PUTTLE

HOW TO PLAY

How to play PUTTLE

PUTTLE is a free daily 3D mini-golf puzzle. Play at https://puttle.golf in any modern browser — no download, no account. The first time you play, a short How to play card and a slingshot coach on the first tee walk you through it.

Controls

  1. Open https://puttle.golf and tap Play today's course, or open the World Tour to practice with no streak.
  2. Drag back from anywhere on the screen, like a slingshot. The longer the pull, the harder the putt — the knob warms from green to red as power builds.
  3. Release to putt. Let go back near where you started and the putt is cancelled.
  4. Read the dots. They show your line to the first bounce. After that you read the rails, slopes, and toys yourself, and you judge the pace.
  5. Chip and spin. Tap ⛳ Chip for the wedge: it lofts the ball over a low wall, a bunker, a creek or a gap and runs on after it lands, but a chip over the rails is out of bounds (+1). Tap ↶ ↷, or flick sideways as you let go, for side spin: it bends the roll and changes the bounce off a rail. In practice now; in the daily from #134 (12 October 2026).
  6. Look around with two fingers or a right-drag, and pinch or scroll to zoom. Tap the map button (🗺) to see the whole hole from above.
  7. Stay on the island. Rolling off the edge costs +1 stroke, then you play again from where you putted.

Keyboard

  1. Use ← → (or A / D) to aim. Hold Shift for fine aim.
  2. Use ↑ ↓ (or W / S) to set power, then press Space or Enter to putt.
  3. Press C to switch between putter and wedge, and Z / X for side spin left and right (half, then full).
  4. Press M to see the whole hole, Q / E to turn the camera, P for photo mode, and Esc for the menu. U takes your one mulligan.

Obstacles

  1. Rails — the ball banks off them. Many cups sit around a bend, so a bank is often the line. From daily #121 some corners have a bank board (roll into its target with pace and it sends you down the next leg) or a brink (the outer rail is open over a drop: a paced ball curls past on the banking, a firm one sails off, +1).
  2. Sand slows the ball; ice makes it glide. Give sand extra pace and plan the stop on ice.
  3. Sidehills — some lanes lean to one side, and painted chevrons point down the slope. A rolling ball breaks toward the low rail, so aim up the hill. From daily #121 most holes also climb or drop a terrace or two: more pace up, less down.
  4. Jumps, spirals, and ramps — too soft and you roll back; too hot and the cup won't take it. A loop only asks you to reach its launch strip: the glowing chevrons straighten the ball and fire it round (from daily #125, Saturday 3 October 2026; earlier dailies have no strip, and there a loop wants a near-full-power putt). From daily #121 a spiral's mouth is open on the outside, and so is a banked hairpin just past its apex: a hot ball flies off.
  5. Windmills, gates, spinners, and pendulums run on the hole's clock, the same for every player. Time the gap or bank around them.
  6. Sky Cannon — sink the ball in the hopper and it is fired across the sky to the green. The barrel swivels, so watch the arc and time your putt.
  7. Pick a pipe — a wall of doors, each dropping into a glass pipe to the green below. Bronze lands on the far rim, silver beside the cup, and the narrow gold door pours straight into the cup.
  8. Creeks sweep a soft putt over the waterfall (+1). Turntables curve your line. Vortexes pull toward their eye and swallow a slow ball (+1) — from daily #121 any ball that rolls over the eye, so take a lane either side. Ring vaults lock the cup behind two turning rings. Warp portals are shortcuts — if you catch them open.
  9. Forks split the fairway: the narrow lane is fast but open-edged; the wide lane is safe but sandy.
  10. Springboards hop the ball over a low wall when you roll across the pad going forward — or thread the narrow gap by the rail.
  11. Cup settings guard some greens: a castle wall with one doorway (curl round to it, or bank in off the rim), a picket of posts to thread, a bumper crown that kicks, or (from daily #121) a screen, one low wall in front of the cup — bank in off the back rim, or lay up beside it.
  12. Chip islands — from daily #134 some greens sit on an island across a gap, behind a curb no putt gets over. Lay up, then chip on: short drops into the gap (+1), long meets the green's tall back wall. From daily #155 some holes end at two flags, and either cup counts: chip over the curb at the last corner to the near one, or play on round to the far one.

