Sea Battle Glossary — what every term means
The terms you will hear most in Sea Battle, with short meanings.
- Sea Battle
- The classic two-player hidden-information naval game: five ships each on 10×10 grids, alternating shots, last fleet afloat wins.
- Grid
- Each player's 10×10 ocean of 100 squares, addressed by column letter A–J and row number 1–10.
- Carrier
- The largest ship: one per side, 5 squares long.
- Battleship
- One per side, 4 squares long.
- Cruiser
- One per side, 3 squares long.
- Submarine
- One per side, 3 squares long — same size as the cruiser, so two 3-square ships are in every fleet.
- Destroyer
- The smallest ship: one per side, 2 squares long.
- Deployment
- The secret setup phase in which each player places all five ships in straight lines without overlap (60 seconds here).
- Shot
- One attack on a single enemy square; players strictly alternate one shot per turn.
- Hit
- A shot that lands on a square occupied by an enemy ship.
- Miss
- A shot that lands on open water; the square is marked and never needs firing at again.
- Sunk
- Announced when every square of a ship has been hit; the call-out includes the ship's name.
- Salvo
- A classic variant in which each player fires as many shots per turn as they have surviving ships; not used on this site.
- Hunt
- The searching phase: firing patterns (often checkerboard parity) designed to reach any possible ship placement.
- Target
- The finishing phase after a hit: probing neighbours and extending along the line to locate and sink the ship.
- Parity search
- Hunting on every other square so that even the 2-square destroyer cannot hide between two shots.
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