Rules
The basics
Each stroke, roll one die. The number is exactly how far the ball travels: every tile at that distance lights up, and you tap the one you want. Hole out in the fewest strokes.
Lies
Where the ball sits changes what the next roll is worth:
A roll never drops below 1. And from rough, deep rough, or sand the ball flies low: any shot whose line crosses trees is blocked. Off a clean lie you carry right over them.
Trouble
Water and out of bounds cost a one-stroke penalty, and the ball drops on the nearest safe tile.
Slope arrows roll the ball one extra tile in the arrow’s direction. Slopes chain, and they will happily feed you into the water.
The pin
The cup is never just another tile. When it’s within range, a GO marker appears at the flag with your make chance. Tap it to go for the hole.
The odds depend on distance and on how hot your die is: a big number from close range wants to run past the cup. Putts from the green are easier, but never a gimme.
Miss, and the ball ends up long or short along your line. If that’s water, the splash still counts. You never have to go for it: lay up and take better odds next stroke.
The daily
One featured hole a day. Everyone gets the same hole and the same rolls, so the only difference between scores is the decisions.
When you finish, send the challenge link. Your friend plays the same hole with the same dice, chasing your number.
Out of daily? Random holes are endless, shareable by link, and every one is checked to be beatable before you see it.