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 unlocked venue and will not repeat the previous location.
- Daily Hole: one hole, identical for every player, changing at midnight UTC (the app tells you when that is on your clock) so the whole world plays and ranks the same hole. One attempt, one rehit, fixed Medium difficulty so the leaderboard compares the same hazards. The venue rotates through all thirteen, including ones you have not unlocked. Playing on consecutive days builds a streak; every seven days banks a streak freeze (up to two) that forgives a single missed day. Scores and best streaks post to Game Center, with Friends and Global boards in the app.
- Practice Range: pick Driving (full-bag bay, colorful targets), Chipping (one-shot chips from around the green), or Putting (one-shot putts from the green and fringe). No hole advance. Solo only.
Streaks and freezes
The Daily Hole counts consecutive days played as a streak. The number on the home screen is the run still on the line: until you play today’s hole, that is the streak you are defending.
- Building: play on back-to-back days and the streak grows by one each day.
- Earning a freeze: every seventh day of the streak (7, 14, 21, and so on) banks a streak freeze. You can hold at most two; a milestone reached at the cap pays nothing.
- Spending a freeze: miss exactly one day and a banked freeze is spent automatically when you next play, bridging the gap so the streak continues. There is nothing to confirm, and no way to save it for a longer break.
- Resetting: miss two or more days and freezes cannot help; the streak starts again from one on your next round.
The daily leaderboard resets each day, while the streak board keeps your longest run, so a reset never lowers your standing there.
Try before you buy
Before unlocking, you can play three full holes free. No purchase necessary. A hole is spent when you tee off, so quitting partway does not refund it, and the holes can be spread across sessions. Trial holes count toward your venue progress but not toward golfer points. Nearby devices can also join a friend’s local game without unlocking.
Unlocking play
- Lifetime: one payment, play forever. Includes two golfers and the three starter venues; the rest are earned through play or bought individually.
- 3-Day Pass: one payment for three days of the full game, ending three days after purchase. It does not renew. The pass plays exactly like Lifetime, including two golfers and the starter venues, and everything you earn during it is kept if you buy Lifetime later.
Infinite Golf Club
Optional add-on for Lifetime owners. All 70 golfers, 8 extra venues, and 10,000 points each month for duels or a golfer you keep. Virtual and Sky Kingdom stay earn-or-buy. Renews until you cancel; Club golfers and venues close if it lapses, but points and anything earned or bought stay.
Unlockable locations
- Mountains: unlocks after 10 completed holes. Elevation changes and water crossings make every hole feel like a climb.
- Frozen Fjord: unlocks after 25 completed holes. Snow walls, black fjord water, and ice the ball never stops on.
- Ancient Ruins: unlocks after 50 completed holes. Terraced jungle golf among arches, pools, and old stone.
- Canyons: unlocks after 90 completed holes. Dry target golf with a thin grass miss into hardpan and ricocheting rock walls.
- Quarry: unlocks after 150 completed holes. Stepped stone benches, sheer cut faces, and a green sunk in the old pit.
- Dunes: unlocks after 240 completed holes. Saharan sand to every horizon; off the grass it plays like one enormous bunker.
- Volcano: unlocks after 360 completed holes. Outer hard surfaces can kick the ball out of bounds, and lava carries replace water hazards.
- Moonbase: unlocks after 520 completed holes. Lunar golf beneath a glass sky, with green ribbons cut through crater dust.
- Virtual: unlocks after 740 completed holes. Fairways adrift in a virtual sky: leave the playable surface and the void claims the ball. An exclusive: the Club does not open it.
- Sky Kingdom: unlocks after 1,000 completed holes. Floating islands that drift on their own slow rhythm, with nothing but cloud beneath. An exclusive: the Club does not open it.
Desert, Coast, and Woodlands are available immediately. Any locked venue can also be opened early with a one-time venue unlock from the Locations screen (it opens only that venue, not the ones before it), and Lifetime owners in the Club unlock 8 venue locations while their membership is active (Virtual and Sky Kingdom not included). Location progress restores through iCloud and completed Game Center achievements. Random and Infinite only draw from locations you can access. In multiplayer, the host resolves the venue for everyone, so guests can play the host’s selection even when they have not unlocked it themselves; only locally played holes advance your progress. See Locations for the full thirteen-venue roster with an aerial of each.
A scored hole
- Address, aim, swing. Optionally set spin before the swing (Motion) or tweak it in flight (Swipe).
- 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.
Playing together
Connect with friends through Game Center for an online round, or create a local game with any number of players on one device. Nearby devices can also join the local game without purchasing the game. Practice Range remains solo only.
Play types
A group round can be Stroke Play, Best Ball, or Scramble, whether you are on one device, joining nearby, or online through Game Center.
- Stroke Play: everyone keeps their own ball and their own card.
- Best Ball: each golfer plays their own ball; the team takes the lowest score on every hole.
- Scramble: everyone hits from the same lie, then the team plays the shot nearest the pin.
Game Center team matches are 2v2. Local games can pick sides for Best Ball and Scramble.
1v1 Duels
A 1v1 Duel is one hole against a stranger with points on the line. From Play Together, choose a ★500 or ★1,000 stake; your balance shows at the top of the screen and a stake is only offered when you can cover it. Game Center pairs you with someone who asked for the same stake. Fewest strokes on the hole wins the pot; equal strokes is a push and nobody pays.
- Fixed rules: Medium course, Classic scoring, Furthest From the Pin, magnetic cup, no rehits, random venue from those you can play. Only your swing style (Casual or Simulator) is your own.
- Asynchronous: the duel you post waits under Your Games until someone takes it. They swing first; you get a Game Center notification and a Your Games badge when it is your turn. You can leave the lobby while it waits, or cancel an untaken duel at no cost.
- Forfeit: leaving a duel before the hole is finished hands the stake to your opponent.
- Rematch: both players tap Rematch on the scorecard, and a fresh random hole rolls for the same stake.
Duel winnings count toward the same accrued total that earns free golfers; a lost duel never takes a golfer credit back. Club membership adds 10,000 points each month to that same spendable balance.
Scoring
Simplified uses one running points total. Every hole starts at 100 points: add 50 for each stroke under par, subtract 25 for each stroke over par, add 25 for using no rehits, or subtract 15 per rehit (up to three). A hole-in-one adds another 100. A hole always earns at least 15 points. The scorecard shows each hole’s par and points.
Classic uses traditional golf scoring on the course: E, +2, −1, with circles under par and squares over on the scorecard. A provisional handicap appears after 9 holes (the best fifth of what you have played, with a soft factor) and settles into a full handicap at 100 holes (best 20 of the last 100). It shows on the scorecard and in Choose Your Golfer.
Free golfers come from points, not just holes: your first 2,000 accrued points earn a golfer credit, then one every 10,000 points, and a clean hole-in-one (no rehits, scored mode) pays a bonus credit on the spot. Spend a credit on any locked golfer from Choose Your Golfer. Players who built up credits under the old 100-holes-per-golfer rule keep them.
After a round, the scorecard offers Play again (the same holes, same seed, so you can chase a better card) and Share, which renders the card as an image for Messages or wherever you like.
Hole-out titles run Albatross through Triple+. With Simplified scoring, the points earned on that hole appear beneath the title.
Skip Hole +1 books a bogey for everyone still out and walks to the next tee.
Practice
- Practice swings: step aside about 1.8 m. The banner shows estimated carry. Tap Address the Ball to resume. Not available in online matches.
Penalties
Water, lava, 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 safe ground exists. Carrying over water, lava, 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 keeps a target-points total without booking holes on a scorecard.