PUTTLE

HOW TO PLAY

How to play PUTTLE

PUTTLE is a free daily pixel-art mini-golf puzzle. Play at puttle.golf in any modern browser — no download, no account.

Aim and putt

  1. Open puttle.golf and start today’s course (first time: a one-hole RANGE, then the daily), or choose Practice (first time: the same RANGE, then a random course) to learn with no streak.
  2. Drag back from the ball like a slingshot. Pull farther for more power — the ring fills SOFT · MED · HARD.
  3. Release to putt. A short pull is a tap; a long pull is a hard shot.
  4. Trust the aim line for direction only. It does not draw the bounce or the curve — you read rails, slopes, and distance yourself.
  5. Follow the red arrow if the cup is off-screen. A cyan pip points to an uncollected gem. Hold empty space (or tap 👁 PEEK, or press V) to see the whole hole. Drag empty space or two-finger / scroll to pan. Your first putt is always a slingshot — empty-green pan starts after that.
  6. Miss a line? Undo takes back your last putt. You can then aim again from that rest spot. A ball jammed in a corner gets a free lie (a tiny nudge, no extra stroke); if you're still wedged, drag from empty green. If Pick up appears (two over par), it ends the hole with those strokes — a double bogey, not a walk-off eagle. In Practice, ↺ HOLE restarts the current hole from the tee.

Keyboard

  1. Use ← → to aim and ↑ ↓ (or + / ) to set power. Hold Shift for finer aim and power.
  2. Press 1, 2, or 3 to snap to SOFT · MED · HARD.
  3. Press Space to putt. U undoes the last putt. V peeks the whole hole. C opens the scorecard.

Hazards

  1. Rails and posts — the ball banks off them. Use the bounce; do not treat every wall as a miss.
  2. Sand — slows the ball. Extra power, or stay out.
  3. Ice — the ball glides and can overshoot. Plan the stop, not only the start.
  4. Water — a splash costs +1 stroke, then you replay from where you putted. Leave a dry lane.
  5. Sloped greens — the roll curves downhill, the way the arrows point. The low side is shaded darker. Aim with the slope in mind.
  6. Speed strips — pads that accelerate the ball the way their chevrons point, sometimes back toward the tee. Ride them on purpose, or miss them on purpose.
  7. Carnival bumpers — candy-ring pinball posts that pop the ball (they add energy). Optional — leave a lane around them.
  8. Mushroom pads — enchanted trampolines. Roll onto one for a launch. Score-neutral, like gems.
  9. Windmills — carnival vanes that turn on the hole clock (the same puzzle for everyone). Bank them or leave a lane; you never have to wait for a gap.
  10. Sliding gates — royal marble slabs that shuttle along a rail. A dry lane stays open the whole cycle.
  11. Booms — coastal driftwood arms that extend and retract from a rail post. Bank them or leave a lane; you never have to wait.
  12. Rolling logs — tropical trunks that shuttle along a rail. A dry lane stays open the whole cycle.

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. Water’s +1 is a real stroke. Optional gems (5 per daily) do not change your score. Collect all 5 on one daily to unlock the Sapphire ball.
  3. The Director's Challenge is a score-neutral extra on the daily (bank a putt, skirt water, and the rest). A week-long extra on the title and in Stats (for example bank 3 putts this week) is also score-neutral. Clearing either never changes par or your score.
  4. The daily is one official attempt. A mid-round checkpoint saves progress, so closing the tab does not lose the round. After you finish, Practice this course retries the same holes with no streak or board. Stats shows a month of your cards — tap a past day to replay it unofficially.
  5. Practice is unlimited and does not affect your streak. Use it to try lines; ↺ HOLE restarts the current hole. After a wild layout you can SHARE LAYOUT — a seed-only link, never your path. Play the daily when you want the official card. First-time PLAY TODAY starts on the RANGE.
  6. After you finish, share a spoiler-free scorecard. You can post to the global honor-system leaderboard or a friends group without creating an account.
  7. Ghosts on the Daily are other players' balls, not a walkthrough. They loop faintly while you putt; posted friends tint a distinct color. After you hole out, one or two traces loop on that green as a gallery. The recap map shows their traces after you finish.

Tips

  1. Judge the banks. The puzzle is often a rail, not a straight putt.
  2. Scout before the hard shot. Holes wind; the camera follows the ball.
  3. Skip gems if you are protecting par. They are optional.
  4. A new course appears at local midnight. Everyone on that local date plays the same five holes, seeded by the date.
  5. From day 81 the round is a park-style tour with named silhouettes (dogleg, island, keyhole, and others) and rotating worlds that play differently: coastal ice, water, and crossing booms; enchanted mushrooms and spore gates; carnival bumpers and windmills; royal marble rails and sliding gates; tropical lagoons and rolling logs; treasure crates and rolling carts. Seasonal and holiday themes change how the course looks, not how you putt.

Full stroke-play rules, including hole names (ace, birdie, bogey) and what never counts: PUTTLE scoring. More on banks and pace: mini-golf strategy. Keyboard, reduced-motion, and the live region: PUTTLE accessibility.

Play today’s course

More About FAQ Scoring Strategy Install