Gameplay
The round
Modes
- Classic 9 / 18 — fixed hole count, shared venue look. The round ends when the card is complete.
- Infinite — endless. Each hole can roll a new venue and will not repeat the previous location.
- Practice Range — continuous tee shots, no scoring, no hole advance. Solo only.
A scored hole
- Address, aim, swing. Optionally tweak spin in flight.
- The stroke counts on strike. The lie updates when the ball settles — or on a penalty drop.
- You finish the hole when it is holed, or at 8 strokes.
- Turns follow the turn-order rule. When everyone is finished, the next hole starts. Honour is fewest strokes on the last hole.
- Classic stops after 9 or 18. Infinite keeps going.
- A hole-out gets a celebration banner and a camera flyaway before the next tee.
Turn order
Default is Furthest From the Pin — away plays; ties use tee order. Or choose One Player at a Time, so each golfer finishes the hole before the next tees. Set this in pause → Gameplay Settings.
Scoring
Running score vs par shows as E, +2, −1 — completed holes, plus the current hole once you finish it. Hole-out titles run Albatross through Triple+. The scorecard circles under par and squares over. Handicap unlocks after 100 holes (best 20 of the last 100, with a soft factor).
Skip Hole +1 books a bogey for everyone still out and walks to the next tee.
Practice
- Practice window — a 0–10s setting. Free swings at address that do not move the ball or add a stroke, with a large countdown.
- Practice swings — step aside about 1.8 m. The banner shows estimated carry. Tap Address the Ball to resume.
Penalties
Water and out of bounds use the same rule: +1 stroke, then a drop from the last playable ground along the flight, about 3 m set back. You drop from the tee only if no dry ground exists. Carrying over water or void in the air is fine — only grounding or falling in counts.
Win and lose
There is no stroke-play “lose.” Finish holes (or max strokes), complete a Classic card, or play Infinite forever. The Range never books scores.