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