Playgridia
Naval Battle
Command your fleet, sweep the enemy fog, fire by ship class and sink their navy!
10×8
Rules
- Each player has their OWN board — fog hides enemy waters until you shoot into them
- Four seas: Open Sea (classic) · The Shoals (rocks block placement and fire) · The Strait (the shallows refuse the big hulls) · The Storm (no firing under the drifting squall this turn)
- One decision per turn: where to fire. Tap enemy waters, your ship aims automatically, then confirm
- Tapping your own hull opens ONLY its special ability — no movement, one ship acts per turn
- Firing or using an ability both pass the turn; sink every enemy ship to win
The Fleet Deploys Itself
- Your 4 ships are placed at random every match — no setup screen, the battle starts in seconds
- Carrier 5 cells, battleship 4, cruiser 3, destroyer 2
- Your own fleet and every hit you take are fully visible on the bottom half
Aim and Fire
- Tap enemy waters: the strongest gun available this turn is picked for you and locks the target
- The strip at the bottom names the ship, the shot and the square — Cancel or FIRE
- The pattern depends on the class: a single cell, two cells, or a 3-cell broadside
Signature Abilities
- Tap one of your hulls → that ship’s signature weapon (this is the only menu in the game)
- Carrier: Air Strike (a 3×3 bombing run)
- Battleship: Heavy Bombardment (2×2 salvo) · Cruiser: Cross Salvo (a 5-cell plus)
- Destroyer: Torpedo Run (2 vertical cells) — abilities need a few turns to recharge
The Four Seas
- You pick the sea when the room is opened; both players fight on the SAME sea under the same laws
- Open Sea: the unobstructed classic ocean — the default, always free
- The Shoals: ships cannot sit on the basalt islands and shots fizzle on them — the firing lanes break into corridors
- The Strait: the turquoise shallows refuse the heavy hulls (carrier, battleship); both live in the deep channel everyone can see, while the light ships vanish into the shelf
- The Storm: a two-column squall drifts one column east every full round; the sea beneath it cannot be fired at that turn — wait it out or hunt elsewhere
Sea Battle Online — Play Free With a Friend
Naval Battle is the modern take on the pen-and-paper grid fleet duel: two fleets, a real fog bank and turn-based gunnery — except here every ship class fires its own pattern and carries its own signature weapon. Challenge a friend in a private room or fight a bot; completely free, no download.
Your fleet: a 5-cell carrier, a 4-cell battleship, a 3-cell cruiser and a 2-cell destroyer. Fleets deploy automatically — the battle starts seconds after you hit Play.
Naval Battle Tactics: Salvos, Fog and Signature Abilities
One ship acts each turn: it either fires or uses its signature ability. The carrier calls a 3×3 air strike, the battleship drops a 2×2 heavy bombardment, the cruiser throws a plus-shaped cross salvo, the destroyer sends a vertical torpedo run. Abilities recharge over a few turns — spend them on confirmed contact, not on a guess.
Enemy waters start covered edge to edge in fog, and every square you fire at burns a permanent hole in it. That is why shooting here is systematic rather than random: once you land a hit, sweep around it, work out which way the hull runs, and finish the wounded ship before it finishes you.
How Is It Different From the Classic Paper Game?
The classic paper naval guessing game was pure blind guessing. Here the turn always passes after a shot — even on a hit. No lucky hit-chains; your offence comes from firing patterns and abilities.
The fog only hides what should stay hidden: you always see your own waters, exactly which cell was struck, and the wreck of every enemy ship you sink.
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