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Battleships

Hide your brood of Salt-Wyrms in the fog, then cast storm-runes into your rival's — against six measured sea-witches, or through 120 Hunts found by the fishers' soundings.

BattleshipsBoard & Cards, Strategy, Puzzle

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Battleships

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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.
Worked visual example for Battleships
Worked example. See the rule happen, then follow the numbered rules below.
  1. 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.
  2. 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.
  3. Hunts: count the soundings along the edges, mark water for free with Mark water, and cast only where a wyrm must lie.
  4. The clock starts when the duel begins or the Hunt opens, and keeps running if you leave.

Controls

Click · TapCast into a fog square, or place a wyrm
← → ↑ ↓Move over the squares
Enter · SpaceCast, or place
MSwitch between casting and marking water (Hunts)
RTurn the wyrm you are placing
EscapeLeave 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.

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