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
- Open https://puttle.golf and tap Play today's course, or open the World Tour to practice with no streak.
- 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.
- Release to putt. Let go back near where you started and the putt is cancelled.
- 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.
- 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).
- 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.
- Stay on the island. Rolling off the edge costs +1 stroke, then you play again from where you putted.
Keyboard
- Use ← → (or A / D) to aim. Hold Shift for fine aim.
- Use ↑ ↓ (or W / S) to set power, then press Space or Enter to putt.
- Press C to switch between putter and wedge, and Z / X for side spin left and right (half, then full).
- 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
- 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).
- Sand slows the ball; ice makes it glide. Give sand extra pace and plan the stop on ice.
- 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.
- 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.
- Windmills, gates, spinners, and pendulums run on the hole's clock, the same for every player. Time the gap or bank around them.
- 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.
- 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.
- 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.
- Forks split the fairway: the narrow lane is fast but open-edged; the wide lane is safe but sandy.
- Springboards hop the ball over a low wall when you roll across the pad going forward — or thread the narrow gap by the rail.
- 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.
- 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
- 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.
- ❄️ 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.
- 🏝️ 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.
- 🐠 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.
- 🦕 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.
- 🎲 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.
- 🏔️ Rocky Mountains' rockslide sends boulders tumbling down a climb in turn on the hole's clock — time your putt up the slope.
- ⚡ 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.
- 💎 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.
- 🍭 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.
- 🛡️ 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.
- 🐫 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.
- 🏮 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.
- 🍀 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.
- ⚙️ 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.
- 🌲 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.
- 🎡 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.
- 🦁 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.
- Listen: the timed ones sound off before they fire.
Scoring
- 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.
- 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.
- 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.
- Optional gems — one per hole, on the daring line — never change your score. They unlock balls and trails in the Locker.
- 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.
- The daily is one official attempt. A mid-round checkpoint saves progress, so closing the tab does not lose the round.
Extras
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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).
- 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).
- 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.
- 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.
- 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
- Press M before the hard shot. Holes wind, and the cup is often around a bend.
- Skip the gem if you are protecting par. It is optional.
- 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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