World specials

  1. Every world has its own obstacle, and nearly every course visits it. 🌸 Blossom's moon bridges need pace — too soft rolls back, too firm takes off at the crest (from daily #121 its rail is open there). 🏜️ Canyon's dust devils wander the lane and eat your pace.
  2. ❄️ Frost's wind gaps blow you off the open edge — go in the lull. 🌃 Neon's laser gates are solid only while lit, and they flicker first.
  3. 🏝️ Lagoon's blowholes erupt in a wave that stops the ball and tosses it back — follow the wave through. 🪐 Cosmic's zero-G jumps let a well-struck ball float across the void.
  4. 🐠 Coral Deep's bubble lifts float a gently rolled ball up to a shelf — blast it and you sail through into the coral (+1). 🌻 Backyard Giants' sprinklers hose the ball wherever the jet points — go while it's round the other way.
  5. 🦕 Dino Valley's long-necks swing their heads across the lane like a pendulum — slip past as the head swings away — and its tar pits drag at the ball and swallow one that reaches the middle (+1): skirt them close to a rail, with pace. 🕹️ Pixel Park's mushroom hops bounce a ball rolling forward with pace over a low block wall — or zigzag through the gaps by the rails.
  6. 🎲 Tabletop's Snakes & Ladders board has a steep ladder ramp that wants pace, and two snake doors: roll through one and a pipe slides the ball back down to the foot of the board. Nothing on it is timed — it tests your pace.
  7. 🏔️ Rocky Mountains' rockslide sends boulders tumbling down a climb in turn on the hole's clock — time your putt up the slope.
  8. ⚡ Mount Olympus's lightning gates are Zeus's bolts leaping between pairs of columns across the lane: a lit bolt is solid, and the orbs crackle and spark before it strikes, so slip through between strikes. 🪽 Wherever the Sky Cannon would be, sink the ball in the golden hopper and Pegasus carries it across the sky to the island green — he turns as he leaps, so watch the arc.
  9. 💎 Crystal Caverns' stalactites hang in rows from rock arches over the lane and drop one row after another, and a fallen one is solid — they shiver just before they fall, so roll under while they're up.
  10. 🍭 Candy Kingdom's chocolate river eats your pace and carries a slow ball over the chocolate falls — putt firm, or aim upstream. Its taffy pulls a soft putt back and flings it — snap through firm, or chip over; its gumball run rolls giant gumballs down a chute in turn — climb just after one has passed; and its soda geysers erupt in a wave that stops the ball and tosses it back.
  11. 🛡️ Asgard's longship oars row across the lane together and bat the ball away while they're in the water — go while they're up, or slip past the blades' tips by the far rail as a stroke ends. Its Bifröst fades out a piece at a time in a wave running away from you — race ahead of the wave or follow it across, because where it has faded the ball falls through; and its hammers swing across the lane like pendulums, often in pairs — time the putt.
  12. 🐫 The Sands of Egypt's scarab rollers — great dung balls with a scarab walking on top — roll from rail to rail across the lane, a pair in opposition, and wait a moment at each rail: go behind one as it leaves a rail, or through the middle as they cross, because one that meets you knocks you aside. Its quicksand drags at the ball, eats its pace and swallows it in the middle; and its sandstorm is a timed crosswind through a gap between dunes that blows a ball off the open edge.
  13. 🏮 Yōkai Festival's deer-scarers tip bamboo arms down across the lane one after another, each lying there a beat — ride the wave as each one lifts, or zigzag through the gaps they leave by alternate rails. Its koi waterfall wants a gentle roll off its lip, so the ball climbs the falls like a koi onto a shelf — blast it and you sail into the rock; and its lucky cat bats its paw across the lane — time the putt.
  14. 🍀 Tír na nÓg's fairy rings lie in a glen just off the middle on alternate sides, and the fairies dance in each ring in turn — roll through one while its fairies dance and they whisk the ball back to the glen's mouth, so slalom round them or time a straight run while they're dark. Its Giant's Causeway sinks into the sea a few columns at a time, in a wave running away from you — race ahead of the wave or follow it across, because where the columns are down the ball falls in; and its triskele turns three stone arms over the lane — slip past by a rail as an arm swings clear.
  15. ⚙️ Clockwork Skies' escapement gates drop brass pallets across the lane from either rail by turns — go through the gap while its pallet is up, or along the middle as they change. Its cuckoo clock swings a pendulum across its door, so slip in as the bob swings away; and its balance wheel swings a brass bar to and fro across the lane — go by the rail it has just left.
  16. 🌲 Treetop Hideout's ziplines carry baskets across the lane from either side by turns — go through behind a basket as it leaves, or along the middle as they pass. Its tire swing swings across from a branch overhead, so slip by as it swings away; and its whirligig, a giant maple key, turns faster in a gust — go by a rail as a wing swings clear.
  17. 🎡 Seaside Boardwalk's bumper cars loop round a rink across the lane and knock your ball flying — wait for a gap and roll through behind one as it passes. Its whack-a-mole board pops moles up each to its own beat, so roll through where they've just ducked down; and its pirate ship swings its hull across the lane — slip by as it swings away.
  18. 🦁 Savanna Safari's zebra stampede thunders across the lane and leaps the rails — read the gaps in the herd and roll through behind one. Its elephant swings its trunk across the lane, so slip by as it swings away; and its windpump turns faster in a gust — go through a gap between the vanes.
  19. Listen: the timed ones sound off before they fire.

