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BATTLEship is the old favorite Navy Game where two players try to sink each other's hidden ships. It is conveniently packaged in self-contained sturdy plastic game kits, complete with storage compartments for the small ships and marker pegs. If can be set up, ready for play, in minutes and quickly stored away when not in use. In this modern, compact form, BATTLEship will provide pleasant entertainment for the whole family.

Players place their "fleet" of 5 ships on their "ocean", hidden from the opponent's view. Taking turns, players call out their "shots" attempting to get "hits" on the opponent's ships in order to sink them. Strategy and some luck must be combined to be the first to locate and sink all 5 opponent's ships to win the game.


  • Two players sit FACING EACH OTHER, each with his kit on the fable in front of him. They open their BARRIER LIDS so they cannot see the ocean grid of their opponent's kit. The lids are kept open all during the playing of the game.

  • Each player SECRETLY places his fleet of 5 ships on his ocean grid. The BOTTOM of each ship has two "anchoring pegs" which must be pushed THROUGH the holes in the ocean grid for placing them, ships may be placed in ANY HORIZONTAL (back and forth) or VERTICAL (up and down) position - but NOT DIAGONALLY. The ship's "anchoring pegs" will NOT fit in the grid holes if placed diagonally. All holes on the TOP of the shipS must be lined up over holes on the ocean grid. DO NOT place a ship so that a part of it is overhanging the grid holes or over letters and numbers.

  • When both players have placed their 5 ships as desired, they announce "READY". From then on, during the game, they MAY NOT change the position of any ship. To do so would be cheating!

Call Out The Shots

In this BASIC Game, the players call out ONE shot each turn to try to hit an opponent's ship.

The player with the RED kit fakes the first shot. Players then alternate, taking one shot at a time (red, blue, red, etc)..

A shot is made by calling a letter and a number to locate which hole in the opponent's ocean grid that shot is to be placed. That hole is located by going straight across, horizontally, from the called letter (printed on the side) and down, vertically, from the called number (printed across the top). The diagrams below show examples of how shots are located. The black dot shows where the shot is placed.

When a shot is called, the opponent immediately tells, the player whether it s a "hit" or "miss". If is a "hit" if the called hole on his ocean grid is covered by a ship; and a "miss" if no ship occupies that hole. If the shot is a "hit", the opponent fells the player what KIND of ship was "hit" (cruiser, carrier, etc).

Mark Shots With Pegs

After a player has called his shot and found out whether it s a "hit" or "miss", he places a marker peg in his target grid (the one in the lid) -a WHITE peg for a "miss" and a RED peg for a "hit", to mark the location of that shot. This will guide him in placing future shots and prevent him from calling the same holes more than once.

A player does not have to mark his opponent's "misses" with white pegs, but, he MUST MARK any 'hits" that the opponent makes on his ships with a RED peg. When a hit has been made on a player's ship, he places a RED peg in the ship at that location on his ocean grid.

Examples of marking the shots -

Sink The Fleet

  • Players continue taking turns, Calling shots and marking them.

  • Whenever a ship has received enough "hits" to fill all of ifs holes with RED PEGS, if is SUNK and is removed from the ocean grid. The player whose ship is sunk must announce if to his opponent.

  • The number of "hits" each ship must receive to be SUNK is as follows: Carrier - 5 hits, Battleship - 4 hits, Cruiser - 3 hits, Submarine - 3 hits, Destroyer - 2 hits.

  • It is expected that players will be honest in announcing "hits" when they are made. Occasionally players may make a mistake in calling a hole they didn't mean or in locating the correct hole called. If a player feels an error has been made, he may call a TRUCE - and stop the game temporarily to review shots he has made in past turns. He can easily do this by calling out the location of the pegs he has placed on his target grid and asking the opponent to verify the "hits" and "misses" he has marked.

End of the Game

The first player to sink all 5 of his opponent's ships is the WINNER.