Two nations. One narrow sea. Deploy your fleet in secret and find the enemy before the Meridian falls silent.
3D FLEETS · FLAT TACTICAL GRIDSelect a ship, choose its starting cell, then place it.
Enemy waters
FIRE CONTROLThe nations · story
The Free Nation
An alliance of island ports, held together by elected councils and open sea lanes. Its blue fleet sails under a simple promise: no harbor stands alone.
The Iron Nation
Forged in the northern foundries, the Iron Nation believes lasting peace demands an unbroken frontier. Its red fleet has come to claim the Meridian Strait.
Field manual · rules & controls
Each commander has a 10 × 10 board and five ships: Carrier (5), Battleship (4), Cruiser (3), Submarine (3), Destroyer (2). Both nations have identical fleets and abilities.
- Place ships horizontally or vertically, entirely inside the board, without overlaps. Placement locks when you deploy.
- Classic placement allows ships to touch. The optional “one-cell separation” house rule forbids side or diagonal contact; it is enabled by default for this game.
- Select a ship and tap a starting cell. Tap its highlighted start again to place, or use Place ship. Press R or the Rotate button; H and V also choose direction. Green means valid; red means blocked. Press Place ship or Enter to commit. On desktop, a click pins the preview so moving toward Rotate cannot shift it; Escape releases it. Near the edge, the preview slides just enough to keep the whole ship on the board. Invalid moves leave the old ship intact.
- Take alternating turns, one shot each, even after a hit. Select a target and press Fire, or type A1–J10. A pixel flame marks each impact, followed by a red dot for a hit or a pale X for a miss. Haptics adds distinct vibration patterns on supported devices; use the Haptics button to switch it off. A ship sinks after every cell is hit. Sink all five to win.
- Vs PC lets you command either nation. Two-player mode uses this device with a privacy screen between turns. Press Ready only after the other player looks away.
- Fleet manifest, battle log and story panels are collapsible. On phones, use Your fleet / Enemy waters to switch boards. Sunk ships have red crosses; one ship with two or fewer unhit cells triggers a red critical warning. Sound and Haptics can be switched off independently. Your game saves on this browser when storage is available. New game opens setup; Cancel keeps the current match.
Fleet sizes and standard turn rules checked against Hasbro’s classic Battleship instructions. This is an independent fictional naval game.
Tap a cell to preview.