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Battleship Rules

Two players secretly place ships on a grid and take turns calling coordinates to sink the other's fleet.

Format

1v1, standard 10x10 grid with the classic 5-ship fleet.

Scoring
  • Win = 3 league points, loss = 0 (no draws are possible in Battleship)
  • League table ranks by total points, with ships-remaining at the end of a loss tracked as a form stat
  • Tiebreaker: head-to-head result
Key Rules
  • Each called coordinate is answered 'hit' or 'miss'; a ship is sunk once every square it occupies is hit
  • First player to sink the opponent's entire fleet wins
  • Ships can't overlap and must be placed fully within the grid before play starts

Turning a guessing game into a league

Battleship has less skill per game than almost anything else you might run a league on, which means a single game tells you very little. Match play over five or seven games, alternating who shoots first, is the minimum for a table that means anything.

Salvo variants, where you fire one shot per surviving ship each turn, add considerably more decision-making. So does allowing ships to be placed adjacent or diagonally, which widens the space of sensible placements and rewards paying attention to an opponent's habits.

Scoring beyond win or loss

Recording shots taken to win, not just the result, makes a Battleship league far more interesting. A player who consistently sinks a fleet in forty shots is genuinely better at hunting than one who takes sixty, even if they have the same record.

Using average shots-to-win as the tiebreak, or even as the primary ranking, rewards the part of the game that is actually skill: efficient search patterns and following up a hit properly.

Common questions

Does the first player have an advantage?

A small one, since they get one extra volley in a game that ends the moment a fleet is sunk. Alternating the first shot between games within a match removes it, which is why league matches should always be an even number of games.

What is the best search pattern?

Firing on a diagonal grid, hitting every second square, guarantees you find any ship of length two or more in half the shots of a full sweep. Once you have a hit, work along the axis rather than around it.

How long does a game take?

Five to ten minutes, which makes it a good filler format for a games league. A best-of-seven match fits comfortably in an hour including setup.

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