Putt Pals Mini Golf
Nine holes of pull-back-and-putt mini golf on Meadow Greens: windmill, swamp, coin bumpers and a summit cup. Pins move daily and everyone plays the same course. 3 rounds a day, up to 250 MPC a round, lowest round takes The Golden Putter.
Nine holes of mini golf on Meadow Greens, par 26. Press on the green, pull back away from where you want the ball to go, and let go. Further back is more power. Walls bounce, sand slows, water costs a stroke, slopes and hills pull the ball, and the windmill and the sliding gate move on a clock. Lowest round wins.
Everyone plays the same course each day — tees and cups move to a new position every morning at midnight MPT, so today's board is a fair fight and yesterday's line won't work twice.
Where to find it
- Direct link: /games/mini-putt
- Menu path: Play → Games → Putt Pals Mini Golf
How to play
- Aim: press anywhere on the green and pull back. The arrow shows your line; only the first stretch is drawn, so reading the banks is the skill. Drag back to the ball (or press Escape) to cancel.
- Pace: the further you pull, the harder the putt. A ball that reaches the cup too hot lips out off the far rim; a dead-centre line can take a little more pace. A lipped ball that slows enough still rattles in.
- Hazards: water is +1 stroke and drops you back before the hazard. Sand kills your pace. Ramps and the hill roll a timid putt back down.
- Max: a hole is picked up at 6 strokes.
- Your pet is the golfer beside the ball and earns XP, but no pet stat touches the ball. Pure skill.
The course
| Hole | Name | Par | The shot |
|---|---|---|---|
| 1 | The Welcome Mat | 2 | A straight lane with one soft ridge. Find your pace. |
| 2 | Pantry Lane | 3 | A dogleg past Olive's crates. The chamfered corner is the only ace line. |
| 3 | Wishing Well Loop | 3 | Round the well either side. The green funnels toward the cup. |
| 4 | Coin Bumpers | 3 | Three springy MPC coins block the straight line. Thread the gap or use the rails. |
| 5 | Mill Hill | 3 | Time your putt through the windmill tunnel. |
| 6 | Swamp Skip | 3 | Cross the swamp on the log bridge. Water costs a stroke. |
| 7 | Sandy Paws | 3 | Climb the ramp to the raised green. Too soft rolls back; too hard finds the sand. |
| 8 | Quarry Tilt | 3 | The whole green leans right. Aim up the slope and let it drift. |
| 9 | Trophy Hill | 3 | Through the sliding gate and up the hill. The cup sits on the summit. |
Scoring and rewards
Strokes count, like golf: Ace (1 stroke), Eagle (two under), Birdie (one under), Par, Bogey (one over), Double Bogey and worse.
| Result | Coins per hole |
|---|---|
| Ace | 45 MPC |
| Eagle | 30 MPC |
| Birdie | 22 MPC |
| Par | 14 MPC |
| Bogey | 7 MPC |
| Worse | 3 MPC |
Finish under par for +25 MPC, five under or better for +50 MPC. A round is capped at 250 MPC before boosts (an all-par round pays 126). Coins go through your usual boosts and the Daily Featured Game multiplier. Your pet earns 20 XP a round.
- 3 rounds a day (VIP members get extra). Rounds don't use free-play tickets, because the whole point is that everyone plays the same layout.
- Daily streak: play every day for +5% coins per day, up to +50%. Every 7th day your round is free.
- An unfinished round can be resumed any time that day; it closes unscored at midnight.
Leaderboards
- Today's Best Rounds on the game page: each player's lowest round today, holes-in-one as the tiebreak, plus your friends' best rounds ever.
- Today's Field: after your round you see the field's average strokes and ace rate on every hole.
- The Golden Putter: the all-time lowest round holds the GOAT trophy in The Trophy Case.
Tips
- Hole 2 has no straight line: bank off the chamfered corner.
- On the windmill, watch two full turns before you putt; the gap comes round every few seconds.
- Trophy Hill needs pace to climb and touch to stop. Too soft rolls back through the gate.