How to Play Run The Tour
Build a golfer one skill at a time, then live out their career. Free to play in your browser. No download and no account needed.
The rules
- Each spin reveals a real golfer. Take one of their eight attributes to fill a slot, one attribute per golfer.
- You get two re-spins for the whole draft. A re-spin passes on whoever landed and reveals someone else.
- Fill all eight skills: distance, accuracy, approach, short game, scrambling, bunker, putting and composure. Spikes win events. One weak slot costs you weekends.
- Take the best rating for an open slot, whoever lands. Cards are tiered by rating, and legendary pulls are 5% a spin.
- Run a season and bank prize money. Caddie, agent and tour costs run about $2.8M a year, so a mediocre build can finish in the red.
- Career mode runs up to 30 seasons. Your golfer ages, peaks and declines while you chase majors, cups and the world ranking.
Other ways to play
- Daily challenge. One round at a rotating real course, same for everyone, new course at midnight ET. Post the lowest round and the course record is yours.
- Online head to head. 1v1, Best Ball, Scramble and Free-for-All against real players. Low total wins, ties go to sudden death.
- Pro Shop. Coins you earn by playing buy cosmetics. Optional coin buckets are sold in the store. Coins have no real world cash value and cannot be cashed out.
The eight skills, and what they decide
Distance and accuracy shape every tee shot: length buys shorter approaches, accuracy keeps you out of trouble that turns birdies into bogeys. Approach is the iron play that creates chances, and it quietly touches more shots than any other slot. Short game, scrambling and bunker are your rescue kit for the holes that go sideways. Putting cashes in everything the rest of your build sets up. And composure is the pressure skill: it steadies your golfer when a lead is slipping, a cut line is close, or a major is on the line.
Draft strategy: spikes, floors and the two re-spins
- Raise the floor before the ceiling. One 40-rated slot costs you more weekends than a 95 wins you. Cover the weak slot first, then chase stars.
- Spend re-spins late, not early. Early spins have seven or eight open slots, so almost any golfer helps. Save the passes for the endgame, when only one specific slot is open and the wrong card is a dead spin.
- Take rating over role. If a legend lands and their best attribute fills any open slot, that number usually beats a neat fit at a lower rating.
- Composure is not optional. Contending rounds are pressure rounds. A build that folds on Sunday scores worse than its card suggests.
The money game
A season isn't only about strokes. It's a business, too. Prize money comes in as you place; caddie, agent and travel costs of roughly $2.8M a year go out either way. A mid-table build can really finish a season in the red. That makes cuts made and top tens matter even when you are not winning. Over a career, the bank balance is the difference between cruising and grinding.
Caddies
As your Tour Rep climbs, real caddies with real stories become available to work for you, from local loopers all the way up to legends of the trade. Each one gives you a small, on-theme edge: a master of course prep sharpens your approach play, an ice-cold veteran steadies your composure in majors, a green-reading specialist buys you putts. Picking the caddie whose edge covers your weakest skill is one of the cheapest upgrades in the game.
Seasons, the Daily Challenge and the Tour Pass
The Daily Challenge gives everyone the same real course each day with three free attempts. Extra attempts come from Daily Tokens. Competitive play runs in 60-day seasons with a reward track: a free lane for everyone, and an optional Tour Pass that unlocks the PRO lane, unlimited daily plays and a coin multiplier for the season. Nothing in the store is required to play or to compete for course records.
Past its last tier the track keeps going as overtime, with a prestige mark at tiers 70, 80 and 90. Reach tier 30 in a season and your nameplate keeps that season's stamp for good. Three Pass challenges each week pay extra Pass XP, and some holiday weekends pay double Pass XP.
Play Run The Tour →Golfer ratings derived from DataGolf data. An independent fan project from RunThe.GG, not affiliated with, endorsed by, or sponsored by the PGA Tour, DataGolf, or any player or organisation shown in the game. All results are simulated for entertainment.