Putt
Sink it before you run out of strokes. A free one-tap game.
Play nowPress to aim · Hold for power · Let go to puttPutt is a one-thumb mini golf game. An aim arrow sweeps back and forth from your ball. Press to lock it, keep holding while the power meter pulses, and let go to putt. Bank off the rails, thread the windmill, cross the bridge over the water and roll it in. You start with a small budget of strokes, and every hole you sink pays its par back, so going under par builds a cushion and bogeys eat into it. Run out of strokes and the round is over. There's a new course every day, the same for everyone, and your friends' ghost balls play it with you.
How to play Putt
- Watch the arrow sweep from your ball. Press and hold when it points where you want to go: that locks the aim.
- Keep holding: the power meter (the ring and the arrow length) rises and falls. Let go to putt.
- Sink the ball in the cup. You get the hole's par back in strokes, plus one extra for a hole in one.
- Water costs an extra stroke and puts you back where you shot from. Sand slows you down. Take too long and the shot clock takes a stroke.
Tips to get a high score
- A gentle putt that dies at the cup drops in. Hit it too hard and it rattles over the hole.
- Bank shots off the rails are often easier than threading a narrow straight line.
- On the windmill hole, time your putt so the ball reaches the gap just after a blade passes.
- Slopes push the ball sideways. Aim uphill and let the slope bring it back.
- A quick tap is a tiny tap-in putt: perfect when you're right next to the cup.
How the course unfolds
The first six holes always come in the same order: Straight Shot (a short, wide warm-up), Pinball, Dogleg, Bunker, The Bridge and Sliding Door. After that each hole is drawn from the layouts you've unlocked. Windmill can turn up from hole 7, The Slope from hole 8 and Zigzag from hole 10. Most holes are par 2. Dogleg, The Bridge and Windmill are par 3, Zigzag is par 4, and The Slope turns par 3 later on.
Each layout toughens over the first 18 holes. Fairways and the bridge get narrower, Pinball adds bumpers, bunkers grow and get a partner, the windmill's gap closes up as it spins faster, and the slope pushes harder. Later on, open holes can also get a post right on the straight line to the cup, so the easy hole in one becomes a bank shot.
The controls speed up too. The aim arrow swings about 70 degrees either side of the cup, and a full sweep drops from two and a half seconds to about one and a half. The power pulse quickens from about 1.7 seconds to 1.2.
The stroke budget, in numbers
You start with 6 strokes and can never hold more than 8. Sinking a hole refunds its par, plus one for a hole in one, but anything over 8 is lost. Once you're at the cap, a birdie earns you nothing extra. Your score is the number of holes sunk.
Strokes leak in two other ways. Water costs one on top of the putt. If you aim for five and a half seconds without pressing, the shot clock takes a stroke (with a warning a second and a half before), then another every three and a third seconds. The clock stops once you press, but if you hold for six seconds the ball is putted for you.
Holes at par or better build a streak, and going under par or sinking a hole in one drops coins for hats. Neither changes the stroke count.
Speed at the cup and off the walls
The cup accepts any ball moving at a bit over half your hardest putt or slower. Anything faster lips out, bending off at an angle and losing some speed. A slow ball rolling just past the rim also gets a little tug toward the hole, so err on the gentle side.
Rails soak up over a quarter of the speed on a square-on bounce, and less on a glancing one, while round bumpers send the ball back with all of it. Sand drags much harder than grass, so a ball that enters a bunker rarely rolls far. Windmill blades shove the ball along as they turn, which can carry a good line through or knock it back.
Daily levels and ghost races
Today's Putt level is the same for everyone, and you race the ghosts of other players' runs. How daily levels and challenges work.
FAQ
How do strokes work?
You start with 6. Every putt costs one. Sinking a hole gives you its par back, plus a bonus stroke for a hole in one, so finishing under par grows your budget (up to 8) and over par shrinks it. When it hits zero, the round ends.
Are the holes random?
Each day's course is generated from that day's seed, so everyone plays the same holes in the same order. The holes are built from hand-tuned layouts (doglegs, bridges, bunkers, windmills, slopes, zigzags) that get trickier as you go.
Is it free?
Yes. Every Tapamine game is free to play in your browser with no download and no account.
Does it work on my phone?
Yes. Tapamine is built for phones first: portrait, one thumb, and it works offline after your first visit. It also works with a mouse or the spacebar on a computer.
How do challenges work?
After a run, tap “Challenge a friend” to send a link. Your friend plays the exact same level and races your ghost — a replay of your run — to see who wins.
Add Putt to your site
Putt is free to embed on your blog, class page or website. Paste this code:
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