Sea battle
Not one on one but everyone at once: one shared sea with everyone's ships in it. You see yours, not the others'. Each turn everyone picks a cell and fires at the same time.
How it works
- Hit — +1, sink a ship — +3. At the end, +1 for every ship of yours still whole.
- Hit cells are visible to all, along with whose they are.
- Ships are placed automatically. The sea and fleet fit the number of players: more ships with two, fewer with eight.
- All your ships sunk — you're out, but you can keep firing and scoring.
- Places go by points: both sharp shooting and staying afloat matter.
- Three stages that follow the battle, not the turn count: “Scouting” — fire only; “Sonar” opens once a fifth of the sea has been shot at (the bar in the header shows it) — instead of firing you can ping a cell (2 charges) to see how many whole enemy ship cells (decks) are in the 3×3 around it at the moment of the ping; “Last stand” opens when 3 or fewer fleets are still afloat (4 or fewer with 6+ players; with two players, once a third of the sea is shot) — fire a line of three cells, “—” or “|” (1 charge). Unused sonar carries over.
- Secret hunt (3+ players): at the start of “Sonar” and “Salvo” you secretly pick a target for 6 s. Hit one of their ships — +1 on top, sink it — another +1. If you're picked you only see “You are hunted by N”, and learn who it is when they hit you. At the end — “Who hunted whom”.
- Once you pick a cell, the pick is final — no changing your mind. In return, after your own pick you see everyone else’s aims as rings in their colors. Before you pick, you only see who has already aimed.
- Each turn is revealed in order: shot rings, misses, hits one by one, the sinking with a shake, and “Together!” when two players hit the same cell.
Tips
- Got a hit — fire next to it: ships are straight lines.
- Everyone fires at once — others may be aiming at the same wounded ship.