How to Play Linkside

Every hole in Linkside is a small grid course. You roll for distance, drag to aim, and thread the ball from the tee to the cup in as few strokes as you can. There is no swing meter and no timing element - each shot is a decision, and you can take as long as you like over it.

Par is 6 on every hole. Rounds are 9 or 18 holes.

Taking a shot

  1. Roll. Tap ROLL to draw your distance for this stroke - a number from 1 to 6. The dice are genuinely random, so every round has some luck in it.
  2. Aim. Drag out from the ball. Your aim line snaps to the nearest of eight directions - four straight, four diagonal - as your finger moves.
  3. Read the line. The line shows exactly where the ball will come to rest: white if the shot is legal, gold with a flag if it sinks, red with an X if something blocks the path.
  4. Release. Releasing on a legal aim plays the shot. Releasing on a blocked aim simply cancels - nothing is wasted.

A plain tap never fires a shot, so you can tap around the course safely. If you start a drag and change your mind, drag back to the ball: a red dashed ring and an X appear, and releasing there cancels the shot while keeping your roll.

Because a finger tends to cover the ball, an aim readout sits at the top of the course showing your direction, the effective distance after terrain, and whether the shot is legal, blocked, or a hole-out.

Distance and terrain

Your roll is only the starting number. Where the ball is lying changes how far it actually travels, and what it is allowed to travel over.

TerrainEffect on your shot
RoughThe default lie. Full driving distance, but -1 when you putt out of it.
Fairway+1 distance, and shots played from the fairway may fly over trees.
Sand trap-1 distance on every shot, drives and putts alike. Strictly worse than rough.
TreesYou cannot land on a tree, and your path cannot cross one - unless the shot started on fairway.
WaterYou cannot land in water, but a shot may travel safely straight over it.
SlopesArrows that push the ball one space after it lands. See below.

That gives a clean hierarchy worth playing toward: fairway is better than rough, and rough is better than sand. Fairway is the only lie that lets you carry a tree line, which is often the difference between a direct route and going the long way around a dogleg.

Slopes

The edge of the course

A shot that would carry the ball off the grid stops on the last square in bounds instead of being disallowed. The boundary behaves like a soft wall, so a big roll in a tight spot never leaves you stuck without a legal shot.

Putting

Near the green, switch to Putt for careful, controlled finishes. The Putt button glows once the ball is within three tiles of the cup.

Putting exists to solve a specific frustration: rolling a 6 from two tiles out and sailing past the pin. If you are close, stop rolling and start putting.

Sinking the ball and scoring

The cup is always generated at least two tiles from every edge, so a shot that clamps against the boundary can never accidentally drop. Sinking the ball always takes a genuine distance-controlled shot or a putt.

Mulligans and the free tee reroll

Mulligans are deliberately capped so that every player tops out at the same ceiling and score comparisons stay fair.

A few tips

Play Linkside