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The 7 Best GSPro Games for a Sim Party

The right thing to put on for a room full of non-golfers is not a round of golf. Here are the GSPro games that work with a group, ranked by how little explaining they need.

Published · August 13, 2026Golf Sim Caddie
A superyacht with people on deck used as a target on the Central Park range in GSPro

The first time you put a non-golfer on the mat, an 18-hole round is the wrong answer. They top three in a row while five people watch, and the expensive machine in the garage becomes a source of quiet embarrassment.

The fix is not coaching them. It is picking a format where a bad swing is still a fun outcome.

GSPro is unusually good at this, and almost none of it is obvious, because the best options sit in a dropdown on a community course that is not advertised as having games in it at all.

Ranked here by how little explaining they need, because that is the constraint that actually bites when six people are standing around holding drinks.

1. Water Pong

Ten red cups floating on the water. Sink a ball, the cup disappears, clear all ten to win.

Zero explanation required. Everyone in the room already knows this game, and a mishit that trickles up near the cups still looks like a near miss rather than a failure. That last part matters more than it sounds: the games that work for a group are the ones where a bad shot produces something other than silence.

Where: the Central Park range, free in base GSPro.

2. Yacht Chaos

A superyacht parked across the range with about fifteen people standing on its decks. +10 points per person. The placard beside the tee explains that they were warned to move and refused, so they are fair game now.

Read the placard out loud. It does the work for you.

Where: the Central Park range, free in base GSPro.

A superyacht with people on deck used as a target on the Central Park range in GSPro

3. Break Glass

A 3x3 wall of glass at 23 yards. Each pane is a point, all nine wins.

Instant visible feedback, nothing to track in your head, and the score reads from across the room. Twenty-three yards is short enough that someone who has never held a club can finish it, which is the real test of a party game.

Where: the Riverwalk Skills Challenge. Note that Riverwalk loads through Practice, then On Course Practice, not Local Match.

4. Tic-Tac-Toe

A 3x3 grid of floating platforms around 90 yards out. Odd-numbered players are X, even-numbered are O, and a square cannot be overwritten once marked.

The best head-to-head format here, and the only one that naturally produces a bracket. Eight people, seven matches, one champion, one evening. It ends in about five minutes, which is what makes it work.

Where: the Central Park range (free) or Outpost 87.

5. Arachnid Battle

Glowing alien spiders with detonation barrels between them. Spiders are 5 points, barrels are 25.

This is the one you put on when someone walks in and asks what the golf machine does. The 5-versus-25 split also gives better players something to chase while beginners just swing at the big obvious targets, which is a rare property in a group game.

Where: the Outpost 87 range.

6. Fire & Ice

Ice panels in three rows at 40, 60, and 80 yards, with fire burning between them. Ice is +10, fire is -5.

The only one on this list that punishes a miss, which makes it the right choice when the group is competitive rather than casual. Put it on when the beginners have gone home.

Where: the Central Park range, free in base GSPro.

7. Scramble, if the group wants actual golf

If people do want to play real holes, do not play stroke play. Local Match supports several formats, and Scramble is the right default with mixed abilities: everyone hits every shot and only the best one counts, so a bad swing costs nothing and nobody is standing alone over a ball they cannot hit.

Set the scoreboard before anyone arrives

This is the practical part, and it is worth two minutes of preparation.

The hidden range games all carry a scoreboard down the left side with four player slots. Three buttons sit beside it:

  • Edit under NAMES, to put real names in instead of Player 1 through 4
  • Skip under TURN, for when somebody wanders off mid-game
  • Clear under SCORES, to reset and start again

Down in the game panel, PLAYERS goes up to 4 and SHOTS / TURN sets how many balls each person hits before it passes on. MAX SHOTS defaults to 10.

Two settings worth changing before guests arrive. Set SHOTS / TURN to 1 so the mat keeps moving rather than one person hitting ten in a row while everyone waits. And raise MAX SHOTS above 10 for Water Pong, because ten balls for ten cups is a hard target and a group will not finish it.

Then type the names in. Doing that on a projector while six people watch is a slow way to start an evening.

What a party actually changes about your build

Two practical things, since this is the use case that ruins otherwise fine rooms.

Where people stand. A solo build only needs room for one swing. A party build needs somewhere for five people to stand that is not inside the arc of a driver. That usually means more depth behind the hitting area rather than more width. The minimum room size guide has the real numbers.

What the floor is. Drinks get spilled at sim parties. That is not a maybe. If you are still choosing flooring, weigh that alongside how it looks.

If you are planning the room now, the build planner will size it around how you actually intend to use it, and the room-fit check tells you what will physically fit in the space you have.

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