Sea Battle

Sea Battle is a guessing game for two, played on two 10 × 10 grids. Each side hides a fleet of five straight ships — 17 squares in all — and the sides take turns calling a square to fire at. The owner answers miss or hit, and names the ship when its last square is hit. Whoever sinks the other's whole fleet first wins.

Place your fleet

Your waters5 of 5 ships placed

Drag a ship to move it, tap it to turn it. Ships may not touch, even at the corners.

Placed5/5Ships touchNoExtra shotOffOpponentNormal

New game deals you a random fleet: drag a ship to move it, tap it to turn it, or press Shuffle, then Start battle. You fire first — tap a square in the enemy waters, or aim with the arrow keys and fire with Enter. Hint marks the likeliest square, and the ⋯ menu holds today’s shared fleet, the opponent’s level and the two rule options.

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Hunts on a checkerboard spaced for the smallest ship left, then works along the line of a hit. A battle you abandon counts as a loss. Kept in this browser only.

Today’s game

The computer’s fleet for today is placed from the date, so everyone who plays it hunts the same five ships — compare how many shots you needed.

Keyboard

Arrows
Aim
Enter / Space
Fire
1 – 5, R, S, B
Setup: lift, turn, shuffle, start
H
Hint
N
New game
F
Full screen
Grids
Two, 10 × 10 (A–J, 1–10)
Fleet
5 ships, 17 squares
Players
You vs. the computer
Levels
Easy, Normal, Hard

How do you play the sea battle game?

Before the first shot, each side places its fleet on its own grid: the Carrier (5 squares), the Dreadnought (4), the Cruiser (3), the Submarine (3) and the Destroyer (2). A ship lies in a straight line across or down — never diagonally — wholly inside the grid, and never shares a square with another. By default ships may not touch either, not even corner to corner.

Then the sides take turns firing one shot each at a square of the other's grid, named by its letter and number, such as E5. The owner answers miss or hit, and when the last square of a ship is hit, says which ship went down. On this page you always fire first, and a ship you sink surfaces on the enemy grid as a silhouette. Sink all five before the computer sinks yours and you win.

Can ships touch in sea battle?

That depends on the rules agreed before the game. Many players let ships lie side by side; the version played in Russia, where the game is called Morskoy Boy — literally "sea battle" — forbids ships from touching at all, even at the corners. This page follows the no-touching rule by default, and the Ships may touch option in the ⋯ menu lifts it for both fleets.

The rule matters more than it looks. When ships may not touch, every sunk ship is surrounded by water nobody needs to search: a Destroyer sunk in open water rules out the 10 squares around it, a Carrier the 16 around it. That is worth about 7 shots a game to the Hard opponent on this page, which needs 38 shots on average to sink a fleet that may not touch and 45 when ships may.

Where should you fire first?

Not at random. Firing blind, you would need about 95 shots on average to hit all 17 squares of a fleet, because the last ship tends to hide until the grid is nearly full. Three habits cut that nearly in half.

  • Fire on a checkerboard. The smallest ship is two squares long, so every ship covers at least one square of each colour of a checkerboard. Firing only at the 50 squares of one colour cannot miss a whole ship. Once the Destroyer has sunk, the smallest ship left is three long, and every third diagonal — 34 squares — is enough.
  • Favour the middle. On an empty grid each of the four centre squares can be covered by 34 different ship placements, and a corner by only 10. The middle is where a ship is likeliest to be.
  • Finish what you hit. After a lone hit, try the four squares around it; once two hits line up, keep firing along that line until the ship sinks.

Like Minesweeper, it rewards counting rather than guessing: every miss removes placements, and the square that the most remaining placements cross is the best shot you have.

How does the computer opponent hunt your fleet?

It fires using only what you would know in its place — its own hits and misses, and the ships it has sunk. It never looks at where your ships are, and the test suite checks exactly that: two different fleets that look the same from the shots so far always draw the same next shot. The three levels differ only in how they pick a square.

The three opponents, measured
LevelHow it picks a squareAverage shots to sink a fleet
EasyA random square; after a hit, the squares around it68
NormalA checkerboard hunt spaced for the smallest ship left, then along the line of a hit51
HardEvery placement of the ships still afloat that fits every shot so far — it fires where most of them cross38

The averages are measured by the test suite over the same 150 randomly placed fleets, with ships not allowed to touch. In 100 full games played against each other, Hard beat Easy 99 times and Normal 91 times, and Normal beat Easy 87 times. Even the computer's choice between two equally good squares is drawn from the game's own number rather than from the clock, so a game played the same way twice unfolds shot for shot the same.

