Draft power cards, stack combos and spend one shared bank of strokes across forty holes. Forty years the old Groundskeeper has kept this meadow perfect, and he is not about to let you scuff it.
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How a run works
1
Pull back, let go
Slingshot your ball. The camera turns to face your aim, and a longer pull gives you fine control over speed.
2
Spend from one bank
Every putt costs a stroke from a single bank shared by the whole course. A reckless shot now is a stroke you will not have later.
3
Draft your hand
Visit the Pro Shop after holes 3, 6 and 9, or grab a free pick. Your hand holds three cards, so every new one means leaving another behind.
4
Beat the boss
Every stage ends at a boss gate. Strike every padlock to get through, then do it all again, a little harder.
Run out of strokes and it is dawn again, same meadow, same mower. Lose. Learn. Go again.
Three slots. Fourteen cards. One build.
You can only carry three power cards at a time. Every card you take means leaving another behind, so the question is never what is strong. It is what works together. Cards level up when you find them again, cheap and modest at first, and ridiculous at the top. Ace Hunter pays strokes back for hole-in-ones, so it only earns its slot if you can hit them. Build a hand and see what clicks.
3 / 3 slots
Piggy Bank
BANK
Passivealways on
Lucky Clover
+1
Passivealways on
Second Wind
BACK
Passivealways on
Combo
Coin engine
Clover pays extra coins every hole. Piggy Bank turns the coins you hold into strokes. The richer you get, the longer you last.
Combo
Slow burn
Two ways to bank strokes after every hole, and they stack. Slow, steady, and hard to kill.
All 14 power cards
Double Shot
x2
Activetap it mid-putt
IHit the ball again while it rolls, for free, with up to half power. Time slows while you aim.
IITwo free half-power extra hits per putt.
IIIThree free half-power extra hits per putt.
Hop
HOP
Activetap it mid-putt
ITap Hop while the ball rolls to leap over rails, water and rocks. Once per putt.
IIAn extra jump: hop twice per putt. The second jump kicks up a blast of wind.
IIIHop three times per putt, each mid-air jump with a wind blast.
Air Brake
BRK
Activetap it mid-putt
ITap Brake while the ball rolls to halve its speed. Once per putt.
IIBrake twice per putt, each time cutting speed by 60%.
IIIBrake three times per putt, each cutting speed by 70%.
Cup Magnet
MG
Passivealways on
IThe cup gently steers balls that roll close to it.
IIA stronger pull from further away.
IIIA powerful pull with a wide reach.
Chip Shot
CHIP
Activetap it mid-putt
ISwitch to a chip: a low, short hop through the air that clears low rails and rocks.
IIA higher, longer chip: over most rails, rocks and water.
IIIThe full chip: flies high and far, over rails, rocks and water.
Long Drive
PWR
Passivealways on
IA full-power pull hits 15% harder.
IIA full-power pull hits 28% harder.
IIIA full-power pull hits 40% harder.
Fire Boost
FIRE
Activetap it mid-putt
IOnce per hole, tap FIRE mid-shot for a big burst of speed (1.6x plus a kick).
IIA harder burst: 2x plus a bigger kick.
IIIThe hardest burst: 2.5x plus a huge kick.
Laser Sight
AIM
Passivealways on
IShows the first stretch of your shot past the aim arrow, first bounce included.
IIReaches half as far again.
IIIShows almost the whole path, moving obstacles included.
Big Cup
CUP
Passivealways on
IThe cup is 35% wider.
IIThe cup is 60% wider.
IIIThe cup is 90% wider.
Lifebuoy
H2O
Passivealways on
ISplashing into water no longer costs a stroke.
Lucky Clover
+1
Passivealways on
IEarn an extra coin for every hole you clear.
IIEarn two extra coins for every hole.
IIIEarn three extra coins for every hole.
Piggy Bank
BANK
Passivealways on
IAfter each hole, 1 stroke for every 10 coins you hold (up to 2 strokes).
IIAfter each hole, 1 stroke for every 7 coins you hold (up to 3 strokes).
IIIAfter each hole, 1 stroke for every 5 coins you hold (up to 3 strokes).
Ace Hunter
ACE
Passivealways on
ISink a hole in one and get 1 stroke back: an ace costs nothing.
IISink a hole in one and get 2 strokes back: an ace earns a stroke.
Second Wind
BACK
Passivealways on
IGet 1 stroke back every 3rd hole you clear.
IIGet 2 strokes back for every 3 holes you clear.
IIIGet 1 stroke back for every hole you clear.
The payoff
Every one of these is a hole-in-one that only works because of the cards in the hand. Light the fuse, chip it over the water, then hit it again in mid-air. The castle ones need a fully upgraded build, so they take a lot of losing to earn.
FrostbiteChip Shot + Fire Boost + Double ShotFrozen HairpinCastleChip Shot + Fire Boost + Double ShotGrand Hall · A fully upgraded buildOrchardChip Shot + Fire Boost + Double ShotHarvest HillMeadowChip Shot + HopFirst TeeFrostbiteFire Boost + Double ShotSnowdrift SweepCastleChip Shot + Fire BoostGatehouse · A fully upgraded buildOrchardFire Boost + Double ShotScarecrow LeapMeadowFire Boost + Double ShotRamp JumpFrostbiteChip Shot + Fire BoostSnow HillCastleChip Shot + Double HopRampart Switchback · A fully upgraded build
After the castle
It always ends.
Clear the final boss and the course does not stop. Overtime begins: ten more holes and another boss, again and again, with holes that keep getting longer and a stroke bank that keeps getting smaller.
Even a perfect build runs dry eventually. The only question is how far yours carries you. Your furthest stage and most holes are saved, so there is always a number to beat.
Strokes you can spare
1
2
3
4
5
6
7
8
Overtime stage
Every loss pays something
Silver
Beat bosses and spot rare silver coins. Silver is permanent, even when the run is not.
Upgrades
Spend silver to start every run with a card, and buy it again to level it up. You can only equip three, so you are choosing a build before the run begins.
Extra Slot
A rare, very expensive upgrade that lets you carry a fourth card. Fit that in your build.
Easy, Normal or Hard
Pick before every run. Harder runs start with fewer strokes and pay much more silver.
The Locker
Ball skins, hats and trails to spend your coins on. Yours to keep, whatever happens to the run.
Four stages, forty holes
Every course is built from hand-made set pieces, so no two runs play the same: moving ferries, aimed ballistas, frozen lakes that crack under a stopped ball, pipes, crumbling footing and more.
Stage 1
The Meadow
Sunny, friendly and lulling you into a false sense of security.
Stage 2
Amber Orchard
Autumn leaves, tighter lines, meaner obstacles.
Stage 3
Frostbite Peaks
Icy greens under the northern lights. He swears the ice is natural.
Stage 4
Cloudspire Keep
A castle above the clouds, and the last stand of the lawn.
Meet the bosses
Every stage ends at a boss gate, and every gate has someone guarding it. Strike every padlock to get past.
Waking the boss...
Stage 1 · The Meadow
The Groundskeeper
Forty years of perfect lawn. He leans on his rake and shakes a fist at anyone who scuffs it.