A sea battle

Benjamin’s Battleship

Place your fleet on the panel, then trade shots with the computer captain. First side to sink the whole enemy fleet wins the sea.

Choose how to play

Missions

Win a mission to unlock the next one. Missions 1 to 2 use Easy, 3 to 5 use Normal, 6 to 10 use Smart.

Training fleet

Training is practice: no rank points.

2 Players is same-device pass-and-play. Each player places a fleet in secret, then you pass the device between turns. On your turn you only see your own fleet and your own shots.

0
Your shots
0
Your hits
0 / 5
Enemy ships sunk
0:00
Time
Battle log

No shots yet. Every shot you and the computer fire will be listed here.

    Place your fleet

    Drag a ship from here onto Your Fleet — it snaps to the grid and turns red where it won’t fit. Or tap a ship, then tap squares to set it down, and drag placed ships to move them.

    Your fleet 10 × 10 · Home waters
    Enemy waters Fleet hidden

    Your fleet

      Enemy fleet

      Ship silhouettes — segments fill in green as your shots land, black when sunk.

        How to play

        1. Place your five ships. Carrier (5), Battleship (4), Cruiser (3), Submarine (3), and Destroyer (2). Drag a ship onto your board — it snaps to the grid and turns red where it won’t fit — or tap a ship, then tap squares. Random fleet places them all at once. In Training, the fleet preset changes the ships, and the preset shown above the board is the one in play.
        2. Press Start battle, then tap any square in Enemy Waters to fire. Green is a hit, a pale square with a dot is a miss, and black means that ship is sunk.
        3. Watch the enemy silhouettes. In the Enemy Fleet panel, each ship’s segments fill in green as you hit it, so you can see at a glance how close you are to sinking it.
        4. Optional: turn on Confirm fire and a first tap locks the target — tap the square again (or the Fire button) to shoot, so a stray tap never wastes a shot. The last shot stays pinned at the top, with the full battle log just below it.

        2 Players: pass the device between turns. On your turn you only see your own fleet and your own shots, never the other player’s unhit ships.

        Captain’s tips: ships can’t bend, so once you score a hit, work the squares around it in a line. Stuck? A sonar ping (two per battle) outlines one square in yellow that definitely holds an enemy ship. On Smart, the computer hunts the same way — spread your ships out.