How to Play Armada: Battleship Where the Ships Move
Armada is an original naval strategy game made for Royal Duels. It starts like Battleship: each admiral hides a fleet on an 8ร8 sea. But in Armada the ships move, and both players give their orders at the same time. You don't shoot at where a ship is: you shoot at where you think it will be.
Your fleet
Each admiral has 4 ships: a Battleship (4 squares), a Cruiser (3), a Destroyer (2) and a Submarine (2). Place them anywhere, as long as they don't overlap. You'll see your ships the whole game; the enemy's stay hidden until they sink.
A round
Every round you get 3 command points to spend on any mix of:
- ๐ฏ Fire (1 point): shoot one square of the enemy sea.
- ๐งญ Move (1 point): slide one of your ships one square up, down, left or right. Each ship can move once per round.
- ๐ก Sonar (2 points): pick a square; sonar tells you how many enemy ship squares are in the 3ร3 area around it.
Both admirals plan in secret and press Send orders. When both orders are in, everything happens together, in this order: all ships move, then sonar pings, then all shots land. Against a friend, each round has a 45-second clock; if time runs out, whatever you planned is sent automatically.
What your shots tell you
- ๐ฅ Hit: you damaged a ship. The fire ๐ฅ moves with that ship.
- ๐ฆ Near miss: no hit, but a ship is right next to that square (up, down, left or right).
- โข Miss: nothing there, or next to it.
- ๐ฅ Already burning: you hit a part of a ship that was already damaged. It's still there!
A small number on old hits and near misses shows how many rounds ago they happened. Old information goes stale, because ships move.
Damage and sinking
A ship sinks when every one of its squares has been hit. A damaged ship is slower: it can only move every other round. Sink all 4 enemy ships to win. If both fleets go down in the same round, it's a draw. After 30 rounds, the admiral who took less damage wins.
Strategy
- Lead your shots. After a hit, the enemy will often move that ship. Fire at the hit square and the squares beside it.
- Follow near misses. A ๐ฆ means a ship is next door this round. Next round it may be one more square away.
- Hunt the wounded. A damaged ship that moved last round can't move this round. That's your chance to finish it.
- Spend points on defense. If one of your ships was just hit, moving it costs a shot but can save it.
- Sonar when you're lost. Two points for sonar feels expensive, but it can turn a blind round into a hunt.
- Bluff by staying still. Your opponent expects you to dodge. Sometimes the best move is no move.
Play it now
Practice against the Easy, Medium or Hard admiral, or send a link to a friend. Wins earn ๐ช points toward the monthly prize.
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