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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