About Battleships
Battleships in the fog off the Iron Coast. Your brood of five Salt-Wyrms — the Elder, the Tide-Queen, the Reef-Coil, the Kelp-Coil and the Whelp — hides in your fogbank; your rival's hides in theirs. Take turns casting storm-runes into the fog: a splash is water, a strike lights a coil, and the strike that finds a wyrm's last square makes it surface. Wyrms never touch, not even at a corner, so the water around a surfaced wyrm clears.
Six rival sea-witches, from the Gull-Witch, who forgets her strikes, to the Storm-Caller, who reads where every wyrm could still lie. Each step up was measured in a thousand duels on shared broods. The rival's brood is sealed before your first cast and the seal is opened at the end, so you can check it never moved; after each of its casts, Why? shows the map it aimed by, built from its own casts alone.
The Hunts are 120 wild broods with the fishers' soundings: how many wyrm squares lie under each row and column. Each has exactly one brood that fits, proved by an independent counter, and a reasoning solver finds it without a single guess — so a perfect hunt never splashes. Marking water is free; every cast counts.
How to play
- Goal
- Find and sink every hidden Salt-Wyrm by casting storm-runes into the fog.
- How it ends
- A duel is won by the side that sinks the other's whole brood first; a Hunt ends when the last wyrm surfaces, and cannot be lost.
- Record
- Each Hunt keeps the fastest first solve and its fewest casts; each keeper keeps your fastest win and your fewest casts to a win.
- Duel: pick a rival, hide your five wyrms (or Scatter them), then Begin. Tap the fog to cast; you and the rival take turns, one cast each, you first.
- A splash is water, a strike lights a coil, and the last strike on a wyrm makes it surface. No two wyrms touch, so the squares around a surfaced wyrm are water.
- Hunts: count the soundings along the edges, mark water for free with Mark water, and cast only where a wyrm must lie.
- The clock starts when the duel begins or the Hunt opens, and keeps running if you leave.
Controls
| Click · Tap | Cast into a fog square, or place a wyrm |
|---|---|
| ← → ↑ ↓ | Move over the squares |
| Enter · Space | Cast, or place |
| M | Switch between casting and marking water (Hunts) |
| R | Turn the wyrm you are placing |
| Escape | Leave the fog |
Every Hunt is re-proved by the release build (exactly one brood, found without a guess); the keeper ladder is measured and committed; the rival's brood is sealed with SHA-256 before the first cast. Duels in hand, your records and Hunt times stay in this browser under morass.battleships.v1; the fastest time and fewest casts on each Hunt are public. No ads or analytics run inside the game.







