The obstacles
Every course in Daily Holes is generated from the date, so the hazards turn up in a different arrangement each day — and everyone in the world playing that day meets exactly the same ones, in the same places. These are the eight you will run into, what each one actually does, and how to play it.

The burn
Water hazard · par 4 and longer
A river cut across the fairway on the diagonal. The diagonal is the whole point: it turns one decision into a sliding scale, and it is the only hazard in the game that rewards you for aiming at the trouble.

The crossing
Whole hole · about 1 round in 6
A hole played entirely over open water, crossed island to island. There is no fairway, no rough and no out of bounds — only stepping stones and the sea.

The gust
Moving air · common
A band of fast-moving air across the hole. It is the only hazard you can fly over the top of, and the only one you can walk underneath.

Island green
Water hazard · short holes
All carry and no bailout. A green ringed by water with a thin collar you can just about hold, and a marked drop zone for when you cannot.

The portal
Shortcut · uncommon
Sink your ball into the satellite green and you come out beside the pin. It is the only hazard in the game that is trying to help you, which is what makes it dangerous.

The arm
Moving obstacle · uncommon
A sweeping bar that knocks your ball clear. There is no shooting around it — only landing somewhere else.

The cart path
Surface · common
Land on it and the ball runs a very long way. It is the one hazard that is sometimes worth aiming at on purpose.

The putt rings
On the green · every hole
Finish inside the gold ring and it is a one-putt, inside the pale ring two, anywhere else on the green three. The rings are the scoring system, and they shrink as the green tilts.