How to play Dice Golf

Eighteen procedurally generated holes per round. Pick a club, roll its dice, and move that far in one of eight directions until the ball is in the cup.

1. Pick a club

At the start of every stroke, a club picker appears over the course: Driver (2d6), Iron (1d6) and Putter (1d3), each showing its dice and distance range. Cards for clubs not allowed from your current lie are dimmed and say why (for example, "Not from sand"). Tap or click a card to pick it — on the keyboard, 1, 2 or 3 picks Driver, Iron or Putter while the picker is showing.

2. Roll

Once you've picked a club, its dice appear — tap or click a die to roll it. If your lie isn't a plain "as rolled" one, a coloured pill next to the die shows the adjustment (for example "Sand −2" or "Fairway +1").

3. Aim

Glowing cells light up around the ball in every direction the roll can reach. Tap or click one to aim your shot; tapping a different glowing cell re-aims instead. With a keyboard, the arrow keys or WASD move the selection between directions.

4. Confirm and move

Tap or click the same glowing cell again to confirm and move — on a touch device a "Hit" button also appears in the footer as soon as a target is picked, as an easier alternative to the second tap, and a forgiving hit radius makes an off-centre tap still count. On the keyboard, press Space or Enter to confirm.

Once per round, if you don't like a roll, a recycle badge fades in on the die a few seconds later — click it (or press M) to spend your mulligan on a fresh roll of the same club at no extra stroke.

5. Putt out

From a green lie, if the cup lies on your chosen line within the rolled distance, the ball holes out — you don't need to land exactly on the cup cell. Keep going until every hole is finished, then check your scorecard for strokes vs. par and Stableford points.

See the full rules for clubs, hazards, wind, formats and more.