How to play
- Pick a course. Today’s course is the same 9 holes, wind and skills for everyone on the same date. Random course builds a new one with a code of its own.
- Aim. Press on the ball and drag back, like pulling a slingshot: the direction sets the angle and the length sets the power. A short dotted arc shows how the ball leaves the club; it doesn’t show the wind or where it lands, so read the flag and the wind arrow. On a keyboard, the arrow keys change the angle and power one step at a time.
- Shoot. Let go (or press Space). The camera follows the ball; drag anywhere else on the course to look around, or use the frame button to see the whole hole before you hit.
- Hole out within your tries. Every hole allows par plus two strokes, shown as dots at the top. Water costs a penalty stroke and puts the ball back where you hit from. Run out of tries and the round is over.
The round is 9 holes that get longer, windier and busier as the day goes on, from dawn on hole 1 to night on hole 9. Finish all 9 and your total against par is your score; stop early and your result is the hole you reached. Either way you can share it: the link opens the same course with the same skills, so friends can try to beat you on the exact same holes.
Reading the course
- Fairway (bright green) lets the ball bounce and roll. Rough (dark, long grass) grabs it quickly.
- The green around the flag is smooth and fast. Putt along the ground (angle 0°) with little power: on a flat green about 14 to 20% from 4 yards, 22 to 26% from 8 yards and 29 to 32% from 13 yards. The readout under the course shows how far the pin is. The ball only drops if it’s rolling slowly when it reaches the cup; a fast one runs straight over.
- Sand stops the ball almost dead, and a shot played out of a bunker has only 60% of its power.
- Ice (pale blue) hardly slows the ball at all, so it keeps sliding down any slope.
- Mushrooms bounce the ball high into the air. Use them, or keep well clear.
- Cliffs, overhangs, tunnels and floating platforms are there to be flown over, rolled under or landed on. A ball hit too fast rolls straight over the cup; slow down near the hole.
The 20 skills
Each round deals you 3 of these 20 at random. Each works once per hole and comes back on the next hole, so use them freely. Tap a card, or press 1, 2 or 3.
Arm before a shot
- Power Drive
- Arm it before a shot and the ball leaves the club 50% faster: carry a pond, clear a cliff or reach a far green in one.
- Backspin
- The ball bites on its first landing and stops right there, even on a slope or ice. Fly it straight at the flag.
- Topspin
- The ball gains speed when it lands and rolls three times as far: run it under an overhang or up a long green.
- Sticky Ball
- The ball glues itself to the first surface it touches, walls and ceilings included, and you play the next shot from there.
- Super Bounce
- Every surface turns springy for one shot, sand and rough too: bounce over a wall or out of a pit.
- Aim Line
- For one shot the dotted preview shows the full path, bounces and roll included, wind and all.
- Feather
- The ball floats on less than half the gravity for one shot: huge, slow arcs that carry over anything, but the wind pushes it more.
- Anvil
- A heavy ball for one shot: the wind can’t move it and it thuds down without bouncing, then rolls normally.
- Explosive Shot
- The ball explodes on its first impact and blows a crater in the ground: open a path through a wall or overhang, or dig out a ball stuck in a hollow. It won’t go off within a few yards of the cup; then you keep the card.
- Guided Ball
- For one shot you can nudge the ball left or right while it flies: hold the arrow keys or the on-screen arrows.
Tap while the ball flies
- Air Brake
- While the ball is flying, tap the card and it stops dead in the air and falls straight down. Perfect over a small green.
- Double Jump
- While the ball is in the air (or rolling), tap the card for a second hop straight up, keeping its forward speed.
Last the rest of the hole
- Calm Wind
- The wind drops to nothing for the rest of the hole, so every shot flies where you aim it.
- Magnet Cup
- For the rest of the hole the cup pulls in a ball that rolls or lands close to it, so near misses drop.
- Big Cup
- Doubles the width of the cup for the rest of the hole: long putts and chip-ins get much easier.
- Water Skip
- For the rest of the hole a fast ball skims off water like a flat stone instead of sinking. Too slow and it still sinks.
- Sand Master
- For the rest of the hole sand plays like fairway: no drag on landing and full power when you hit out of a bunker.
- Portal
- Tap two spots in the air: a ball that flies into the blue portal comes out of the orange one at the same speed. They stay for the hole.
- Extra Stroke
- Adds one more try to this hole. Your score still counts every stroke, but you get another go before the round ends.
After a shot
- Mulligan
- Puts the ball back where your last shot started and gives the stroke back. It even saves a hole after your last try.
Tips
- Wind only pushes the ball while it’s in the air: into a strong headwind, hit lower and let it roll.
- Mulligan and Extra Stroke can save a hole after your last try, so keep them for when you need them.
- On a phone, turn it sideways or use full screen for a wider view. The whole round saves itself, so you can put the phone down and carry on later.
- Your stats stay in this browser: best round, rounds played, holes in one, your favourite skill and your result on each daily course.
Looking for something to play with friends offline? Settle who goes first with the dice roller or the wheel spinner. If you play with a controller and the aim drifts on its own, check the stick with the controller tester.