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Last active June 22, 2025 15:32
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Increase the complexity of Battleship style game. Leveraging ChatGPT to introduce 2d6 dice and playable card mechanics.

die rolls

Roll Effect
2 Skip next opponent’s turn (rare but powerful)
3 Move any ship up to 3 spaces
4 Repair 2 hits on any ship
5 Take a second shot this turn
6 Repair 1 hit
7 Standard turn (fire one shot)
8 Move a ship 1 space or rotate
9 Choose between moving a ship 2 spaces or repairing 1 hit
10 Spy action: peek at one enemy coordinate (they must say hit/miss/empty)
11 Fire two separate shots at once
12 Fire a 3x3 area blast (declare center coord; resolves like area scan, hits all ships in range if present)
  • Draw mechanic: Draw 1 card per turn or only on special rolls (e.g. roll a 6 on a d6).
  • Play rules: 1 card per turn; can be played before or after firing, depending on type.

Action Cards

Recon / Intel

Card Name Effect
Spy Guess up to 3 coordinates; opponent says if a ship is present in any, but no hit is dealt.
Intercept See the next shot your opponent declares before they fire. You may cancel it once per game.
Scanner Choose a 3x3 square. Opponent says “yes/no” if any ships are present.

Sabotage / Counterplay

Card Name Effect
Sabotage Choose one enemy ship: it may not move next turn.
Jammer Blocks opponent from using a card this round.
Decoy Signal After opponent hits you, reveal it was a decoy; the shot does not count (1 use only).

Repair / Mobility

Card Name Effect
Emergency Repair Remove 2 damage tokens from any ship.
Evasive Maneuver Move a ship 2 spaces immediately, even during opponent’s turn (after a hit).
Full Rotation Rotate any ship 180° at any time.

Offensive

Card Name Effect
Cluster Bomb Instead of one shot, declare a 2x2 square to target; hits all spaces.
Chain Shot Take a second shot if the first one is a hit.
Torpedo Fires a shot through a full column or row; stops at the first hit.

Optional Mechanics

  • Discarding: Allow players to hold up to 2 cards and discard/re-draw if they don't play them within 3 turns.

Shared Event Cards (Affect Both Players)

  • Event Cards: Add some rare random cards to the deck that affect both players (e.g., “Sonar Disruption: No scanning for 2 turns”).
Card Name Effect
Storm Surge All ships may not move next turn due to weather interference.
Fog of War No scanning, spying, or recon actions may be used for 2 turns.
Sonar Malfunction Both players must fire blind (randomly chosen coordinate) this turn.
Communication Jam Players cannot use or draw cards next turn.
Minefield Drift Choose 3 coordinates to be "mined"; if any ship moves into them, it takes 1 damage. Lasts 3 turns.
Supply Shortage No repair actions may be used for 2 full rounds.
Radar Echo Players must reveal the name of one undamaged ship.
False Positives All scans produce inverted results this round (opponent lies, saying "no" where there is a ship and "yes" where there isn't).
Thermal Interference Only shots that directly hit will be acknowledged; near-miss feedback is suspended.
Engine Failure Randomly select one ship from each player; it may not move or rotate for the next 2 turns.
Blackout Protocol Players must declare their next target coordinate one full turn in advance.

Usage Tips Shuffle 3–5 event cards into a dedicated event deck.

Reveal one every 3–5 turns, or trigger it on a special roll (e.g., rolling a 1 on any d6).

Keep events impactful but temporary (1–3 turns) to preserve momentum.

Game Overview

This enhanced version of Battleship introduces strategic complexity via:

2d6 dice rolls to determine player abilities per turn

Power Cards for tactical advantages

Event Cards that create global game-altering conditions

Game Components Standard Battleship board and ships

Two 6-sided dice (2d6)

Power Card Deck (20–30 cards per player)

Event Card Deck (optional 5–10 cards, shared)

Turn Sequence Each player performs the following steps per turn:

Roll Phase (2d6)

Roll 2 six-sided dice

Use the total to determine your special action (see Power Table below)

Event Phase (every 5 turns)

If it is Turn 5, 10, 15... draw an Event Card and apply its effect immediately

Card Phase

Optionally play 1 Power Card

Cards may be played before or after firing, depending on type

Action Phase

Perform action granted by dice roll

Fire your shot (or shots, if modified by dice or cards)

2d6 Power Table Roll Effect 2 Skip opponent’s next turn 3 Move a ship up to 3 spaces 4 Repair 2 hits on any ship 5 Take a second shot (must be separate coordinates) 6 Repair 1 hit 7 Standard turn (fire one shot, no bonus) 8 Move 1 ship 1 space or rotate 9 Move a ship 2 spaces or repair 1 hit 10 Spy: Guess one coordinate and learn if it contains a ship (no hit applied) 11 Fire two separate shots 12 Blast: Fire at a 3x3 area; any ship in that area is hit (1 hit per ship max)

Power Cards (Player Deck) Each player starts with a deck of 20 shuffled Power Cards and draws 1 card at the beginning of the game and 1 every 3 turns (max 2 in hand).

Examples:

Spy: Guess 3 coordinates, opponent says if any are occupied

Sabotage: Freeze one enemy ship's movement for 1 turn

Emergency Repair: Remove 2 damage from any one ship

Cluster Bomb: Fire at a 2x2 square

Jammer: Cancel an opponent's Power Card play

Event Cards (Shared Deck) Shuffle 5–10 Event Cards into a shared deck. Draw one every 5 turns and resolve immediately. Effects last 1–3 turns.

Examples:

Storm Surge: No movement next round

Communication Jam: No cards may be played for 1 round

Fog of War: No scanning, spying, or recon for 2 rounds

Minefield Drift: Add 3 mined spaces to board for 3 rounds

Victory Condition Same as standard Battleship: destroy all of the opponent's ships.

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