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The Yardage App

Free tool

Pace of play calculator

How long your round will take, from the R&A's hole times and your tee sheet, with checkpoints so you know whether you are on pace.

Nobody plans a round; they plan a tee time and then apologize for being late to whatever came after it. This calculator gives you an actual estimate, built on the hole times the R&A publishes for setting a course’s time par, adjusted for your group, your course and the tee sheet in front of you.

The R&A manual gives no cart credit; cart-path-only rules can make riding slower. Leave 0 unless you know your course.
+1 minute each (R&A guidance).
+1 minute each.
+1 minute each.
The R&A recommends at least 8 for two-balls, 10 for three-balls, 11 to 12 for four-balls.
Roughly: minutes since the first tee time ÷ the interval.
18-hole rounds only: the break after the 9th.

ESTIMATED ROUND TIME—

Where you should be (elapsed time)
After holeElapsed
Where the numbers come from
  • Hole times for a group of four (10 / 13 / 16 minutes for an average par 3 / 4 / 5, plus a minute for a long hole, a hard hole or a long walk) are the R&A Pace of Play Manual's Appendix C illustration. Its example course adds up to exactly 4 hours.
  • Smaller groups: the same manual's starting-interval example gives three-balls 12 minutes for a par 4 and 9 for a par 3, and the PGA of America's Playing Ability Test policy expects 14½ minutes a hole from groups of four and 13½ from groups of three. So: about a minute a hole per player fewer. Extending that to two-balls and singles is our assumption.
  • Waiting: when the tee interval is shorter than the time it takes to play the quickest hole, each group ahead of you adds the difference to your wait (the manual's worked example: 8-minute intervals, a 9-minute par 3, and the third group waits two minutes).

Where the estimates come from

The R&A's Pace of Play Manual, written for the people who run courses, includes a worked example of how to set a time par. It starts from what a group of four reasonably takes on an average hole: 10 minutes for a par 3, 13 for a par 4, 16 for a par 5. Then it adds a minute for each hole that is long for its par, a minute for each difficult hole (the example is a forced carry over water) and a minute for each long walk from a green to the next tee. Its sample course, a par 72 of 6,600 yards with six such holes, comes to exactly 4 hours. Those are the numbers under the hood here, and the "R&A example course" button loads that exact course so you can see them add up.

Smaller groups play faster, and the sources agree on roughly how much. In the same manual's starting-interval example, three-balls are allotted 12 minutes for a par 4 and 9 for a par 3, a minute less than fours. The PGA of America's pace policy for its Playing Ability Test sets 14½ minutes a hole for groups of four (4 hours 21 minutes) and 13½ for groups of three (4 hours 3 minutes), the same one-minute step. The calculator takes a minute a hole off for each player fewer than four. That two-balls and singles keep saving a minute a player is our extrapolation, not the R&A's, and it is labeled as such in the breakdown.

Waiting is the part most estimates ignore and the part that ruins Saturday mornings. The manual's explanation is a queue. If groups tee off every 8 minutes but the quickest hole on the course takes 9, the second group waits a minute on that tee, the third waits two, and so on down the sheet. So the calculator asks for your course's tee interval and how many groups went off before you, and adds the difference times the groups ahead. On a course with 10-minute intervals and no hole quicker than 10 minutes, the wait is zero and the number is just the time par. The R&A recommends intervals of at least 8 minutes for two-balls, 10 for three-balls, and 11 or 12 for four-balls, and notes that a course sending out mixed groups should set the interval for fours.

Carts get no credit by default. The manual does not give one, and its section on cart paths explains why: when carts must stay on the path, players walk to the ball and back on every hole, and on courses with a path down one side only that can be a long way. If you know your course and your habits, enter a saving per hole; half a minute is a modest guess for a cart-anywhere course. The case for walking is a separate argument, but on pace alone the evidence for riding is weaker than most golfers assume.

How to play faster without rushing

The R&A's manual spends more pages on player behavior than on anything else, and the theme is that fast golf is not hurried golf; it is golf with the dead time removed. Play ready golf: whoever is ready hits, in stroke play, rather than waiting for honor. Walk to your ball while others are hitting, if it is safe. Decide the club before you get there. Mark the card on the next tee, not the green. Leave the bag on the side of the green nearest the next tee. Limit the search for a lost ball to the three minutes the Rules allow, and play a provisional when in doubt.

The club decision is the one this site can help with. A golfer who arrives at the ball already knowing it is 148 to the middle has one job left; a golfer who arrives, hunts for a sprinkler head, paces to the ball and then reads the pin sheet has four. That is the reason Yardage shows the number on the Lock Screen: glance, pull the club, hit. The guide on how long a round of golf takes goes through the other time sinks with numbers, and the case for nine holes is the honest answer for the days you do not have four hours.

Frequently asked questions

How long does a round of golf take?

For a group of four on an average course, about four hours: the R&A's illustration of a time par for an 18-hole course adds up to exactly 4 hours, and the PGA of America expects fours to play in 4 hours 21 minutes in its own events. Threes take about a minute a hole less, twos two minutes less.

How long does 9 holes take?

About two hours for a four-ball on an ordinary nine (two par 3s, five par 4s, two par 5s), using the R&A's hole times of 10, 13 and 16 minutes. A two-ball with nobody ahead can do it in an hour and a half.

Is riding faster than walking?

Not reliably. The R&A's time-par guidance gives no credit for carts, and its manual notes that cart-path-only rules can add time because players walk to the ball and back. The calculator lets you enter a per-hole saving if you know your course, and defaults to none.

Why does the group ahead matter?

Because a course is a queue. If the tee interval is shorter than the time it takes to play the quickest hole, every group in front of you adds the difference to your wait, and the R&A's example shows the third group of the day already waiting two minutes on the third tee.

Does knowing the yardage speed up play?

It removes one of the slow parts. A golfer who knows the number before reaching the ball picks a club and hits; a golfer pacing off sprinkler heads does not. The Yardage app shows the distance to the center of the green on the Lock Screen, which is about as fast as a yardage can be.

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