Talk:Disc_Golf