Scoring

  1. Sink all 5 holes. Par is the target number of strokes. Under par is better, over par is extra strokes, and E means even — right on par.
  2. Off the island, over the falls, or into a vortex is +1. If a hole reaches four over par, the ball is picked up and the hole is scored at par + 4.
  3. You get one mulligan a round: after a putt stops or drops off the island, ↩︎ Mulligan (or the U key) takes it back — the stroke and any penalty. There is none in a live room or a one-hole challenge.
  4. Optional gems — one per hole, on the daring line — never change your score. They unlock balls and trails in the Locker.
  5. Each daily has a bonus goal that suits its holes, such as threading the gold pipe or no bogeys. It pays +2 gems and never changes your score.
  6. The daily is one official attempt. A mid-round checkpoint saves progress, so closing the tab does not lose the round.

Extras

  1. World Tour — each world has three practice courses that get harder. Finish one for ★, make par or better for ★★, and go three under for ★★★. Finishing a course unlocks the next.
  2. Challenges and ghosts — ⚔️ Challenge a friend on the results card sends a link for the whole round or just one hole: whoever opens it lands on the tee with your ghost ball putting alongside theirs, and the card says who won. Every daily also seats you in a foursome with up to three other players' ghosts.
  3. Play with friends — tap 🎉 Friends, pick 🎉 Everyone (up to eight of you) or 🤝 Scramble (a team of two), send the invite, and you all putt one practice course at the same time, each friend's ball in its own colour. In a Scramble you're a team: you both play on from whichever ball lies better. More: mini golf with friends.
  4. Replays and photos — great shots replay on their own, and ↺ Replay shows any sink again. Photo mode freezes time so you can orbit and snap a postcard.
  5. Leaderboard and crews — post to the global honor-system board or a friends crew with a display name, no account. The Weekly Open adds your cards from Monday to Sunday.
  6. Monthly Major — one nine-hole course a calendar month, the same for everyone, with its own board; your first round is the one that counts.
  7. Twist days and Monday formats — from daily #136 (Wednesday 14 October 2026) each Wednesday's daily plays under a twist: Windy Wednesday, Mirror day, Night golf or Moon day. From daily #155 (2 November 2026) Tuesdays and Fridays get a house rule too (a rubber ball, a big cup, putter only…); the title says the day's rule (Halloween week has none). From daily #155 (Monday 2 November 2026) each Monday's round takes a shape of its own in turn: Sprint, Marathon, Ladder, Big one first, Island hop, or Showdown (three holes).
  8. The Gamble — from daily #134 many finales carry a shortcut marked by a gold ring barely wider than the ball (from daily #138 it comes after the hole's last toy): thread it and you land on the green, but where it hangs in a brink's gap a miss is off the island (+1).
  9. Hole Builder and past dailies — in the World Tour, 🛠 Hole Builder lays out a hole from the toys and turns you pick and gives you a challenge link (build your own hole), and 📅 Past dailies replays any earlier day's course. Neither touches your streak.
  10. Arcade — 🕹️ Arcade on the title screen has four runs, the same for everyone each day, each with a board for the day's best: Ace Attack (short holes, one putt each and three lives; a miss costs a life), The Gauntlet (a bag of 10 strokes; sinking a hole puts back its par less one, and you pick each next hole from two cards, each with a perk), Boss rush (every world's boss finale back to back on a bag of 10 strokes) and the Time trial (five holes against the clock: your seconds plus 5 a stroke, so a timed obstacle becomes a race). None of them touches your streak.
  11. Prize putt and obstacle bingo — after the daily, 🎁 Prize putt gives you one bonus putt at a wall of pockets worth 1 to 5 gems and a tiny gold one worth 25, the same wall for everyone that day. 🔢 Obstacle bingo is a weekly five-by-five card of things to do, from riding a ferry to beating a boss: any round counts, a line pays 5 gems and a full card the Bingo ball. Neither changes your score.

Tips

  1. Press M before the hard shot. Holes wind, and the cup is often around a bend.
  2. Skip the gem if you are protecting par. It is optional.
  3. A new course appears at local midnight. Everyone on that local date plays the same five holes, seeded by the date.

Full stroke-play rules, including hole names (ace, birdie, bogey) and what never counts: PUTTLE scoring. Every obstacle in one place: PUTTLE hazards. More on banks and pace: mini-golf strategy. Keyboard and reduced motion: PUTTLE accessibility. Prefer the original pixel-art game? PUTTLE Classic shares your streak.

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