How to play Dice Golf

Eighteen procedurally generated holes per round. Roll one die and move that far in one of eight directions until the ball is in the cup.

1. Roll

Tap or click the die in the bottom-right corner of the course 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 −1" or "Fairway +1"). On the keyboard, Space or Enter rolls.

2. Aim

Glowing cells light up around the ball in every direction the roll can reach. Directions that would run off the map aren't offered, and from rough, sand or the green a tree on the line blocks the direction (shown with a red dotted line). From the tee or fairway the ball flies over trees, shown with an amber dotted line. Tap or click a glowing cell to aim; tapping a different glowing cell re-aims instead. With a keyboard, the arrow keys or WASD move the selection between directions.

3. 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.

If you don't like a roll, a recycle badge fades in on the die a few seconds later — click it (or press M) for a fresh roll at no extra stroke. You get six of these per round, plus a free one on every tee shot.

4. Putt out

Once the ball sits on one of the eight cells around the cup, the die shows a "P": tap or click it to putt in for one stroke. From further away the ball must land exactly on the cup. Keep going until every hole is finished, then check your scorecard for strokes vs. par and Stableford points.

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