Admiral RookPlanning…
YOUR FLEET
4/4

Bridge

Local CPU battle · simultaneous orders

Predict their next move.

  1. Deploy. Position your three ships, then tap Ready. Online, both captains must be ready.
  2. Six minutes. Sink the enemy fleet or finish with more total HP. Equal HP is a draw.
  3. Act immediately. Select a ship, a card and a target. Each captain has four energy, regenerating one every three seconds. Other ships can act while one is busy.
  4. Move deliberately. Tap Move, then choose a ghost ship destination to advance, reverse, strafe or turn left/right around the bow. Both take four seconds and one energy. Your ship cannot fire while moving. Every traversed tile stays hittable throughout the movement; rotation exposes the entire square. A blocked maneuver spends its energy.
  5. Aim and protect. Travel time depends on distance. Torpedoes advance tile by tile and stop at the first hull. Damage is checked at impact, once per ship per attack. Torpedoes can hit friendly ships. Shield absorbs one damage and expires after four seconds. Repair restores one HP; two repairs per fleet.

Ships within three tiles are visible. Hits reveal a hull for eight seconds, sonar for ten, and firing exposes the shooter for four. Every thirty seconds, a pulse reveals enemy bows for four seconds. Weapon ranges: Precision and Sonar 5, Burst 4, Barrage 6, Torpedo 8 along a clear row or column. Reefs stop torpedoes and block maneuvers.

Private invitations expire after five minutes of deployment. Refresh this tab to reconnect; the server continues the battle clock. Previously started turn-based battles keep their original rules.