Hazards
Daily Holes obstacles
The obstacles page is a list, not a diagram pack I can republish. I redrew the shapes and kept the behavior in the game's own words. If a hazard is missing from my picture, the table below is the source of truth.
The eight hazards
| Hazard | What it does |
|---|---|
| Burn | A river cut on a diagonal. Sometimes a bridge. The one hazard that can reward aiming at the trouble. |
| Crossing | The whole hole is islands over open water. About one round in six. Water sends you to the previous island plus a stroke. No out-of-bounds except the sea. |
| Gust | A moving band of air. You can fly over it or pass under it. |
| Island green | All carry, no safe layup. A teardrop band and a marked landing area. |
| Portal | A satellite green that drops you beside the main green. The hazard that helps. |
| Arm | A sweeping arm knocks the ball away. You cannot play out of the circle; you have to land elsewhere. |
| Cart path | Rolls a long way. Sometimes worth aiming at on purpose. Rollout multiplier 3.00. |
| Putt rings | Gold is 1 putt, pale is 2, anything else is 3. Steeper greens mean smaller rings. |
How I decide before I swing
The strategy page gives three ideas for playing across trouble: know the carry you actually have from the lie, do not spend a shot being cute unless the burn bridge is the point, and remember water rollout is zero. Rough is 84 percent carry with 1.75 times the scatter. Deep rough is 62 percent carry.
Source: Obstacles. The eight names and the short descriptions.
Source: How to play. Crossing frequency and par bumps.
Source: Strategy. Lie penalties and cart-path rollout.
Questions I keep getting
How often is a crossing hole?
The how-to page says about one round in six.
Which hazard helps you?
The portal. It moves you from a satellite green to beside the main green.