Score
0
Time
150s
Best
—
Battleship Solitaire — find the hidden fleet from the row and column counts. No two ships touch. Solve as many grids as you can before time runs out.
A fleet of ships is hidden in the grid. Every ship is a straight block one cell wide — lengths like 4, 3, 2 and single submarines — and no two ships ever touch, not even at a corner.
The number beside each row and below each column tells you exactly how many of that line's cells are ship. A few cells are revealed as hints: ship pieces (locked in) and water (locked out).
Tap a cell to mark it as a ship, tap again to mark it as water, and once more to clear it back to unknown. Use water to fence off where ships cannot be — it never counts toward the numbers, but it keeps your deductions straight.
The fleet you must place is shown beneath the board. You solve the grid when your ships match that fleet exactly: the right number of each length, every row and column count satisfied, and no two ships touching. A row or column clue turns green when its count is right and red if you have placed too many.
Solve a grid and a new, usually larger one appears at once. Grids grow from 6×6 toward 8×8 as your score climbs. Your score is the number of grids you finish before the clock reaches zero.
Water is your pencil, so spend it freely. The instant you place a ship, every diagonal neighbour must be water and, for the ends of a ship, the cells just beyond it too — fencing a ship in water immediately rules out huge numbers of cells and often forces the next ship. A row or column whose clue is 0 is pure water from end to end, and a clue equal to the line's length is solid ship; both are free moves before any real thinking.
Place the big ships first. The longest ship fits in the fewest places, so the 4 (or 3) is usually the most constrained piece on the board — find the rows and columns whose counts are high enough to hold it and see where it can possibly go. Hints that show a ship segment are gold: a middle segment tells you the ship runs straight through it, while an end segment points the ship in one direction and puts water on the other side.
Let the counts do arithmetic for you. If a row needs three ship cells and only three of its cells can still be ship (the rest fenced off as water), all three are ships. If a row already has its full count, every other cell in it is water. Bounce between rows and columns the same way you would in a nonogram, and check the fleet list below the board constantly — once the single submarines are all that's left to place, the leftover isolated cells are exactly where they go.