
Battleship Rules
Battleship is a two-player strategy game built around hidden information. Each player secretly positions a fleet, calls out coordinates and tries to sink all five enemy ships before their own fleet is destroyed.
The game rules are straightforward, but accurate tracking and systematic targeting make a major difference once the first ship is hit.
Created By Adam Davis Fernsby
How to play Battleship
It is not that hard to learn this classic board game. Just take a few minutes to read this complete guide.
Each player controls an ocean grid containing five hidden ships and a separate target grid used to record shots. Players take turns calling one coordinate at a time, with the opponent confirming whether the shot was a hit or a miss.
The first player to sink the opponent's complete fleet wins.
| Game information | Details |
|---|---|
| Players | 2 |
| Recommended age | 7+ |
| Playing time | Approximately 20–40 minutes |
| Game type | Strategy and deduction |
| Objective | Sink all five opposing ships |
Preparations
Sit opposite your opponent and raise the lids of the game units so neither player can see the other's ocean grid.
Each player receives the same five-ship fleet:
| Ship | Size |
|---|---|
| Carrier | 5 spaces |
| Battleship | 4 spaces |
| Cruiser | 3 spaces |
| Submarine | 3 spaces |
| Destroyer | 2 spaces |
Secretly position all five ships on your lower ocean grid. Every ship must occupy the correct number of consecutive spaces.
Ships may be placed horizontally or vertically, but never diagonally. They cannot overlap, extend beyond the grid or be moved after play begins.
Choose the first player
Decide who will take the opening shot. You can agree between yourselves, flip a coin or use another quick method.
Players then alternate turns for the rest of the game.
Call a coordinate
On your turn, select one unused coordinate from your target grid and say it aloud.
Each coordinate combines a letter and a number, such as:
D4
Your opponent checks the matching coordinate on their ocean grid and announces the result.
Record a hit or miss
When a shot lands on an empty space, the opponent announces:
Miss
Mark that coordinate on your target grid with a white peg.
When a shot lands on a ship, the opponent announces:
Hit
The opponent also identifies which ship was struck. Mark the coordinate with a red peg, while the defending player places a red peg in the corresponding hole on the damaged ship.
Your turn ends after the result has been recorded.
Step-by-step game sequence
A standard game follows the same pattern from beginning to end:
- Both players secretly place their five ships.
- The first player calls one coordinate.
- The opponent announces a hit or miss.
- Both players mark the result on the appropriate grid.
- The second player calls a coordinate.
- Turns continue until every space on one ship has been hit.
- The owner announces when that ship has been sunk.
- The first player to sink all five opposing ships wins.
When is a ship sunk?
A ship is sunk only when every space it occupies has been hit.
For example, the Cruiser covers three spaces. One or two hits will damage it, but it remains in play until the third and final space is struck.
Once a ship has been completely destroyed, its owner must announce which ship has sunk. Players can use the ship indicators on the game unit to track how many enemy vessels remain.
How to win Battleship
Victory does not depend on the number of turns taken or the number of misses recorded.
You win immediately when you become the first player to sink all five ships in the opponent's fleet:
- Carrier
- Battleship
- Cruiser
- Submarine
- Destroyer
Battleship strategy
Battleship contains plenty of chance, but random shooting is rarely the most efficient approach. A strong strategy has two distinct stages: finding a ship and then finishing it.
Search the grid systematically
During the opening stage, spread your shots across the board instead of targeting neighbouring spaces without evidence.
The smallest ship occupies two spaces, so a checkerboard-style pattern can search the grid efficiently while avoiding unnecessary shots. Once the Destroyer has sunk, you can widen the gaps between your remaining search coordinates.
Change strategy after a hit
After scoring a hit, stop searching elsewhere and test the surrounding spaces.
Because ships can only be horizontal or vertical, the next useful targets are directly above, below, left and right of the hit. A second hit reveals the ship's direction, allowing you to continue along the same line until it sinks.
Track misses carefully
A target grid is not merely a record of previous turns. It gradually shows where ships can and cannot fit.
Large groups of misses may rule out longer ships entirely. Near the end of a game, compare the remaining empty spaces with the size of the ships still afloat.
Avoid predictable ship placement
Many players instinctively place ships along the edges or group them into the same area.
Mix corner, edge and central placements between games. Leave irregular gaps and avoid creating obvious patterns that an experienced opponent can identify.
Use neighbouring ships carefully
The official rules allow ships to sit beside one another as long as they do not overlap.
This can occasionally confuse an opponent who believes they are continuing along one ship. However, tightly grouped vessels can also be dangerous because a search around one hit may reveal several ships.
Common mistakes
A few errors can cause confusion or give away useful information.
- Calling a coordinate that has already been used wastes a turn.
- Moving a ship after the game begins is not allowed.
- Ships cannot be positioned diagonally.
- A player must announce every hit, miss and sunk ship honestly.
- Red and white markers should be recorded immediately to prevent disagreements.
Players should also avoid reacting visibly to a coordinate before announcing the official result. Even a facial expression can reveal where another part of the fleet may be hidden.
Salvo rules
Salvo is a faster and more tactical Battleship variant intended for players already familiar with the standard game.
At the beginning of the game, each player has five ships and therefore calls five different coordinates on every turn. The attacking player marks all five shots, and the opponent then announces which coordinates were hits and which ships were struck.
Every time one of your ships sinks, you lose one shot from future turns.
| Ships remaining | Shots per turn |
|---|---|
| 5 | 5 shots |
| 4 | 4 shots |
| 3 | 3 shots |
| 2 | 2 shots |
| 1 | 1 shot |
For a more difficult Salvo game, players can announce which coordinates were hits without revealing the names of the ships that were struck.
Standard game vs Salvo
| Rule | Standard Battleship | Salvo |
|---|---|---|
| Shots per turn | 1 | Based on ships remaining |
| Starting shots | 1 | 5 |
| Pace | Slower and methodical | Faster and more aggressive |
| Ship identification | Announced after each hit | Can be announced or concealed |
| Best suited to | New and casual players | Experienced players |
Battleship rules summary
| Rule | Explanation |
|---|---|
| Players | Two |
| Fleet | Five ships per player |
| Placement | Horizontal or vertical |
| Diagonal ships | Not allowed |
| Overlapping ships | Not allowed |
| Ship movement | Not allowed after play begins |
| Standard turn | Call one coordinate |
| Miss | Mark with a white peg |
| Hit | Mark with a red peg |
| Sunk ship | Every space on the ship has been hit |
| Winner | First player to sink all five enemy ships |
| Salvo variant | Fire once for every ship still afloat |


