🚢 Find and sink the hidden ships

A hit is worth two calls

Short answer
Fleet Hunt is the classic hidden-fleet game: each player has four ships laid on their own eight-by-eight sea, and you take turns calling squares on the other sea. A miss passes the turn. A hit lets you call again, so one lucky square becomes a whole ship. Sink all four of theirs before they sink yours.

🎲 Turns⚔️ Rated

How to play Fleet Hunt with a friend

  1. Your ships are placed for youFour ships — lengths four, three, three and two — are laid on your sea at random. They never touch, not even at a corner.
  2. Call a squareOn your turn, tap any square on their sea you have not called yet. It comes back as a miss or a hit.
  3. Follow the hitA hit keeps the turn. Call the squares next to it until the ship goes down, then the turn finally passes.
  4. Watch your own seaTheir calls land on your small sea below the board, so you can see which of your ships are in trouble.
  5. Sink all fourFirst to hit every square of every enemy ship wins. Both seas are revealed at the end.

Hunting: call every other square

The smallest ship is two long, so it always covers one dark and one light square of a chessboard pattern. Until you find something, you only ever need to call one colour — half the sea — and you cannot miss a ship entirely.

That is the whole opening. Call squares of one colour, spread out, and let the ships come to you. A dense cluster of calls in one corner tells you a lot about that corner and nothing about the rest.

Targeting: a hit is a free turn, so spend it well

Once you hit, the turn stays with you until you miss. A ship of four can fall to a single turn if you read the line right: try one neighbour, and as soon as a second hit lands, keep going in that direction, then come back the other way.

Because ships never touch, the ring of squares around a sunk ship is empty water. Skip it. Every call you save is a call your opponent does not get to answer.

The race is measured in turns, not calls

Two players who each need twenty calls do not tie: the one whose calls come in longer runs finishes first. A run of hits is a turn that never ends for the other side.

So the game rewards patience early and greed late. Spend the opening finding ships cheaply, and the endgame chaining hits as fast as you can.

Three things that actually help

  • Call one colour of the chessboard until you hit something. The two-ship cannot hide from it.
  • After a hit, do not fan out in all four directions. Pick one neighbour; the second hit tells you the line.
  • Skip the ring around a sunk ship. Ships never touch, so those squares are known water.

Fleet Hunt questions

Can I place my own ships?+

Not yet. Both fleets are laid at random by the server, which is also what keeps them secret: your phone only ever receives your own sea.

Does my friend need to be online?+

No. Make your call and put the phone down; they are told it is their turn and answer when they like. If you are both there, the same board plays out live.

What happens after a hit?+

You call again. The turn only passes on a miss, so one good square can take a whole ship in a single turn.

Other games in the roster

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