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.