# Mini-golf strategy

PUTTLE strategy is mini-golf strategy: **banks and pace**, not a swing plane. These tips do not spoil today’s holes — every daily is a new layout. Play at [https://puttle.golf](https://puttle.golf/). Controls: [How to play](https://puttle.golf/how-to).

## Read the banks

Classic putt-putt hides the cup around a corner. PUTTLE does too. If you cannot see the flag, you probably need a wall. Treat rails and posts as tools. Holing off a rail is a **bank shot**: it looks great and scores the same as a front-door drop — there is no flourish bonus.

Park-era holes sit the cup around a dogleg on purpose. A straight blast down a 2-cell corridor is rarely the line. Chamfers and 45° elbows are there to kick; a thin post is a bumper you chose, not scenery. From day 96 a wide alley often has one extra bank or gate so the opener is not a gimme. If the opening looks too easy, peek — the cup is usually around the bend.

## Judge pace

The aim line will not draw the bounce. The power ring fills **SOFT · MED · HARD**. A tap that dies on the lip is usually better than a rocket that crosses water. Keyboard: **1 2 3** snap those three paces. Mouse and touch: pull length is power. **Shift** (keyboard) is fine aim when a post is the difference.

Leave yourself an easy second putt. Running 6 feet past the hole on marble (royal) is a different miss than dying in lush tropical grab — give tropical a bit more, ease coastal driftwood.

## Scout before the hard shot

Holes are larger than the screen. Hold empty space, tap **PEEK**, or press **V**. The red arrow is the cup; the cyan pip is an uncollected gem. Pan after your first putt (the opening stroke is always a slingshot). Do not fire the opening blast into fog.

## Water

Splash is **+1**, then you replay from where you putted. That is a real stroke, not a mulligan. Leave a **dry lane**. If the only heroic line crosses a pool, the safe bank around it is usually the card. You never have to wait for a moving toy to open a gap — there is always a lane.

## Sand

Sand grabs. Carry extra pace through it, or go around. Treasure worlds add more sand; do not treat a bunker as a brake you can trust for a tap-in.

## Ice

Ice is a glide. Plan the **stop**, not only the start. Coastal kits add extra ice. A SOFT that would die on grass can slide into water here. Bank into a rail to kill speed if you need a stay.

## Slopes, strips, bumpers, pads

**Slopes** pull downhill on the roll — enchanted slopes bite harder. Aim above the fall line the way you would on a breaking putt.

Amber **speed strips**, carnival **bumpers**, and mushroom **pads** add energy. Use them as a planned launch. A surprise bumper pop is how you find water. Pads are one radial pop per visit.

## Movers: mills, gates, booms, logs

From day 89, carnival **windmills**, royal sliding **gates**, coastal **booms**, and tropical **logs** move on a hole clock. Bank them or leave a lane; **never wait** for a gap. They hug one rail so they do not seal the corridor. Worlds and toys: [PUTTLE worlds](https://puttle.golf/worlds).

## Protect par

Optional gems and the Director's Challenge never add or subtract strokes. A week-long extra on the title and in Stats is also score-neutral. Collecting all five gems on one daily unlocks the Sapphire ball — skip them when the card is the goal. **Undo** is last putt only. If a hole is eating the round, pick up: those strokes still count. Practice mode and “practice this course” cost nothing. Scoring names (ace, birdie, bogey): [PUTTLE scoring](https://puttle.golf/scoring). The puzzle framing: [golf puzzle game](https://puttle.golf/golf-puzzle).

[Play PUTTLE](https://puttle.golf/) · [More](https://puttle.golf/more) · [About](https://puttle.golf/about) · [How to play](https://puttle.golf/how-to) · [FAQ](https://puttle.golf/faq) · [Scoring](https://puttle.golf/scoring)
