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Ten ships, a 10 by 10 sea, and you fire first.
The game from the back of the maths notebook: your fleet against the computer’s on a 10 by 10 sea. Ten ships that never touch, from the four-square battleship to four one-square boats. You take turns firing, a hit fires again, and the first to sink the whole fleet across the water wins. Three rivals, from one that fires at random to one that weighs every square.
Your fleet is placed at random; until your first shot you can place it again. Tap a square of the computer’s sea to fire. Water hands the turn over; a hit fires again. A ship is sunk when every square of it is hit, and the water around it is marked for you, since ships never touch. The first to sink the other’s whole fleet wins. A win scores 100 points plus one for every shot under 100.
Sea Battle is the game from the back of every maths notebook: two fleets hidden on squared paper, two players calling out squares, "B7!", "Water!", until one fleet is at the bottom of the sea. Here you play it against the computer, on a 10 by 10 sea, with the fleet Romanian classrooms use: one battleship of four squares, two cruisers of three, three destroyers of two and four boats of one.
Ships are straight and never touch, not even at a corner, which is what makes the game a puzzle as much as a gamble: every hit and every sunk ship tells you where the others cannot be.
Your fleet is placed at random. Until your first shot you can place it again as many times as you like.
Yes. Like every game on Play, it runs free in your browser, with no download and no account needed.
Ten ships: one of four squares, two of three, three of two and four of one, twenty squares in all. They are straight and never touch, not even at a corner.
Your fleet is placed at random, and you can place it again before your first shot as many times as you like, until you like the layout.
Yes. Every hit, and every sunk ship, gives you another shot. The computer plays by the same rule.
A win scores 100 points plus one for every shot under 100 you needed; a loss scores nothing. Each rival level has its own leaderboard.
The dice say how far. You decide where.
Fifteen checkers each, one way round and no hitting: block, race and bear off.
Match the ends and be first to play out.
Build the longest train from the station and empty your hand first.