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How to play Battleship

Full guide: fleet placement, shots by coordinates, hits and sinking, controls on muta.pro and ship-hunting tactics. Read it — and into battle.

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In brief

Goal
Sink the enemy's entire fleet
Players
2
Game
10–20 min
Difficulty
Medium
Randomness
Yes

Goal of the game

Battleship is a blind duel of two fleets on 10×10 boards. Your task is to be the first to sink all the opponent's ships, guessing the coordinates of their cells while the opponent tries to do the same to your fleet. Each player sees only their own board and the results of their own shots: miss, hit or sunk.

The winner is whoever destroys the entire enemy squadron first. Both luck and logic matter here: from a single hit you work out how the ship lies and finish it off.

Preparation

Each player has a board 10×10 and a fleet of ten ships: one four-deck, two three-deck, three two-deck and four single boats. Ships are placed vertically or horizontally and must not touch even at the corners. On muta.pro the fleet is placed automatically by the rules, so you can go straight to shooting. You see your own board in full, the opponent's board is covered by fog.

Course of battle

Shot at a cell

On your turn you pick a cell on the opponent's board and shoot. The board is hidden, so the shot is made blind — by guess or by system.

Miss — turn passes

If the cell is empty, a miss is marked and the turn passes to the opponent. After a miss, you wait for your turn.

Hit — shoot again

A hit on a deck (hit) grants another shot. As long as you keep hitting, the turn stays yours — finish off the ship you found.

Sunk

When all decks of a ship are hit, sunk is shown. The cells around the sunk ship are automatically marked empty — there can be no ships there.

Your fleet under fire

The opponent shoots at your board by the same rules. You see where they hit and count how many of your ships are still afloat.

What it looks like: move breakdown

The opponent's board through the attacker's eyes. Red with ✕ — a hit, dark red with ☠ — a sunk ship, blue dots — misses, — where to shoot next.

Hit — hunt the ship. After a hit the turn stays yours. Shoot the cells left and right of the hit — the ship stretches in a line.
Sunk — outlined around. A two-decker is sunk. The surrounding cells are surely empty (ships don't touch) — don't shoot there. Aim elsewhere.
Checkerboard fire. While no ships are in sight, shoot every other cell. That way you're guaranteed to find any ship two decks or longer.

How to win

The game ends as soon as one player's entire fleet is sunk. Whoever destroyed all ten of the opponent's ships first wins. No score accumulates: only the fact of destroying the squadron matters. On muta.pro the game keeps stats of salvos and hits, and after the battle you can start a rematch and fight again.

Controls on muta.pro

🖱️
Shot
Click a cell on the opponent's board — the shot goes there. The result is immediately marked with a hit or miss icon.
🎯
Streak of hits
After a hit the board stays active — click neighboring cells until the ship is sunk.
New game and rematch
The ⚓ New game and ⚓ Rematch buttons start a fresh game with a new fleet placement.
🤖
Opponent
Play with a friend by room code or against a bot — it shoots at your board on its own with reasonable tactics.

Tips for beginners

Shoot in a grid

Hit every other cell in a checkerboard pattern — that way you reach the large ships faster, as they don't fit between the shots.

Finish off along the line

After a hit, check the cells horizontally and vertically from the hit: the ship is stretched in one direction.

Don't waste shots

The cells around a sunk ship are known to be empty — don't shoot there, save your turns.

Remember the edges

Small boats often hide along the sides and in the corners — don't forget to check the perimeter.

Placement strategy

You hide your fleet not to “look nice” but so the opponent searches longer. On muta.pro the board is 10×10, ships do not touch even at the corners — which means the enemy counts cells no worse than you. Arrange your fleet against the typical hunting algorithm: against “checkerboard” fire and finishing off along a line.

The big ones — to the sides and corners

Four- and three-deckers at the edge take half the finishing directions away from the opponent: the continuation can only be sought along the side, not in all directions.

Split the fleet across quarters

Do not bunch the ships in one sector. Finding one, the opponent sprays the surroundings and stumbles onto its neighbours. Spreading forces them to search anew.

Cutters — scattered

Four single cutters take longest to catch. Hide them away from the cluster of big ships and not in a straight line — otherwise one lucky guess gives them away.

Break your own patterns

If you press “auto-placement” every time — that too is a habit. Over a long series, change where the big units sit so you cannot be read from past games.

The big ships are pressed to the sides, the fleet is split across sectors, the cutters stand apart — the whole board will have to be searched.

