Miss
The coordinate does not hit a ship. The cell is marked with a circle (○). The turn passes to the opponent.
Battleship is a classic two-player strategy game. Each player secretly arranges their fleet on a grid and takes turns calling out coordinates to find and sink the opponent's ships.
Each player receives the same fleet of 6 ships. Ships differ in length (number of cells they occupy).
| Ship | Size | Visual | Count |
|---|---|---|---|
| Carrier | 5 cells | 1 | |
| Battleship | 4 cells | 1 | |
| Cruiser | 3 cells | 1 | |
| Submarine | 3 cells | 1 | |
| Destroyer | 2 cells | 1 | |
| Patrol Boat | 1 cells | 1 |
Each player has their own 10×10 grid. Columns are labeled A–J, rows 1–10. A coordinate like "B3" uniquely identifies a cell.
Example: 3-cell ship (blue)
The game proceeds in alternating turns. Each player fires exactly one shot per turn at the opponent's grid.
Both players simultaneously and secretly place their 6 ships on their own grid.
The active player calls a coordinate (e.g. "C7"). The opponent responds with "Hit" or "Miss".
Hits are marked with ✕, misses with ○. Both players record the result on their tracking grid.
When all cells of a ship have been hit, the opponent must announce "Sunk!" and name the ship type.
The coordinate does not hit a ship. The cell is marked with a circle (○). The turn passes to the opponent.
The coordinate hits a ship. The cell is marked with a red cross (✕). The ship is not yet sunk.
Once every cell of a ship has been hit, the ship is sunk. The opponent must confirm which ship was destroyed.
Legend
Players alternate turns. The following rules apply:
Many families play like this: whoever hits or sinks a ship shoots again right away and keeps going until they miss. Games get faster and more exciting, but lucky hits count for more.
Switch it on in the lobby settings under "Shoot again after a hit". In the game a badge next to the turn indicator shows that the house rule applies.
The first player to sink all of the opponent's ships wins. All 17 cells of the opposing fleet must be hit.
Start by firing in a checkerboard pattern. Since the smallest ship is 2 cells long, no ship can hide between two checkerboard squares.
After scoring a hit, fire at the four adjacent cells (up, down, left, right) to determine the ship's orientation and finish it off.
Don't cluster all ships at the edge or center. An unpredictable layout makes it harder for your opponent to hunt systematically.