Play naval battle online
Naval Battle
Place your fleets, then fire salvos — the last one afloat wins.
How to play Naval Battle
Free in your browser, no sign-up, no download: open a lobby, share the invite link, play.π₯ 2–10 players
β Goal: Sink the enemy fleets.
π’ Setup: Place your fleet on the grid (right-click or "↻ Rotate" turns a ship, "🎲 Random" places them for you).
π₯ Firing: When only two players are still in the game, you take turns firing; a hit earns another shot. With three or more, everyone fires a salvo of several shots at the same time. One player's ships never touch, not even diagonally. In the Shared Sea, however, ships of different players can lie side by side at the borders of the waters. There a hit shows “?” until the ship is sunk; only then do you see whose it was. In teams the waters of your own side are not a target.
π Water ring: Lobby option "Water ring around sunk ships" (on by default) in the fleet duel and the space battle: around a sunk ship the neighbouring cells are revealed as water and are no longer targets. In the shared sea the waters of a player who is out are no longer a target; what was already found there stays visible.
π Variants: Fleet Duel (own seas, opponents one at a time) or Shared Sea (one shared sea); larger rounds can also play in teams.
π Space Battle: Two to six players, each on a 20×10 star field (columns 1–20, rows A–J). Before placement everyone buys their fleet from the start money (500 by default): 10 credits per cell, Lancer and Spirit 10 more for their ability. At most one capital ship – Dreadnought or space station –, a cap per type, and the fleet must fit on the board. Opponents see only the number of ships, not which ones. Ships have their own shapes and turn in four steps; as at sea, they must not touch. Two players take turns; a hit lets you fire again – three shots per turn at most.
β¨ Abilities: Instead of a shot you may use an ability as long as a ship of its type is afloat. Every ability runs on a cycle of its own. The laser (Lancer) has a 3-round cycle: first in your 3rd round, then 3 rounds after the last use. The scanner (Spirit) has a 6-round cycle: first in your 6th round, then 6 rounds after the last use. The laser runs down a column from A or J, flies through wrecks and hits the first undamaged ship part; the scanner uncovers 3×3 cells without damage. Nuke (Dreadnought) and reserve (space station) run on a 9-round cycle: the nuke only explodes on a hit – 2 cells in every direction, 1 diagonally – and the reserve puts a fighter squadron on free cells of your own fleet that have not been shot at. Every ability ends your turn.
π― From three players: Everyone aims at the same time and in secret, then the round resolves. Depending on the lobby every living opponent gets a set number of shots (all mandatory – any missing when time runs out land at random), or all shots go to one opponent. An ability replaces the shots on one opponent; the reserve lands before every shot of the round. Each salvo counts as a round of its own. With only two left, the duel takes over. In teams only the other team is shot at.
π Winner: Whoever (or whichever team) is last with ships on the water. Sunk players watch with full visibility.