Hunting tactics

The attack splits into two phases: search (until a ship is found) and finishing off (until it is sunk). Do not mix them — in the search save your shots, in finishing off do not let the ship “slip off the hook”.

Search every other cell

Fire at the black cells of an imaginary chessboard. Any ship of two decks or more occupies at least one such cell — this way you comb the board twice as fast.

Hit — determine the axis

After a hit, fire at the four neighbours. A second hit sets the direction: from then on shoot only along that line.

Finish off to both ends

Found the axis — shoot it out in both directions until you get “sunk”. Stopping early leaves a live deck, and the ship will still bite back.

Count what’s left

Keep in mind which ships are still afloat. If the four-decker is sunk, you no longer need to search long runs of cells — save your shots for the small fry.

The big ones first

Tune the search grid to the longest living ship: a wide step uncovers exactly that one faster, and you will finish off the small fry along the way.

The checkerboard search grid: shots at the “◎” cells are guaranteed to graze any ship two decks or longer.

Advanced finishing off

Mastery lies in not wasting a turn on junk shots. Two techniques set the strong player apart: reading the fragments around a hit and framing a sunk ship with a mental border.

The diagonal hints at the axis

Ships do not touch at the corners. So if there is already a miss diagonal to a hit, that is no obstacle — but a live deck can only lie in a straight line. The diagonals are never checked.

Frame the sunk ship with a border

After “sunk”, the entire perimeter around the ship is guaranteed empty. On muta.pro these cells are marked automatically — do not spend a single salvo on them.

There must be room enough

Estimate whether a live ship still fits in the remaining gap. If there is only one cell between misses, a long ship won’t stand there — don’t shoot.

The sunk two-decker (✕) is framed by a provably empty perimeter (•) — you must not shoot there; aim further at the “◎”.

Common mistakes

Battleship forgives bad luck but not sloppiness. The same misses recur from game to game — here they are, from the crude to the subtle.

  1. Firing in a row at adjacent cells. Blanket fire down a row wastes moves: between two shots a ship of two decks or more will show up anyway. Move every other cell.
  2. Shooting diagonally from a hit. The ship lies in a straight line, not askew. Diagonal shots after a hit almost always miss.
  3. Not finishing the ship off. Got distracted after a hit — left a live deck. Until the ship is “sunk”, the turn is yours by the rules: don’t give it away for nothing.
  4. Shooting around a sunk ship. The perimeter of a “sunk” ship is always empty. Every salvo there is a gift to the opponent.
  5. Putting the whole fleet in one corner. A compact squadron is cracked open by one lucky series. Scatter the ships across the board.
  6. Forgetting the ship count. Don’t track who is still alive, and you keep searching for a long ship that is no longer on the board.

Frequently asked questions

What do hit and sunk mean?
Hit means an impact on one deck, the ship still holds. Sunk means all decks are hit, the ship is destroyed.
Do hits grant an extra turn?
Yes. Every hit keeps the turn yours. A miss passes the turn to the opponent.
Can ships touch?
No, ships stand at least one cell apart from each other, even diagonally. So cells next to a sunk ship can safely be skipped.
Can you play against a bot?
Yes. Create a room and battle against a bot or invite a friend with the room code.
What exactly is the fleet in Battleship on muta.pro?
The standard one: one four-deck ship, two three-deckers, three two-deckers and four single cutters — ten units in all on a 10×10 board. That makes twenty decks the opponent must hit.
Does “checkerboard” firing really work?
Yes. Any ship two cells or longer will necessarily occupy at least one cell of one colour of the chessboard. By shooting only such cells, you comb the board with half the number of shots.
Where to shoot after the first hit?
At the four adjacent cells horizontally and vertically, but not diagonally. As soon as you hit a second time, the ship’s axis is fixed, and from then on shoot only along it.
Why place big ships at the edge of the board?
By the side, a ship can only be searched for in one direction, not all four. This takes half the finishing directions away from the opponent and lengthens your defence.
Can you work out from the misses where there are definitely no ships?
Yes. If none of the remaining live ships fits into a gap between misses, shooting there is pointless. Tracking such “dead” zones saves moves.
Does placement affect the odds against the bot?
It does. The bot finishes off along a line and frames sunk ships like a human. Spreading the fleet across sectors and placing ships at the sides make it search longer, giving you a head start in attack time.
Ready for a game?
Create a room, invite a friend by code or play against a bot.

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