What is today's sea battle game?

Once a day the computer's fleet is placed from the date instead of at random, so everyone who plays today's game hunts the same five ships and the number of shots you needed is a score worth comparing. Start it from the ⋯ menu, from the panel under the board, or from the daily games page.

A fleet that touches nowhere is legal under either rule, so today's fleet is always placed without touching, whichever options you play with. Your own fleet, and the extra-shot rule, stay yours to choose.

Where does sea battle come from?

Nobody knows who invented it. It was a pencil-and-paper game, played on squared paper, long before it was a product: printed pads of grids were on sale in the 1930s, and a plastic pegboard edition followed in 1967. The name on this page is a plain translation of the Russian one, Morskoy Boy.

The Russian game uses a different fleet on the same 10 × 10 grid: ten ships — one of four squares, two of three, three of two and four single squares — none of which may touch. The five-ship fleet here, 17 squares from Carrier to Destroyer, is the one most English-speaking players grew up with.

How do you get better at sea battle?

  • Hunt on a checkerboardEvery ship is at least two squares long, so firing only at one colour of a checkerboard — 50 squares — cannot miss a whole ship. Once the Destroyer is gone, every third diagonal is enough: 34 squares.
  • Start in the middleOn an empty grid a centre square can be covered by 34 different ship placements and a corner by only 10, so early shots in the middle are likelier to find something.
  • Finish every ship you hitTry the four squares around a lone hit; once two hits line up, fire along that line in both directions until the ship sinks. A hit left unfinished is information thrown away.
  • Cross off the water round a sunk shipWhen ships may not touch, every square around a sunk ship is empty — 10 for a Destroyer in open water, 16 for a Carrier. Using that is worth about 7 shots a game to the Hard opponent.
  • Keep your own fleet unpredictableYour fleet is dealt at random, and a random fleet gives a hunter nothing to exploit. If you place ships yourself, avoid patterns such as every ship along one edge or all five facing the same way.

Sea Battle questions people ask

How many ships are in the sea battle game?
Five on each side: a Carrier of 5 squares, a Dreadnought of 4, a Cruiser of 3, a Submarine of 3 and a Destroyer of 2 — 17 squares in all, out of the 100 on the grid.
Can ships be placed diagonally?
No. Every ship lies in a straight line across or down the grid. It may not overlap another ship, and on this page it may not touch one either unless you switch on the Ships may touch option.
Do you get another shot after a hit?
Not in the standard game: every shot, hit or miss, passes the turn. The Extra shot after a hit option in the ⋯ menu changes that for both sides, so a run of hits becomes a run of shots.
Does the computer cheat?
No. It fires using only its own hits and misses and the ships it has sunk, and the test suite checks that two different fleets which look the same from those shots always get the same next shot.
How many shots does it take to sink a fleet?
It depends on how you hunt. Firing at random takes about 95 shots on average to find all 17 squares; the computer here averages 68 on Easy, 51 on Normal and 38 on Hard.
Who fires first?
You do, in every game on this page. It is a small edge: if you and the computer would each need the same number of shots, your last shot lands first and the game ends there.

The rules in six lines

  1. 1Hide your fleetPlace five ships on your own 10 × 10 grid — Carrier 5, Dreadnought 4, Cruiser 3, Submarine 3 and Destroyer 2 — each in a straight line across or down.
  2. 2Keep the ships apartNo two ships may share a square, and by default no two may touch, not even corner to corner. The Ships may touch option allows side-by-side fleets.
  3. 3Take turns firingCall one square of your opponent's grid by its letter and number, such as E5. You fire first, and the turn passes with every shot.
  4. 4Answer every shotThe owner of the grid says miss or hit. When the last square of a ship is hit, the owner names the ship that sank, and here it is revealed.
  5. 5Never fire at the same square twiceA square already fired at can tell you nothing new, so it does not count as a shot — choose another.
  6. 6Sink the whole fleet to winThe first side to sink all five of the other side's ships wins, the moment the last one goes down.

The long version, with worked examples and the questions beginners actually ask, is on how to play sea battle.

Put Sea Battle on your own site

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<p style="font:14px system-ui;margin:6px 0 0"><a href="https://www.cardgamenook.com/sea-battle">Play Sea Battle</a> at Card Game Nook</p>